席德·梅尔的文明VII

席德·梅尔的文明VII

Random Worlds
55 条留言
DUK1DUK3  [作者] 10 月 5 日 上午 3:26 
Thanks for the info. Until this bug is fixed, it seems I have to limit the world generation to not have land at world edges. This might take some time to change.
Moomin 10 月 4 日 下午 1:48 
I ran into the same issue as @ppaladin123.
I’m using the latest version compatible with v1.2.5, and it happened during the Modern Era.

From what I’ve seen, there’s a city-state located on a continent that crosses the edge of the map, and the issue seems to occur when units move across that edge.
It doesn’t happen every turn, but it occurred more than 10 times before the Modern Era ended.
DUK1DUK3  [作者] 10 月 2 日 上午 11:16 
The mod is now fixed for game version 1.2.5.

@ppaladin123, i have not encountered your issue, maybe it is fixed in the new version. If it still exists I assume it has something to do with the fact that landmasses can be everywhere. Default maps do not have land at the world edges, but my mod is not limited in this regard. Maybe the game has issues with path finding when land is present at map edges. I will try to investigate the issue but this might take some time.
DUK1DUK3  [作者] 10 月 1 日 下午 1:55 
I am working on a fix for the new update, currently it does not work.
go_utes 10 月 1 日 上午 11:59 
With patch 1.2.5 I cannot get Random Worlds to show up in the list of maps.
Valentine 9 月 30 日 下午 7:34 
So does this apply to all maps in the game or? Im kinda confused how to select this lol
ppaladin123 9 月 29 日 下午 4:59 
This map and only this map gives me serious lag, usually in the modern era. I'll see "ghost" semi-transparent units running across the entire map. usually it'll be half of a unit (e.g. 6 out of 12 soldiers) running across the entire map to the left and the other half of the unit running across the map to the right. They eventually will meet up and "re-form" the unit where it originally was and then it will then go to wherever it was intending normally. After that all the units on the map will move in unison and the turn will finally resolve. It is an extremely weird effect and I have no idea what causes but it can cause turns to take 2-3 minutes to complete.
Crimson Knight 9 月 11 日 上午 11:41 
@DUK1DUK3 thank you.
Barely Competent Jim 9 月 9 日 下午 2:12 
Doing more googling, it seems Ursa Ryan had this same issue a while back, he seems to just be using the mod to add all the wonders.

Next time I will try diasabling that mod and using the configurator to add more instead.... but I yeah I could see it being a came issue.... kinda funny that its always everest
DUK1DUK3  [作者] 9 月 9 日 下午 12:56 
@TheDChero, this script uses the same logic as the default maps so it should work the same.
@Barely Competent Jim, great to hear that you enjoy the mod. I will investigate your issue again but i doubt that i will find something as I use the same code as with the default maps.
Barely Competent Jim 9 月 9 日 上午 10:57 
Anyway great mod, the second time I used the map configurator tool to add more mountains, really easy to use.... I realised then I could probably just use that other than a seperate mod to increase the amount of wonders
Barely Competent Jim 9 月 9 日 上午 10:57 
Im using your mod for a second time and have discovered the exact same bug in both. I'm using Roman Holidays unlimited natural wonders too, so it could be that causing it.

In both games when the game transitions to the exploration age, Everest is replaced by mountains. In my first game I was playing spain, Everest wasn't settled so I got a settler ready to settle it in the next age only to find it disappeared...I thought I was crazy at first. I finished that game, as far as I can tell no other natural wonders were affected... in that game I half expected to find it again somewhere else.

