cephalo

Elementerra - Random Map Generator

Elementerra - Random Map Generator

Announcement: This map generator has been updated. Go here for the new version.

Hi all,

I have here probably the first random map generator for Elemental! Follow the link below to download.

Elementerra random map generator - mirror

Elemental Window

This application requires the .NET framework runtime version 3.5 to run. Most people have this already, but if you don't you can get it through Windows Update.

To use the map generator, just play with all the funny sliders until you have something you like, then press one of the 'Publish' buttons. The 'Publish Random Map' button will publish a map with the current settings, but scrambles the map and does not show it to you. When asked for a location to save the file, usually you want to save it in the 'Documents/My Games/Elemental/Maps' directory. If you have mods turned on in the game options, you should then be able to load the map in game.

Most of the controls are self explanatory, but there are three noise fields that might need some explanation. For the landforms, there is a noise field and a turbulence field that are weighted against each other with their weight sliders. The climate uses a separate noise field. The 'Frequency' control adjusts the size of the noise features. High frequency makes small features and low frequency makes large features. The roughness slider controls the 'bumpyness' of the noise field. Low roughness makes very smooth transitions, high roughness increases the randomness and gives a grainy appearance.

The 'Calculate Start Positions' button shows you the start locations, but it is not necessary to press it. Start locations are always calculated on publish, but since it takes some time to calculate them, I didn't do real time updates. The button is there just for early feedback.

Let me know if you have any problems or bugs. Enjoy!

The maps generated by this application are somewhat different than the normal Elemental maps, as the following screenshots will show. For one thing, I eliminated the coastal cliffs altogether. The map looks better without them and they aren't required for gameplay. For swamps I added some props from the campaign map and also lowered their altitude so that they are slightly under the water level so you can see the ripple effect. Characters can still walk on it and use it as normal, and it looks very swampy! I also punched up the mountains a bit to make them big and dramatic. Fantasy worlds need big, big mountains!

One thing that still needs to be done is the placement of resources. I expect that the rules will be changing a great deal in the near future, so I'm holding off on that. Currently they will be placed randomly at game start, sometimes in huge clusters, and considering their enormous importance that is obviously not ideal. I'll tackle that issue once I learn more about it. If anyone has any opinions on how resources ought to be placed, please post them. I've noticed that I've never seen an Elementium resource in any game I've played, not sure why.

One difficulty here is that I do not know that it's possible to turn off the random resource spawns. If I place resources on the map in the cartography room, they end up randomized anyway. If anyone knows how to turn that off I'd like to hear it.

Take a look...

Floating in the bay

Fallen Lands

Surrounded!

Version History

1.2 - Wrote floating point numbers correctly for non-US operating systems.

1.1 - Matched the XML encoding from Elementerra to the one that Elemental uses.

754,180 views 241 replies | Pinned
Reply #101 Top

Quoting cephalo, reply 98

Quoting Aerion Istari, reply 97

Hmmm...  The maps I downloaded from the Stardock mods don't randomize resources when you load them.  I've also gone in and edited them and they stay put.  The only thing that doesn't seem to stay put very well are NPCs.  I'm not sure what's up with that.


Can you point me to such a file? I'm hoping there's an XML variable in there I can use to stop the random placement.

 

Here ya go:  http://www.curtis-home.net/files/artaanaMap.zip

 

Reply #102 Top

This (among other mods in the works) is a perfect example of what the community has to offer Elemental.  Simply brilliant.

Reply #103 Top

Quoting cephalo, reply 92


Quoting Baleurion,
reply 90
www.filefront.com


I stared at this site for 20 minutes, and I could not for the life of me figure out how to register or upload anything.


http://www.filefront.com/upload.php :P
By far the easiest and quickest filesharing site.

And this is for example what the download page looks like, no countdowns, no waiting, clear stats on total downloads and per week.
http://www.filefront.com/17256442/ship_lights.rar/

Really dont know why more modders dont use that one instead of the horrible "wait 55sec and watch ads" sites..

Reply #104 Top

Quoting Baleurion, reply 103



Quoting cephalo,
reply 92


Quoting Baleurion,
reply 90
www.filefront.com


I stared at this site for 20 minutes, and I could not for the life of me figure out how to register or upload anything.





http://www.filefront.com/upload.php 
By far the easiest and quickest filesharing site.

And this is for example what the download page looks like, no countdowns, no waiting, clear stats on total downloads and per week.
http://www.filefront.com/17256442/ship_lights.rar/

Really dont know why more modders dont use that one instead of the horrible "wait 55sec and watch ads" sites..

