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- often additional or rare resources appear in excessive quantities in one sector
- Please add the ability to customize the world with a focus on mountains/swamps/desert like the original maps - I can't play as the Inca Empire because very few mountains usually appear on the map
- It might be worth adding new cells like “snowy desert” - for beautiful transitions between climatic zones.
Otherwise, I was very pleased with the mod - it creates incredible locations, often picturesque.
Any chance you could get it working with your mod please? Just because i want to play with the bigger maps and not have the game crash later on in a marathon playthrough.
Thank you :)
Map Script: Expanding coasts
Runtime Error: J:\Program Files (x86)\SteamLibrary\steamapps\workshop\content\289070\2895865179\Maps\ShufflePlusPlus.lua:64: function expected instead of nil
stack traceback:
J:\Program Files (x86)\SteamLibrary\steamapps\workshop\content\289070\2895865179\Maps\ShufflePlusPlus.lua:64: in function 'GenerateMap'
[C]: in function '(anonymous)'
Lua callstack:
Runtime Error: Call to GenerateMap() had errors
stack traceback:
[C]: in function '(anonymous)'
Overall pretty good for making fantasy maps but the questionable starting location issues makes me wary to use it.
The ai didnt behave this way before using this mod so I can only blame it. If the AI knew how to use the new terrain and there wasn't an over-abundance of resources to break the game it would be perfect.
The idea of merging different map types for landmasses shapes is very interesting, but unfortunately for my taste, this mod lacks coherence for terrain type.
I don't mind the landmasses merging into archipelagos or anything else, but on standard size, it is very common to have 1-3 random desert or tundra tiles by themselves in the middle of plains or forests which I think is a bit too random for me.
Still probably a good mod for bigger maps, gonna keep an eye on it in case the generation rules get updated.
@p0kiehl Definitely considering this for a future update! It would allow for some nice customization if someone wants to make a specific hybrid map.
@yesyew Good point and there can definitely some inherent imbalance on a map with a lot of variation between regions. I recommend trying out the "distance relative" civ spawning setting from YnAMP mod if you like having your civs evenly spaced. I've also noticed that civs are less likely to start on a tiny island with no resources when using the "legendary start" setting.
However one issue i've noticed is Civ placement, they need to be spread better. Some Civs have whole swaths of land to grow, while others are completely cut off unless they rush Shipbuilding. For example there would be a Civ in Miami, then a Civ in Orlando, then there wouldn't be another Civ until New York. The Civ in Orlando can grow and expand for miles with zero competition, while the one in Miami is forced to fight or immediately start island hopping.
Hope this helps, i'm a big fan though!
Nice work OP.
I understand your reasoning for removing map customization settings, but I wonder if you would consider adding a drop-down on the Advanced Set-Up screen that allows the player to select/exclude certain scripts from the region pool?
For example, I think any civ who spawns in a region that got the Primordial script could be at a massive disadvantage. It'd be nice to be able to exclude that script or any others.