Use true geographic resource placement : this option will prevent some resources to be placed in the wrong region. Currently, all major oil and coal deposits are defined (see the part of the XML). It will remove the US units at the start of the game, so if you select 10 random computer civs and USA was one of them, you'll get only 9 civs in game.Īdd major deposits of strategic resources : will try to place the deposits defined in the ResourceRegionPos.xml file. If you choose to play at the USA, this option will have no effect. ![]() Remove United States from game : if you want to use a random selection of civs and be sure that the USA won't be present in the new world 2000BC, then this option is for you. If not checked, a river will represent the Bosphorus and Dardanelles straits. Note that by defaut the number of resource is also scaled depending of the number of players (CS included)īosphorus Strait is a sea : place a sea tile between the Black Sea and the Aegean Sea. Resources : a coefficient appliqued to the number of resources placed on the map. When you use it with the other options, the script may not be able to place as much CS as selected in the top slider. This will not be used when using the Totally random option, and will replace randomly a CS with TSL that is placed under the minimum distance when using the Random and TSL option. Totally random : All City States get random placementĬity-States separation : minimum distance between CS and other civs. Random and TSL : this option will use TSL for the CS that the script can place, and use random selection for the others or those which were too close of another civ Only TSL : use only CS that have a TSL (40 available for giant earth, 23 for huge and 12 for standard) Any advice on the pitfalls I should look out for would be greatly appreciated.CS Placement : placement option for the city-states Sorry for all of the questions, but I don't really want to clean the whole map of everything and apply it via the worldbuilder if I can help it. It would be nice to see a Civ 5 map in text to see exactly what is being converted. I'd like to see via wordpad if it's possible. ![]() are these being incorporated into the Civ 5 maps. But my civ 4 maps have certain things such as degree of friendliness between different civs. This does not seem to work with Civ 5 maps. How do I read a Civ 5 map? Civ 4, I could just go in with wordpad and edit with text. do I need starting positions for my Civs or is the fact that they have cities enough (given the fact that they have no unit, as well) should I clear out everything except terrain and start over? whats the easiest way to clean up the Civ 4 xml file so it can be used in Civ 5. do cities on the Civ 4 map show up properly at all in the Civ 5 one? Could this be affecting the loading of the game? Is it considered some sort of error? I think many cities are likely closer than that limit on my converted map.īy the way, does 4 hexes mean the space between the city, or is it inclusive? Are there 4, 3 or 2 empty hexes allowed between cities?Īnyhow, I'd appreciate any advice from anyone who has converted a modded Civ 4 map to Civ 5. I just discovered that the minimum city distance for the game is set at 4 hexes. If I choose leaders in the scenario editor, my cities all show up as being allocated correctly, but then, the game will not load. Having done these things, I was able to play the game via a mod however, all of my cities from my old map disappeared and my start was random. I'm not certain if that was necessary, but I was able to load the game after doing this. Then, the leaders were all customized, so I changed them to random leaders, and then adjusted them in the world builder. I'm having several issues, each of which I am handling in turn.įirst, the map was used in a mod, so I had to remove several bonus types and all the units (to be safe). ![]() I'm currently working at converting one of my Civ 4 maps to Civ 5.
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