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Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Miscellaneous > Archive > CtP2-Creation/AI/Mods/Scenarios-Archive > Maximum Map Size?
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Grandpa Troll is offline Grandpa Troll

Immortal
I owe..I owe..it's off to work I go
Jul 2000
time: 00:14
Thumbs up  Old Post 07-03-2001 02:22
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#31 Report this post to a moderator
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quote:

Originally posted by Kull on 03-02-2001 12:27 AM
There's an interesting conundrum here. Exploration of unknown terrain is a lot of fun, but conquering vast sprawling AI civs can be quite boring. So is it possible to have huge maps and ALSO restrict the size of AI civs?

Over in the Civ2 forums, a clever fellow learned that AI civs found cities only on two specific types of terrain. Looking deeper, he found this is related to an underlying piece of information in the map code. We're talking hex editing here, not messing with the rules file. He then ginned up a cool tool that allows one to develop maps in which the AI will only build cities on preselected sites. This would be a marvelous solution to the huge map dilemma. Of course a Civ2 solution may have little application in CTP2, but it's something you guys might want to explore a little further.

In my limited CTP2 play I've been amazed at the AI's willingness to found cities ANYWHERE, and it sure would be nice to impose some limitations on that process.



I have thought about this and thought about this..

Here is what I propose..

#1..EXCLUDE Settlers

#2..EXCLUDE URBAN PLANNERS

In ruins.txt..there is a range of what you can find in ruins..I set my cities to 0%..
I set my settlers to 20%

maybe you could start out with say 1 and exclude all after that excpet what you find in ruins?

I BTW...on my 250 X 500 found an extra 110 settlers..in ruins..and I am thinking of making it a smaller chance to find a settler..like 11%..and the rest make it advances..moola..and units..

Im just speaking..(er..uh..Tweaking)..out loud at the moment..

Maybe a trigger..(Althouigh Im not rela famniliar with that...phase yet)..where you could build up to say 75 cities and then no more PERIOD!

Hmm..me thinks me smells..a challenege?

Happy Civin

Troll


------------------
If they call an orange an orange, why don't they call a banana a yellow?-Christopher Lloyd-Taxi

The Forum Fur Flyer

Grandpa Troll is offline Grandpa Troll

Immortal
I owe..I owe..it's off to work I go
Jul 2000
time: 00:14
  Old Post 07-03-2001 02:39
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#32 Report this post to a moderator
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quote:

Originally posted by Ioannes on 03-06-2001 02:29 PM
I also love Monster size maps, however when generating maps larger than 140 by 280, I find that the random map generator seems to somehow loose it's place in building a continent and fills the oceans completly with Islands. I have tried changing the variables in the Const.txt to no avail. When the map get too big for the random generator then you just get islands everywhere. Any thoughts?


Ok..I tried these settings

Gigantic Map...250 X 500


I went to random Map generator..made sliders for ALL OCEAN
made sliders for ALL CONTINENT


What it generated was a Lot of Ocean with about (i know I should have counted..)14 continents...

BUT PLENTY
P
L
E
N
T
Y
of Ocean Water!

Try it..looks good to me my friend!

Happy Civin!

Troll



------------------
If they call an orange an orange, why don't they call a banana a yellow?-Christopher Lloyd-Taxi

The Forum Fur Flyer

Hannibal Ad Portas is offline Hannibal Ad Portas
Chieftain
IOW UK
Feb 2001
time: 05:14
Post  Old Post 07-03-2001 13:55
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#33 Report this post to a moderator
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Hi

Looking through this post i noticed your intrest in where the ai will
build its citys, this is determined in stratgys.txt where if you look through
you will find some entrys like these
// minimum distance between settled cities
// (eg. new cities must be founded atleast 2 cells from nearest cities collection border)
MinSettleDistance 4

// cells with settle scores below this threshold will not be used
MinSettleScore 600

i believe the settle score is arrived at by looking at terrain.txt

EnvBase {
Score 50
it adds the numbers of above to see if its a good place to settle.

by playing around with these you may be on the road to what your after,
if you want to be really radical you can have your settler units tagged
as obsolete and, theffore unbuidable at a certain tech invention.

hannibal

skorpion59 is offline skorpion59
Prince
Tulsa, Oklahoma, USA
May 1999
time: 23:14
Post  Old Post 08-03-2001 10:41 Visit skorpion59's homepage!
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#34 Report this post to a moderator
Inflate your Upload Space

When you increase the size of the maps, you have to modify the map.txt file or the map generator will not know how to create correct maps. All you will get is the massive islands spoken of earlier. Do a search in the forums as this has been discussed many times before.

Grandpa Troll is offline Grandpa Troll

Immortal
I owe..I owe..it's off to work I go
Jul 2000
time: 00:14
Wink  Old Post 07-03-2001 23:22
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#35 Report this post to a moderator
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quote:

Originally posted by skorpion59 on 03-07-2001 12:41 PM
When you increase the size of the maps, you have to modify the map.txt file or the map generator will not know how to create correct maps. All you will get is the massive islands spoken of earlier. Do a search in the forums as this has been discussed many times before.



Umm..right you are my friend..but I am kinda liking this 250 X 500 with 14 or so continent size islands and lots of water...kinda wild riding forever to find land...makes naval committment more important!!

..Just my 2 cents worth

Toll




------------------
Hebrews 11:1

Now Faith is the substance of things hoped for and things unseen

 
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