Re: new map generator
Okay, here are the additional scripting commands I want:
I want three or four more "terrain types" named custom1 through custom4. They can have a default tchance of 0.
tchance ter #
Alters the chance that a given terrain is seeded.
tmask ter <bitmask>
Alters the bitmask associated with a given terrain. Should work for mountain and ocean as well.
terfeature ter <site #>
Anytime this terrain is assigned to a province, the site is also placed in that province.
obias ter <value>
I don't know how you're going to be placing wastes-far-from-ocean, but whatever value is used for that bias should be adjustable on a per-terrain basis.
Combined, these will enable me to do deserts (waste + desert site, usually not coastal), tundras (waste + tundra site, can be coastal) and jungles (forest + swamp + jungle site, often coastal.)
Thanks! The last map is working quite nicely.
__________________
If you read his speech at Rice, all his arguments for going to the moon work equally well as arguments for blowing up the moon, sending cloned dinosaurs into space, or constructing a towering *****-shaped obelisk on Mars. --Randall Munroe
|