axius
Warrior
CCCAC Representative
Posts: 220
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Post by axius on Oct 30, 2007 3:56:40 GMT -5
After playing countless OCC games, I finally had enough of random luck with starting locations. Here's a script that guarantees random but identical starts with abundant resources (optional): Edit: The release versions: Equal_Inland_Sea.pyEqual_Team_Battleground.py(right-click on the link, then Save Link As... to the PublicMaps subfolder of your Civ folder) What it does: 1. All players get the same exact land around their starting locations (within 2 cultural expansions). 2. There is an additional option for Resources: "Extras" (selected by default). When it's selected, a lot of resources is dropped around the starting location. This is similar to the HB maps, but the algorithm is much improved. It uses the shape of the cultural borders expansion rather than a square box, so that no food is wasted by dropping outside of the fat cross or directly on top of the settler. It is also able to use terrain-dependent food (deer, banana, seafood). The placement of resources is random rather than a fixed sequence used in the HB script. In addition, all empty tiles within 2 cultural expansions of the starting location are filled with forests. Enjoy! Feedback is welcome. Notes: 1) Because the areas around the starting locations are dupicated (copied over from wherever the first player starts) there can be mini rivers, tiny seas, tundra near desert, and other things that look weird. That's a harmless side effect, ignore it; 2) Don't use the "Regenerate Map" option to get a new map. It's bugged and will produce graphical glitches (regardless of the map script). Just make a new game.
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Post by TheClash on Oct 30, 2007 5:01:56 GMT -5
good idea but pls tell me how to download that file
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Post by Bantams on Oct 30, 2007 5:10:35 GMT -5
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Post by TheClash on Oct 30, 2007 6:29:57 GMT -5
thx
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Post by TheClash on Oct 30, 2007 6:50:22 GMT -5
looks good especially in the beginnig all got same land. But when it comes to city expansion there are differences and not only when someone might be boxed (low sea is a must). Is it possible to include alu and oil to resources which will be dropped in closer distance to capital so everybody will get it. I had in a test the situation that alu and oil are available in later expansion to some players and to others not. BTW in a test game (5 player) one player was able to do levee and Hoover not being on a river. Others couldnt build it.
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axius
Warrior
CCCAC Representative
Posts: 220
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Post by axius on Oct 30, 2007 10:22:29 GMT -5
looks good especially in the beginnig all got same land. But when it comes to city expansion there are differences and not only when someone might be boxed (low sea is a must). Good point about boxed/sea locations. I can make it find a player with the most land and use his land as the template. In that case sea will get 'paved', but of course nothing can be done about boxed locations. The game will never place a player within 2 tiles of the edge of the map unless there are way too many players for the map size, but we aren't talking about ridiculous setups. It's still possible to be placed 3 tiles away from the edge though - I don't know what to do about that. It's still rare though. Right now the affected area is a circle with radius = 3, i.e. the territory covered after the city expands 2 times, at 5 and 50 culture. You might not get oil (for example) if there is no oil-supporting tile available there. But oil can be just randomly on the base map somewhere like 5 tiles away, covered at 2500 culture. I can think of a few ways to solve this. First, use radius = 4 or 5. That will greatly increase the chance that there will be a good tile for oil/alu. But: a) radius 4, and especially 5, will amplify the boxed location issue because it's quite possible to be placed within that distance of the edge of the map; b) depending on climate and latitude, you might still not get oil/alu. Second, I can remove all randomly placed oil/alu from the map before balancing, so that nobody gets it not from this script. Third, I can forcibly insert a tile with oil/alu if needed. Or a combination of the above things. Any other ideas?
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axius
Warrior
CCCAC Representative
Posts: 220
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Post by axius on Oct 30, 2007 10:27:10 GMT -5
BTW in a test game (5 player) one player was able to do levee and Hoover not being on a river. Others couldnt build it. Hmm... Rivers are a royal pain in the ass generally. I think I know what happened there. I'll fix that. A good idea anyway is to try and make sure everybody starts with a river (find a player with a river and use his land).
