Spahbod
WFG Retired-
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Everything posted by Spahbod
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The name tells the most. This one is a map with a lake in the center of it. It uses my random biome system. Link to Download
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I agree with it. We can have Minor races in the game this way.
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I have an idea like that one but it need the paths implemented.
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Updated the map. Fixed the hills which were passable. Some minor changes. The map is really hard if you are not very well with economy (Like me).
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How is it possible when there are some models there in the map? Did you use two different files for models?
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How about adding "options" for Random Maps? They are defined in the .json file for each map as dropboxes. In match making gui a button appears called "Map Options". Clicking it would open a small GUI which contains the "options" we defined in .json file. For example I define these options: "Name:Biome Option1:Temperate Option2:Desert Option3:Polar". So a dropbox named "Biome" will appear there containing those options. Then we can make the biome in .js depending on the option selected. This feature is present in Civilization 4 and makes match making more flexible.
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Random Map Script: Ardennes Forest
Spahbod replied to mmayfield45's topic in Scenario Design/Map making
I don't think there will be some kind of war or competition for map making here. At least I am just trying to help the game by adding to it's variety. Sorry, I couldn't find your constants yesterday. And waiting to see your other maps. -
It is the Carthaginian random map script. The map is rugged with little space for buildings. In the other hand, hills give a good level of protection. Treasures are scattered around the map and "actor" trees are seen on the hills. There is not much resources in the map so it can be considered a hard map. Link to Download
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Random Map Script: Ardennes Forest
Spahbod replied to mmayfield45's topic in Scenario Design/Map making
This is very good. But I suggest you remove the trees from the hilltops because they cause AI problems. Use actors instead. -
Random Map Script:Guadalquivir River
Spahbod replied to Spahbod's topic in Scenario Design/Map making
Thanks. It is a good Idea. I'm going to make it. -
How about two types of town bell which the first one (Civilian town bell) would make women garrison to the nearest building and another one (Military) to stop citizen-soldiers from gathering resources? It is hard for me to select Military units when women are all rushing towards my civ-center.
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Depends on what?
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Random Map Script:Guadalquivir River
Spahbod replied to Spahbod's topic in Scenario Design/Map making
I want something pure Carthaginian. But your idea is not a bad one and if I don't find a better one I'll probably create it. -
Updated the map. Now "life" is situated near the river and there are more mines as we get further. Added Egyptian eyecandy too. Fixed some minor things. I'm against adding cliffs because Egypt doesn't have so much cliffs especially near the river.
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Random Map Script:Guadalquivir River
Spahbod replied to Spahbod's topic in Scenario Design/Map making
Mediterranean sea did border three other civs too. Although it is not a bad Idea for an rms at all. -
The game had some lag but the speed got three times faster for the rest of the game and it still had some lag. I say it again that the speed was not increased for animations. Archers shot three times per an animation period for example.
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They know that they existed before. And with a little search they'd find how to change between scenario and random maps.
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Random Map Script:Guadalquivir River
Spahbod replied to Spahbod's topic in Scenario Design/Map making
darn it I can't tolerate the circular shape of the land. I've made a little bit random but it may be unstable and your can end up in the middle of the sea. So it is up to your choice. Play the safe circular shape or the pleasant unsafe random shape. Link to download -
Game speed got a lot faster than normal in the middle of my game (Animations played at normal speed but the whole game got much faster). I've attached my mainlog. Although I didn't find anything unusual mid game. I've also attached my sim_log. mainlog.html commands.txt
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Did you give up implementing it?
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Hello again. Here is the Iberian rms. I want to do a Carthaginian one next time but I have no idea about it. So your help is appreciated. Players start near the shores of the Mediterranean sea and the river flows between them. The map is nearly flat without hills. I'm looking for any bugs or problems you find. Link to Download
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Thanks for that. I was really nervous about beach slope as my new unpublished map is going to use the same code for a river and everything I did made it worse. Also I thought it was my fault that the odd eastern beach thing happened. But it seems that it was rmgen's. . I don't have SVN. So I'll add the new code for the Alpha 9 version of the map.
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Updated the map. Fixed the jagged shores. Made Islands 1.33 times bigger