In the second game, I spawned close to Everest and so settled it early... I've just moved to the next age and again its been replaced by mountains.... none of the other natural wonders I've discovered were affected.
TheDChero 9 月 9 日 上午 7:05 
How does this Mod affect start location bias for Leaders/Civs ?
DUK1DUK3  [作者] 9 月 7 日 下午 3:41 
@Crimson Knight, ok great, I have tested it again with YnAMP and there should be no texture problems at Massive and below. Larger sizes do not work properly but that is a limit of the game.
Crimson Knight 9 月 7 日 下午 12:20 
@DUK1DUK3 ill try another round later this week and see if the issue prisits might have been a one off. i was also doing 2nd to largest map size before the world map sizes by yamp
Crimson Knight 9 月 7 日 下午 12:18 
@DUK1DUK3 sorry worded that wrong. i ment that the random worlds map loaded over 7 continents in it.
DUK1DUK3  [作者] 9 月 6 日 下午 4:08 
@Crimson Knight, thanks for the response, but what do you mean with having used the continent map type? If you have selected either "Continents" or "Continents Plus", then that game was not using the "Random Worlds" map script but rather the default ones. If you mean something else and this script still has an issue, can you describe the problem in more detail?
Crimson Knight 9 月 6 日 下午 1:47 
@DUK1DU3 I dont have the seed because me and my buddy beat that game then deleted the save with a new game. 8 players. idk how to add more. and was on continent map type.
DUK1DUK3  [作者] 8 月 31 日 上午 5:43 
@Crimson Knight, can you tell me the seed and other map related settings (including player count)? Did you use a mod for bigger maps?
Crimson Knight 8 月 31 日 上午 5:28 
@DUK1DUK3 tiles spawn in plain white. no texture.
DUK1DUK3  [作者] 8 月 30 日 上午 11:40 
This is a rendering bug happening at the edge of the map with land tiles. On standard map scripts this does not happen, as there is always ocean. I can´t fix it as my script can have land anywhere. It should not affect gameplay, if it does please tell me.
p0kiehl 8 月 30 日 上午 9:43 
I'm getting a weird bug. There is a vertical seam that goes straight down the entire map, and it splits every hex that it crosses in half.