So how did you find that from the home page? I double checked every link lol.

Reply #105 Top

Haha there's an "Upload File" button in the middle (slightly down) :P
I also filed a bug-report about the iffiness i've had loading these maps, perhaps its an issue with how the game reads xml's, perhaps not. Cant hurt to have a dev look at it :)

https://forums.elementalgame.com/395849

Reply #106 Top

Good stuff!!! :thumbsup:

Reply #107 Top

Did a lot of playing around with this last night and it works quite excellently.

A word of caution: 256x256 maps take a very long time in between turns, and I am running Win7 64-bit with 4gb RAM.  I am sure that when Stardock releases the 64-bit client, this will be improved upon.  192x192 is very quick, however.

One thing that I would like to see is a toggle for mountain ranges vs. sporadic mountains.  As it is now, they seem to be very sporadic, and do not chain together as much as I would expect.

The same type of toggle would be nice for the shore types.

As someone mentioned earlier, the random seed would be nice to have access to (and to be able to type in) so we can come back to maps that we like that we may want to tweak a bit with the sliders.

Of course, I could live without all of these things, as this program works beautifully as is.

 

Reply #108 Top

Quoting Jharii, reply 107

One thing that I would like to see is a toggle for mountain ranges vs. sporadic mountains.  As it is now, they seem to be very sporadic, and do not chain together as much as I would expect.
 

I didn't explain it very well, but you can usually get nice mountain ranges with the turbulence controls. To get a feel for how it works, turn the noise weight down to zero so you can only see the turbulence map, and also turn the turbulence roughness to a low number. You should then see a kind of snakey pattern. There are some complex interactions with the noise map, so when you add the noise back in you'll want to be careful so the range pattern stays intact.

Reply #109 Top

Hi,

 

same here...cant wait to try :-))

 

Best to you bro...keep up w good work

Reply #110 Top

Quoting cephalo, reply 108

I didn't explain it very well, but you can usually get nice mountain ranges with the turbulence controls. To get a feel for how it works, turn the noise weight down to zero so you can only see the turbulence map, and also turn the turbulence roughness to a low number. You should then see a kind of snakey pattern. There are some complex interactions with the noise map, so when you add the noise back in you'll want to be careful so the range pattern stays intact.

I am actually playing around with those a bit, and yes, this does help make for a more "regional oriented" map.  I.e. mountain ranges, large forests, etc.

Feel free to ignore this one from my wish list.  :)  And thanks again for the great work!

Reply #111 Top

Quoting sagittary, reply 54
Quoting cephalo, reply 13

There's a few things I don't like about the cliffs. For one thing, they tend to flatten the coast contours and take up a lot of space. Another thing I don't like about them is that they assume that all the non-mountain/hill land is all the same altitude. In my maps the land is actually kinda bumpy and looks alot more natural. I was lucky this sort of thing works! I'm happy with the possibilities presented with the Elemental maps.

 

True, I agree that -too- many of them can look clunky at times. But having a few cliffs especially near water-side mountains and hills does look nice at times and can make for that nice fantasy-esque city on a cliff look.

 

If (and this is not directed to you, just a general thought) we could also have non-shore cliffs, that would be nice too. Again, nothing extreme but a few sharp cliffs here and there can be nice; likewise, it would allow for something of a 'grand canyon' look on flatter terrain.

 

I have the same issue.

I'm on a non-english OS as well wich seems to be the source for the issue.

Besides the different header i found a second major difference between your and vanilla maps.

 

vanilla:

Code: xml
  1. <TileData>1,4,0,58.972931,0,9</TileData>
  2. <TileData>1,4,0,0.000000,0,9</TileData>

output form the map-generator:

Code: xml
  1. <TileData>1,3,0,51,81488,0,8</TileData>
  2. <TileData>1,0,0,23,34539,0,4</TileData>

 

The difference is the separation-tag for the float values. My OS/language uses a "," for separation while the game needs the ".". This seems to get localized during the output process.

+1 Loading…
Reply #112 Top

Quoting KosNar, reply 111

The difference is the separation-tag for the float values. My OS/language uses a "," for separation while the game needs the ".". This seems to get localized during the output process.

Wow! thanks for finding that. The .NET Framework has a float.ToString() function that apparently knows if you're a European. LOL. Very impressive... but I guess I need to find another way!

Reply #113 Top

.ToString(CultureInfo.CreateSpecificCulture("en-US")) should get the desired effect, I think.

