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berto
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Weather Areas

Mon Jun 27, 2011 9:08 pm

The New England weather areas (Upper_New_England, Lower_New_England).

The Lower_New_England area is quite small. I think some consolidation with Upper_New_England (or, less likely, Upland_Middle_States) is called for.

Image

Image
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berto
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Weather Areas

Mon Jun 27, 2011 9:09 pm

The Middle States weather area (Upland_Middle_States).

Not too bad, minor adjustments only.

Image
What this town needs is a good Renaissance band!

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berto
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Weather Areas

Mon Jun 27, 2011 9:10 pm

The Kentucky weather area (Kentuckee_Uplands).

I might extend this southward to encompass some of the mountainous/wilderness southern uplands.

Note the "appendix" extending south into what is modern day Tennessee. That needs to be fixed.

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What this town needs is a good Renaissance band!

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berto
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Weather Areas

Mon Jun 27, 2011 9:12 pm

The Upper West (portions of what is now called the Middle West) weather area (Upper_West).

Not too bad, minor adjustments only.

Image
What this town needs is a good Renaissance band!

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berto
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Weather Areas

Mon Jun 27, 2011 9:13 pm

The (Great) Plains weather areas (Northern_Plains, Southern_Plains).

Not too bad, minor adjustments only. (Less likely, maybe some consolidation, too.)

Image

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What this town needs is a good Renaissance band!

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berto
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Weather Areas

Mon Jun 27, 2011 9:15 pm

The Lower Lousiana (Mississippi Valley) weather area (Lower_Lousianne).

Too narrow, north to south. (North American weather generally moves in fronts, west to east.) Likely reassign these regions to adjoining weather areas.

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What this town needs is a good Renaissance band!

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berto
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Weather Areas

Mon Jun 27, 2011 9:16 pm

The Upland South weather areas (Upland_South, Upland_Southeast).

I think a better name would be Inland South.

Not too bad, minor adjustments only. Likely, some consolidation.

Image

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What this town needs is a good Renaissance band!

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berto
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Weather Areas

Mon Jun 27, 2011 9:17 pm

The Coastal areas (Coastal_Carribean, Coastal_Southeast, Coastal_Middle_States).

Generally okay, but maybe some consolidation is in order.

Image

Image

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What this town needs is a good Renaissance band!

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berto
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AACW could use some Weathers modding too

Wed Jun 29, 2011 8:15 pm

Early January 1862, in AGEod's American Civil War:

Image

Crazy quilt! :bonk:

Hmm, looks like AACW could use some Weathers modding too. ;)
What this town needs is a good Renaissance band!

Early MusiChicago - Early Music in Chicago and Beyond - http://earlymusichicago.org

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berto
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ROP could use some Weathers modding also

Sat Jul 02, 2011 9:50 pm

Late December 1756, in Rise of Prussia:

Image

Rain in the mountains and hills, snow in the lowlands (nearly) everywhere else?

(Not shown: Rain also in the Alpine regions on the south map edge, snow in the Rhine and Danube basins.

Also not shown, but observed a previous turn: a single, isolated snow region in a broad swath of rain.)

Although weather in ROP is somewhat more sensible than in the other games -- in part because of fewer, and logical, weather areas; no prevailing crazy quilts in this game; sometimes the entire map is snow covered, a very nice sight to see -- it still looks like ROP could use some Weathers modding too.
What this town needs is a good Renaissance band!

Early MusiChicago - Early Music in Chicago and Beyond - http://earlymusichicago.org

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Ebbingford
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Location: England

Sat Jul 02, 2011 10:55 pm

I mentioned this weather pattern in various stages of beta for RoP, but nothing was ever done.
I always said it looked wrong, snow on the low lying areas but only rain on the hills surrounding it!
Would be nice to have it the other way around really. :D

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berto
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Sat Jul 02, 2011 11:49 pm

Based on my ongoing WIA efforts, I think that I/we can fix that.
What this town needs is a good Renaissance band!