One tile was a Mangrove with Kaolin on it. The Kaolin only showed up on the right half of the hex. When I improved the tile, the right half of the hex sunk while the left hex remained the same.
Renouf 8 月 27 日 下午 2:13 
Ah okay, yeah if connecting all the homelands via water would make it more likely to connect them via one big blob of land that's not an improvement. The randomness of the map is definitely the right thing to prioritise
DUK1DUK3  [作者] 8 月 27 日 下午 1:43 
Great to hear that the change has an impact. Implementing your suggestion would make the world less random as it would almost force two large continents which i don´t think is an improvement. Currently there can be for example two separate homeland continents where two distant land continents are in between. If this happens the homeland continents can not be connected as distant land blocks the path. And with larger worlds the amount of continents could be even more.
Renouf 8 月 27 日 下午 12:42 
I've generated about 10 maps on the new system just to test it out and by FAR the most fun game I had was when all 4 of us homeland civs spawned in the same 'coast accessible zone' with Genghis Khan stuck on an island with only enough room for 2 cities. I allied him and helped him conquer his way onto the mainland. This was a double speed game just for testing but that would've made a really fun Explo when he became Mongolia and continued his warpath. If you can find a way to keep the player starting on the largest landmass but still connect all the homelands with coast that'll be perfect imo. Or maybe you don't even need to start the player on the largest landmass at that point?
Renouf 8 月 27 日 下午 12:41 
Omg thanks for the quick reply and change! Can confirm the Antiquity age feels a lot more lived-in on Small size. If you find that always having a big starting continent compromises the randomness of the script, maybe you don't need to split the homeland civs at all? I'm assuming 3+1 means 3 players spawn in the same landmass (or few landmasses connected by coastal tiles) and 1 AI player spawns all by themselves cut off from the other 3 by deep ocean? In that case why not just have your spawn positions + map generation exactly the same as before, but just connect all the homeland continents with coastal tile paths? In smaller map sizes at least, I don't really see a reason for putting that one AI all alone. Not that it affects the AI at all, but more like the player doesn't really lose anything by having them as a 'offshore island' civ they can trade with, ally with, conquer etc rather than waiting for Explo to interact with them.
DUK1DUK3  [作者] 8 月 26 日 上午 8:53 
There will now always be a one continent with the majority of homeland players where human players are prioritised. It may sometimes feel like there are no other players as two continents can be connected by small coastal paths which are hard to find.
DUK1DUK3  [作者] 8 月 26 日 上午 3:06 
Thanks for the feedback!
@Stealcannon as far as i know there currently is no way to have more then 8 players in MP. You can try decreasing the amount of land either in the settings or through the configurator tool. Note that every human player in MP needs to have the same settings before starting a game.
@Renouf With small maps, there are at best 4 homeland players. With this amount of players the script is configured to have a maximum of 2 continents for these players. This results in typically splitting them into 2 + 2 as you described. I will look into maybe forcing the split to be 3 + 1 and if I can add an option to limit the amount of continents.
Renouf 8 月 26 日 上午 1:29 
Enjoying the map generation but I think the spawn distribution needs a little touch up on Small size. It can feel like playing on Duel sometimes - if I get unlucky and start with only 1 other civ on my landmass I'm in for a pretty boring Antiquity. The player should always spawn on the landmass with the most civs, or spawn with at least 2 other civs.
Stealcannon 8 月 25 日 下午 4:45 
Is there any way to play MP, with more ai players being limited to 8 total players on a huge map there is so much empty space, but the script is awesome!!! great work, i only played with your last mod now this one.
DUK1DUK3  [作者] 8 月 25 日 上午 9:16 
Works with YnAMP. There should be no texture issues on massive size regardless the map script
Crimson Knight 8 月 25 日 上午 8:42 
dose this play well with YNAMP? or solve the texture issues on massive size?
Veetoo 8 月 25 日 上午 7:33 
Thank you
DUK1DUK3  [作者] 8 月 24 日 上午 5:30 
Distant land lakes in homelands are now fixed. I also did not encounter the bug of not being able to place buildings. I think this is now also fixed. If someone still has this problem please tell me together with the used game settings.
DUK1DUK3  [作者] 8 月 24 日 上午 2:55 
Thanks I will take a look now
Jordaz 8 月 23 日 下午 10:43 
I've got lake tiles consistently showing up as distant lands on the home continent. These are always labelled like "Lake (Coastal) Grassland" or "Lake (Coastal) Tropical" and have no yields instead of what they should be "Lake (Coastal)" Less commonly lakes large enough to be inland seas have part of their tiles as "Coastal Plains" distant lands.
No other mods enabled, standard map size and haven't used configurator tool, some example seeds:
1195008195
1596069441
1891270492
-1380775354
DUK1DUK3  [作者] 8 月 23 日 下午 4:22 
Do you have the seed and other relevant settings where this happened?
Torq Anvil 8 月 23 日 下午 4:04 
There also seems to be an issue that I've seen in 2 games now, which meant I had to terminate them prematurely. The first time I was playing with 3 other mods and a random worlds map; the second time I had uninstalled all mods but random worlds. After about 50 turns, I was unable to place buildings normally in 1 city in each of the playthroughs. The only valid tiles that the city UI offered were urban ones. I was unable to place new buildings on rural or "virgin" tiles. Playing now with a standard Pangaea Plus map, and the problem didn't reproduce.
DUK1DUK3  [作者] 8 月 23 日 下午 1:50 
Thanks for the report, the start biases are correctly honored, but i have found that there are overall less desert tiles than with other biomes. They are also more in the center of continents resulting in fewer desert tiles with navigable rivers. I will update the mod soon to improve this.
Torq Anvil 8 月 23 日 上午 11:54 
Starting a game as Hatshepsut / Egypt. Large random worlds map with no changes to the mod config files. So far five of six starts have not included any navigable rivers near my starting position. Are start biases being correctly honored?
DUK1DUK3  [作者] 8 月 23 日 上午 5:18 
I tested it, when using the default settings it works fine. When some parameters are changed, everyone has to have the same values in order for it to work properly.
JRME 8 月 22 日 下午 4:05 
How is this for multiplayer?
DUK1DUK3  [作者] 8 月 21 日 上午 2:45 
Yes
dek 8 月 20 日 下午 11:07 
Works with new patch?
Phokus 8 月 20 日 上午 6:37 
Thank you for this wonderfull mod
kydru 8 月 15 日 上午 6:26 
Found out what I was doing wrong; editing the wrong settings file :P
Exodus 8 月 14 日 下午 6:44 
Awesome
DUK1DUK3  [作者] 8 月 14 日 下午 1:00 
Thanks, great to hear!
Pickle Pepsi God 8 月 14 日 上午 10:47 
you beautiful, beautiful man. Thank you for fixing this broken game.
DrSkacrow 8 月 13 日 下午 4:01 
Absolutely phenomenal work, loved Random Continents and this is even better. Not only that but tweaking your code allows for some interesting verticality on the continents, big fan! :steamthumbsup: