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Googlie
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Commanding Officer, CRYPTEIA
Apr 1999 time: 21:36
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Actually you can go higher, if you have the CPU to handle it. But you need to add to the earlier block of txt where the ratio is set out. here's mine:
quote: extracted from Googlie's alphax.txt
etc
etc
10, ; Beach (Encourages wider beaches)
10, ; Hills (Encourages hills x TIDAL selection)
25, ; Peaks (Encourages peaks)
1, ; Fungus (Fungus coefficient based on LIFE selection)
3,6,12,18,24,36,72,108 ; Ratio (Continent size ratios)
108, ; Islands (Higher # increases island count)
#WORLDSIZE
7
Tiny planet|(early conflict), 24, 48
Small planet, 32, 64
Standard planet, 40, 80
Large planet, 48, 96
Huge planet, 64, 128
Giant planet, 128, 256
Humungous planet|(late conflict), 192, 384 |
Trouble is, the game will often cram the seven factions together in a single quadrant of the map, so I develop a new tactic - load a trannie with 2 colony pods then send it on a "go to" command halfway round the planet. Found 2 new colonies around 2250 and you have some insurance if the AI get too stroppy.
Another good idea with these maps is to play tech stag, and reset the # turns to maybe 3000 instead of the 2500 ususally there for transcend level
And you prolly want to make it 90% water as well - the Game engine finds it easier to run its algorithms over water than over land (with the latter's much greater number of variables)
They do tend to be great games, though, so worth a try.
(my rig is P4 at 1.8)
G.
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Qwerty88
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16x16 is as small as it gets
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