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Post by Lestat on Oct 30, 2007 13:42:47 GMT -5
Can u do that for tbg map-torodial wrap ? No prob with boxing , sea .. etc.
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Post by TheClash on Oct 30, 2007 14:49:50 GMT -5
ok played 3 games now with up to 6 players: 1) use not a to small map 2) in first turn we always got OOS. We reloaded from save and had no more problems Only thing was that after the reload from save the land changed a bit. What was pig before was after the reload from save a sheep. In all 3 games we had no oil. Would be nice to put it in first 2 expansion ( maybe the 250 expansion if possible). But well done axius, thank you
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axius
Warrior
CCCAC Representative
Posts: 220
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Post by axius on Oct 30, 2007 18:16:22 GMT -5
Here's a new version: Equal_Inland_Sea_beta2.pyChanges: 1. Rivers are copied more correctly. Being able to build a levee without a river should not happen anymore. 2. The script first looks which player has the starting location with a river and the most land, and then this location is used as the template for all. This way if anybody has river - all will, and the sea is almost always paved over. 3. There are now always iron, oil and aluminum around. If there is no suitable tiles to place oil - a random tile is converted to oil. Etc. OOS? Make sure that all have the same version of the file. Let me know if it happens again. I also tested on a Small map with no problems. Let's see if this version still has any issues.
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[KC]Bopper
Worker
The Knight Who Says 'Giddy-Up!'
Posts: 136
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Post by [KC]Bopper on Oct 30, 2007 18:17:53 GMT -5
I played one of those games Ax, the balance was excellent. I'd like to see this script set up for a Hub or Ring map as well so that we can go back to having the option of sea battles in an OCC game. Great work! How much are they paying ya?
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axius
Warrior
CCCAC Representative
Posts: 220
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Post by axius on Oct 30, 2007 20:35:21 GMT -5
ok played 3 games now with up to 6 players: 1) use not a to small map I found how to ensure that nobody starts within 3 tiles from the edge of the map. So losing resources because they get cut off won't be a problem. This is not in the beta2 version though.
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axius
Warrior
CCCAC Representative
Posts: 220
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Post by axius on Oct 31, 2007 1:01:17 GMT -5
Here is the latest version: Equal_Inland_Sea_beta3.pyAdded: - Nobody can start closer than 3 tiles to the edge of the map. - All balanced resources are removed from the starting area before balancing, so that there are no extra copies of the same resource. Non-balanced resources (calendar etc.) are not affected.And here is the TBG: Equal_Team_Battleground_beta1.pyIt's based on the original TBG and has all the same extra stuff as Equal_Inland_Sea. Plus a TBG-specific change: In the original TBG the equator in "Top vs Bottom" mode is always desert. I changed it to be green if team placement is "Start Anywhere", to have a more even terrain for that case. Lestat's HB_TBG_V3 always has it green, but I think the original desert equator is good for team games with "Start Together/Separated".
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Post by TheClash on Oct 31, 2007 4:43:22 GMT -5
he Bantams, could you pls add both to your download center
thx
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Post by Bantams on Oct 31, 2007 6:13:04 GMT -5
he Bantams, could you pls add both to your download center thx Done
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Post by TheClash on Oct 31, 2007 6:45:15 GMT -5
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Post by Atomation on Oct 31, 2007 7:45:54 GMT -5
Not perfect, but really freaking close. Nice map...really nice.
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Post by Lestat on Oct 31, 2007 9:46:29 GMT -5
Thx Axsius , now i will suck in occ ...
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axius
Warrior
CCCAC Representative
Posts: 220
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Post by axius on Oct 31, 2007 13:47:56 GMT -5
An obvious thing to do, but apparently some people don't do it:
If you add a new map, you must restart the game before hosting a game with it! Otherwise you'll get script errors and/or OOS. All script files are loaded at the start during the "Init Python..." phase. If you add something while the game is running - it won't work.
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Post by Bantams on Oct 31, 2007 16:48:32 GMT -5
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