Announcement

Collapse
No announcement yet.

archipelago const.txt

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • archipelago const.txt

    UPDATE:
    WORKS WITH CRADLE MOD, SORRY...

    I want to be able to generate a pacific islands type of map.

    I started messing with some settings with const.txt, but I'm not having much luck getting it to produce maps with a lot of islands (I'm hoping to produce 20-30 small islands).

    I'd prefer about 15-25% water, and the rest small land masses.

    I got the idea to edit const.txt from



    I may have found my answer in this
    The Modding Knowledgebase for Call To Power II/Call To Power 2 and the Apolyton Edition
    Last edited by thistleknot; October 9, 2012, 21:50.

  • #2
    No matter what I do, I can't seem to get the amount of water to reduce without flooding the map with land... and when I do that, the land connects to each other to form lakes... I really want the water to interleave between the land masses

    Comment


    • #3
      Maybe, MIN_CONTINENT_START_SIZE in const.txt could be something. But probably, you have to explore the map.txt for more stuff.

      -Martin
      Civ2 military advisor: "No complaints, Sir!"

      Comment


      • #4
        I GOT IT!

        Thanks for pointing me to map.txt (I remember this file from an earlier Cradle)

        thank god...



        upon furthernote

        percent_land
        percent_continent
        and
        percent_homogenous

        don't do a damn thing to my maps when I set them from 0 to 100. The values taht did stuff are all defined in map.txt

        The most important was
        MAP_NUM_CONTINENTS 800

        1000 for some reason would produce a lot of land and mountains ontop of it

        so would setting map min and map max_subcontintents to too high (couldn't go higher than 12 for min and 24 for max)

        also setting map bump_size too high would also create a lot of mountains...

        Produces good maps

        ocean to land was set at 3 from the left

        map.txt
        ## Super Large Map

        MAP_SIZE 150 300 {
        # Very Large(Gigantic) Map - 0% Continents/Islands
        {
        MAP_NUM_CONTINENTS 800 ##from 50
        MAP_MIN_WIDTH 8
        MAP_MIN_HEIGHT 8
        MAP_MAX_WIDTH 12
        MAP_MAX_HEIGHT 12
        MAP_BUMP_SIZE 24
        MAP_MIN_SUBCONTINENTS 6 ##from 6
        MAP_MAX_SUBCONTINENTS 12 ##from 12
        MAP_SUBCONTINENT_SIZE 0.6
        MAP_SUBCONTINENT_HEIGHT 0.6
        MAP_BORDER_SIZE 15
        MAP_FAULT_LINES 0
        MAP_FAULT_LENGTH 1.0
        MAP_NS_BORDER_SIZE 5
        }


        good as well (produces larger continent sized areas, albeit with more ocean...)
        ## Super Large Map

        MAP_SIZE 100 200 {
        # Very Large(Gigantic) Map - 0% Continents/Islands
        {
        MAP_NUM_CONTINENTS 800 ##from 50
        MAP_MIN_WIDTH 10
        MAP_MIN_HEIGHT 10
        MAP_MAX_WIDTH 20
        MAP_MAX_HEIGHT 20
        MAP_BUMP_SIZE 20
        MAP_MIN_SUBCONTINENTS 1 ##from 6
        MAP_MAX_SUBCONTINENTS 3 ##from 12
        MAP_SUBCONTINENT_SIZE 0.6
        MAP_SUBCONTINENT_HEIGHT 0.6
        MAP_BORDER_SIZE 15
        MAP_FAULT_LINES 0
        MAP_FAULT_LENGTH 1.0
        MAP_NS_BORDER_SIZE 5
        }

        good too
        ## Super Large Map

        MAP_SIZE 100 200 {
        # Very Large(Gigantic) Map - 0% Continents/Islands
        {
        MAP_NUM_CONTINENTS 800 ##from 50
        MAP_MIN_WIDTH 10
        MAP_MIN_HEIGHT 10
        MAP_MAX_WIDTH 16
        MAP_MAX_HEIGHT 16
        MAP_BUMP_SIZE 20
        MAP_MIN_SUBCONTINENTS 4 ##from 6
        MAP_MAX_SUBCONTINENTS 6 ##from 12
        MAP_SUBCONTINENT_SIZE 0.6
        MAP_SUBCONTINENT_HEIGHT 0.6
        MAP_BORDER_SIZE 15
        MAP_FAULT_LINES 0
        MAP_FAULT_LENGTH 1.0
        MAP_NS_BORDER_SIZE 5
        }
        Last edited by thistleknot; September 30, 2012, 01:09.