Reply #114 Top

Thanks for the tip Kryo. I went ahead and used CultureInfo.InvariantCulture.NumberFormat. I figure that if the U.S. military is ever overrun by unstoppable giant Swedish death robots, not only would we be forced to receive free healthcare, but it is likely we would also be forced to use commas in our numbers. By using an invariant culture setting, we'll be ready for any political upheavals. The daylight savings change a few years ago hurt me. It hurt me bad.

So anyway, I was able to run home for a quick lunch and throw together an easy update! Let me know if I got it all everyone, I double checked but you all know how this stuff goes.

Reply #115 Top

Quoting cephalo, reply 114
Thanks for the tip Kryo. I went ahead and used CultureInfo.InvariantCulture.NumberFormat. I figure that if the U.S. military is ever overrun by unstoppable giant Swedish death robots, not only would we be forced to pay shitloads of taxes to receive "free" healthcare, but it is likely we would also be forced to use commas in our numbers. By using an invariant culture setting, we'll be ready for any political upheavals. The daylight savings change a few years ago hurt me. It hurt me bad.

So anyway, I was able to run home for a quick lunch and throw together an easy update! Let me know if I got it all everyone, I double checked but you all know how this stuff goes.

There, fixed it for you. ;)

It is interesting that it uses the OS language and not the regional settings. I have English OS and region set to Sweden, and it worked fine for me. I usually have to change region when I run into problems like this.

Reply #116 Top

Quoting cephalo, reply 114
Thanks for the tip Kryo. I went ahead and used CultureInfo.InvariantCulture.NumberFormat. I figure that if the U.S. military is ever overrun by unstoppable giant Swedish death robots, not only would we be forced to receive free healthcare, but it is likely we would also be forced to use commas in our numbers. By using an invariant culture setting, we'll be ready for any political upheavals. The daylight savings change a few years ago hurt me. It hurt me bad.

So anyway, I was able to run home for a quick lunch and throw together an easy update! Let me know if I got it all everyone, I double checked but you all know how this stuff goes.

seems to work fine now

Thanks for all the work, thoose maps are realy nice especially without the cliffs.

 

Reply #117 Top

Omg it works it works! :D
I wish the game wouldnt put trees and rocks on snowy peaks though :)

Reply #118 Top

Quoting Baleurion, reply 117
Omg it works it works!
I wish the game wouldnt put trees and rocks on snowy peaks though

Yay! I'm so relieved it works! Hopefully someday we'll be able to fully control all the doodads.

Reply #119 Top

Wow, excellent screenshot.

Quoting Baleurion, reply 117

I wish the game wouldnt put trees and rocks on snowy peaks though

I actually like the rocks and dead trees above the snow line (especially the rocks).  Having lived around the rocky mountains all my life, that seems pretty accurate to me.  It's just that you don't normally see that unless you're closer irl.

Reply #120 Top

Cephalo, will you be tackling adding resources anytime soon?  I really lack the patience to manually place the resources.

 

Reply #121 Top

Great job man. I'll definitely make good use of it.

Reply #123 Top

Quoting Aerion, reply 120
Cephalo, will you be tackling adding resources anytime soon?  I really lack the patience to manually place the resources.

 

I am still unable to find success with making a map and placing resources. I'm still getting a full set of resources on top of the ones I place. That map you posted works much better, but I have no idea why. I'm going to need some help on that.

Reply #124 Top

Quoting cephalo, reply 123

Quoting Aerion Istari, reply 120Cephalo, will you be tackling adding resources anytime soon?  I really lack the patience to manually place the resources.

 

I am still unable to find success with making a map and placing resources. I'm still getting a full set of resources on top of the ones I place. That map you posted works much better, but I have no idea why. I'm going to need some help on that.

 

Can you give me one of the maps you've created with resources randomly generated but before the extra resources are added?

Reply #125 Top

Quoting Aerion, reply 124
 

Can you give me one of the maps you've created with resources randomly generated but before the extra resources are added?

Actually, the app doesn't mess with resources at all. So if you generate, and then load the map into the cartography table, you'll have a clean map. If you then place resources near the starting areas, or wherever, you'll then get all kinds of additional resources when you start the game... I could have sworn I've seen the ones I placed removed, but that might be a false memory.

Until I can stop extra resources from spawning when the game starts, I'll have no hope of trying to place things sensibly. It won't do to have half the resources well placed and the rest placed ridiculously. I don't wanna work that hard for a result like that.