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No more shitty little cities on your continent, springing up like mushrooms after a rain.
as for me less ice and more luxuries. Optimized World Sizes n Small Continents Deluxe may clash some other mods i got, but i take what i get.
I've learned a lot more in the 3 years since I've put this mod here. After cracking this open, I realized that I can create my own brand new method for keeping sea resources closer to land which is much cleaner than all the old modifications I had which were conflicting with functions used by More Luxuries.
So now, two solid rings of coast are initially created around all land (helps fill in ugly ocean holes near land and gives resources plenty of tiles to use). After all placements are finished, I then run a custom function which has a 50% chance to expand the coast out to a 3rd ring and then 25% chance to expand the coast out to a new 4th ring or give a second small chance to 3rd ring tiles.
I'm developing a much bigger (feature-wise) and better script right now. Once I release it here, I'll probably remove this one from the Workshop. Hmm... or maybe I'll just remove it sooner and throw it up on Civfanatics to download, if anybody really wants it.
To answer your question, though, I personally wouldn't increase atoll numbers; especially for the sake of a specific civ. It would just look ugly (again, in my own opinion). I believe the default placement frequency with them sprinkled about is adequate enough.
http://forums.civfanatics.com/showthread.php?t=499160
Regarding rivers: that's one area I haven't really dealt with or modified. For my own mods, the default code seems fine so far. I've skimmed thru the functions pertaining to it, but never really went thru it deeply and tried to change anything.
If you create a thread, I can try to walk you thru what the function is doing so you can alter it the way you wish to.
I've been trying to modify maps to generate more rivers, for example, but have had no luck finding how the game decides where to put rivers to modify it.
And thanks for the comments, guys.
I've keep saying this, but, my new script is very nearly complete; it's a large project and dwarfs this one. Just polishing it up, continuing to balance things, and even coming up with further enhancements while I wait for Brave New World. Then, I'll see what has been changed in the expansion and convert things in the script if needed. Stay tuned for the release!
+ lots more lol - im a mod monster :)
but ye always SCD - i could do with a change though, but i hate most the scripts (except sandstorm lol) I used to love fractal and probably still would if i could choose terrain options on it. A fractal variant would be good - i tried one ages ago but it wasn't that great.
Well keep us posted here about your new map ! :)
PS. New expansion coming soon - will it be compatible ye?
your terrain graphic style option sounds great!!
fyi i always pretty much play the same settings...
Standard size map
5 civs only (me included)
12 CS
Abundant Resources
Temperate
Arid
Sea Level (usually High, occasionally medium, rarely low)
No Barbs
i really just play for fun and customising things rather than a true stragey gaming challenge lol. I also use some other mods which compliment this playing style:
Have Fun cheat mod
Farm Mod to get production and gold from farms
Polder Extension
& natural wonder mods:
Gobekli Tepe wonder
Karakatoa Fix
Gibraltar & Reef customisation......
I've also added advanced settings which control landmass formation, amounts of tectonic islands, and even terrain graphic style (if you just want a single one all over the map). Also, random settings will be a bit less random and drastic.
With the landmass formation options, it guarantees a certain degree of breaking-up any landmasses which are branching-out and connected too much, so naval units can still be utilized better on fractal, low water maps. Though, you can revert the option back to random so it generates land like most other maps... only difference is that there remains a small safeguard against extreme conditions at either end.
Also, one of the reasons i love SCD is the prevalency of 'canal' cityspots with sea on either side. I live for those settlement opportuniteis haha :)
Is there anything you do in the code to make this more prevalent in SCD, or did we just luck out with that?
Keep up the good work :)
Ye i just played a game on SCD and @ the sides of the map it was totally vertical (straight all along the coast) but it seemed as though the emphasis on needing seas between landmases (a must imo) was 'pushing' the landmasses into uncomfortable corners and edges. On this map there was only one tile at the top to circumnavigate the world. Shame, but i like you're doing a new script now and thats cool too!
..........
If you love this one, just wait and see what I have coming out! Its content dwarfs this one and the maps are created in a much finer manner. I've also corrected a nice amount of bugs/inefficiencies found throughout the default code (as I skimmed through all of it many times now), and also optimized it for the specific style of landmasses it creates (Whereas, the default code has to accomodate many different styles of maps).
It's very nearly complete and I'll be releasing it here soon, so keep your eyes open!
This orientation probably stands-out the most on maps like Small Continents, since it often creates thinner land masses which sometimes meander about. On other maps like Continents with thick rounder masses and no obvious orientation, or Archipelago with many broken-up pieces of land, it stands-out much less.
I personally don't mind it much and I just attribute it to the random nature of the fractal generation. And if you think about it, in my opinion, it's not really that unnatural when compared to our own western hemisphere. : )
http://forums.civfanatics.com/showthread.php?t=440525
More info can perhaps be found in this thread: http://forums.civfanatics.com/showthread.php?t=465972