        Comment


        • #5
          I've settled on this

          ## Super Large Map

          MAP_SIZE 100 200 {
          # Very Large(Gigantic) Map - 0% Continents/Islands
          {
          MAP_NUM_CONTINENTS 800 ##from 50
          MAP_MIN_WIDTH 8
          MAP_MIN_HEIGHT 8
          MAP_MAX_WIDTH 16
          MAP_MAX_HEIGHT 16
          MAP_BUMP_SIZE 20
          MAP_MIN_SUBCONTINENTS 6 ##from 6
          MAP_MAX_SUBCONTINENTS 12 ##from 12
          MAP_SUBCONTINENT_SIZE 0.5
          MAP_SUBCONTINENT_HEIGHT 0.5
          MAP_BORDER_SIZE 15
          MAP_FAULT_LINES 0
          MAP_FAULT_LENGTH 1.0
          MAP_NS_BORDER_SIZE 5
          }

          Comment


          • #6
            I want to be able to reproduce this map, what can I do?
            I'm actually running Call to Power 2 + Apolyton CTP2 Edition: Revision 1111
            I have edited the file map.txt located in C:/ProgramFiles/Activision/Call to Power 2/ctp_data/default/gamedata
            overwriting only this piece of text:

            ## Super Large Map

            MAP_SIZE 100 200 {
            # Very Large(Gigantic) Map - 0% Continents/Islands
            {
            MAP_NUM_CONTINENTS 800 ##from 50
            MAP_MIN_WIDTH 8
            MAP_MIN_HEIGHT 8
            MAP_MAX_WIDTH 16
            MAP_MAX_HEIGHT 16
            MAP_BUMP_SIZE 20
            MAP_MIN_SUBCONTINENTS 6 ##from 6
            MAP_MAX_SUBCONTINENTS 12 ##from 12
            MAP_SUBCONTINENT_SIZE 0.5
            MAP_SUBCONTINENT_HEIGHT 0.5
            MAP_BORDER_SIZE 15
            MAP_FAULT_LINES 0
            MAP_FAULT_LENGTH 1.0
            MAP_NS_BORDER_SIZE 5
            }

            But I just cant' get the same map, maybe I'm missing some step.
            Last edited by Poddighe; October 9, 2012, 08:17.

            Comment


            • #7
              gigantic and land/water slider set to 3 from the left

              Comment


              • #8
                I get this...

                (I'm sending you a PM cause I can't post IMG link)

                Lol i can't send PM too :P

                Anyway, I'm sure I'm doing something wrong, but I don't know what it is...

                Comment


                • #9
                  my bad

                  the key is here

                  # Very Large(Gigantic) Map - 0% Continents/Islands

                  it should be all the way to the left for no continents as well.

                  hmm...

                  I tried it with ae edition.

                  I need to update my first post

                  This only worked for me inside cradle mod

                  inside ae, I would prolly have to do some more tweaking.

                  I also had to go into const.txt and set the map size to 100 200 (didn't have to with cradle)
                  Last edited by thistleknot; October 9, 2012, 21:50.

                  Comment


                  • #10
                    I was redoing my mod of cradle iv and realized the issues Poddighe was having (I recommend a winmerge comparison to ensure you don't copy everything!)
                    here's my const
                    Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.


                    Here's a pic of the aftermath with what's needed in the map file


                    Here's a diff of the two files (1st set of changes are the changes I used, so the diff is actually backwards)
                    5,7c5,7
                    < PERCENT_LAND 85 ## how much of the world is land (from 40)
                    < PERCENT_CONTINENT 75 ## how much of the world tends toward big continents verses small islands (WW from 50)
                    < PERCENT_HOMOGENOUS 50 ## how "clumpy" the land terrain is (from 55)
                    ---
                    > PERCENT_LAND 45 # how much of the world is land (from 40)
                    > PERCENT_CONTINENT 70 # how much of the world tends toward big continents verses small islands (WW from 50)
                    > PERCENT_HOMOGENOUS 5 ## how "clumpy" the land terrain is (from 55)
                    74,75c74,75
                    < PERCENT_MOUNTAIN 3 # percetage of land with mountain on it - this is a target only (WW from 5)
                    < MOUNTAIN_CELL 2 # length of a side of a cell - one cell contains at most 1 mountain chain. (WW from 5)
                    ---
                    > PERCENT_MOUNTAIN 7 # percetage of land with mountain on it - this is a target only (WW from 5)
                    > MOUNTAIN_CELL 4 # length of a side of a cell - one cell contains at most 1 mountain chain. (WW from 5)
                    78,79c78,79
                    < MOUNTAIN_SPREAD 12 # chance that the mountain chain spreads out (from 25)
                    < MOUNTAIN_LENGTH 2 # average length of a mountain chain (from 25)
                    ---
                    > MOUNTAIN_SPREAD 60 # chance that the mountain chain spreads out (from 25)
                    > MOUNTAIN_LENGTH 8 # average length of a mountain chain (from 25)
                    86,88c86,88
                    < PERCENT_FOREST 45
                    < PERCENT_GRASS 60 #from 40
                    < PERCENT_PLAINS 40 #from 25
                    ---
                    > PERCENT_FOREST 20
                    > PERCENT_GRASS 90 #from 40
                    > PERCENT_PLAINS 35 #from 25
                    95c95
                    < NICE_RADIUS 30 # radius of effect when calculating niceness of player placement
                    ---
                    > NICE_RADIUS 10 # radius of effect when calculating niceness of player placement
                    110c110
                    < AVERAGE_POLLUTION_TURNS 20
                    ---
                    > AVERAGE_POLLUTION_TURNS 5
                    158c158
                    < SPIED_UPON_WARINESS_TIMER 28 # How many turns a spied upon city gets increased wariness
                    ---
                    > SPIED_UPON_WARINESS_TIMER 7 # How many turns a spied upon city gets increased wariness
                    176c176
                    < WATCHFUL_CITY_TURNS 28 # how long a city remains watchful
                    ---
                    > WATCHFUL_CITY_TURNS 7 # how long a city remains watchful
                    178,179c178,179
                    < BIO_INFECTION_TURNS 20
                    < NANO_INFECTION_TURNS 20
                    ---
                    > BIO_INFECTION_TURNS 5
                    > NANO_INFECTION_TURNS 5
                    235,237c235,237
                    < WORMHOLE_RETURN_TIME 20 # unused
                    < WORMHOLE_VISIBLE_TO_ALL_TURNS 20 # unused
                    < MAX_GOVERNMENT_CHANGE_TURNS 20 # from 4
                    ---
                    > WORMHOLE_RETURN_TIME 5 # unused
                    > WORMHOLE_VISIBLE_TO_ALL_TURNS 5 # unused
                    > MAX_GOVERNMENT_CHANGE_TURNS 5 # from 4
                    243c243
                    < EMANCIPATION_UNHAPPINESS_TURNS 20
                    ---
                    > EMANCIPATION_UNHAPPINESS_TURNS 5
                    259c259
                    < ATTACK_CONVERTER_UNHAPPINESS_TURNS 20
                    ---
                    > ATTACK_CONVERTER_UNHAPPINESS_TURNS 5
                    289c289
                    < MAX_REQUESTS_PER_PLAYER_PER_TURN 20
                    ---
                    > MAX_REQUESTS_PER_PLAYER_PER_TURN 6
                    300c300
                    < MAP_SIZE_GIGANTIC 150 300 2
                    ---
                    > MAP_SIZE_GIGANTIC 100 200 2

                    Comment

                    Working...
                    X