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berto
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Berto's Weathers Mod v0.4

Wed Jul 06, 2011 9:09 pm

I have prepared v0.4 of Berto's WIA Weathers Mod. To download, see the first message in this thread.

v0.4 of the mod introduces even more variability, and reintroduces "Blizzard".

v0.4 also fixes the WIA always-fair-weather in coastal areas bug described in the thread

http://www.ageod-forum.com/showthread.php?t=21903

The v0.4 weather specifications are:

@areasnorth = ("Canadian_Maritimes", "Eastern_Canada", "Western_Canada", "Eastern_Great_Lakes", "Western_Great_Lakes", "Upper_New_England");
@areasmiddle = ("Lower_New_England", "Kentuckee_Uplands", "Upland_Middle_States", "Upper_West", "Northern_Plains", "Coastal_Middle_States", "WxAtlantic", "WxEurope");
@areassouth = ("Southern_Plains", "Upland_South", "Upland_Southeast", "Lower_Louisianne", "Coastal_Carribean", "Coastal_Southeast");
@areasall = (@areasnorth, @areasmiddle, @areassouth);

@northcold = (3.5, 3.2, 3.1, 2.5, 1.1, 0.5, 0.2, 0.1, 0.2, 1.1, 2.5, 3.1);
@north = (2.8, 2.5, 2.1, 1.5, 0.5, 0.2, 0.2, 0.1, 0.2, 0.5, 1.5, 2.5);
@northwarm = (1.8, 1.6, 1.4, 0.9, 0.5, 0.2, 0.2, 0.1, 0.2, 0.5, 0.9, 1.4);

@middlecold = (2.8, 2.6, 2.4, 2.2, 0.8, 0.5, 0.2, 0.1, 0.2, 0.5, 2.2, 2.6);
@middle = (1.8, 1.6, 1.4, 1.2, 0.5, 0.2, 0.2, 0.1, 0.2, 0.5, 1.1, 1.4);
@middlewarm = (0.9, 0.8, 0.7, 0.6, 0.5, 0.2, 0.2, 0.1, 0.2, 0.5, 0.6, 0.8);

@southcold = (1.5, 1.2, 1.1, 0.5, 0.5, 0.2, 0.2, 0.1, 0.2, 0.5, 1.1, 1.2);
@south = (0.9, 0.8, 0.7, 0.6, 0.4, 0.1, 0.1, 0.1, 0.1, 0.4, 0.6, 0.8);
@southwarm = (0.8, 0.7, 0.6, 0.5, 0.3, 0.1, 0 , 0 , 0 , 0.2, 0.4, 0.7);

For the Canadian_Maritimes, one of the "areasnorth", in January, with a specification of 3.5/2.8/1.8 (top to bottom, cold to norm to warm), the weather probabilities would be:

For "northcold" (3.5):

Canadian_Maritimes|January|Mountain|Fair|0
Canadian_Maritimes|January|Mountain|Mud|0
Canadian_Maritimes|January|Mountain|Snow|0
Canadian_Maritimes|January|Mountain|Frozen|50
Canadian_Maritimes|January|Mountain|Blizzard|50

For "north" (2.8):

Canadian_Maritimes|January|Other|Fair|0
Canadian_Maritimes|January|Other|Mud|0
Canadian_Maritimes|January|Other|Snow|20
Canadian_Maritimes|January|Other|Frozen|80
Canadian_Maritimes|January|Other|Blizzard|0

For "northwarm" (1.8):

Canadian_Maritimes|January|CoastalWaters|Fair|0
Canadian_Maritimes|January|CoastalWaters|Mud|20
Canadian_Maritimes|January|CoastalWaters|Snow|80
Canadian_Maritimes|January|CoastalWaters|Frozen|0
Canadian_Maritimes|January|CoastalWaters|Blizzard|0

Specifying an integer, e.g. 2, gives 100% probability for that weather, e.g., "Snow", as in (this hypothetical example, not actually specified in v0.4):

Canadian_Maritimes|January|Wilderness|Fair|0
Canadian_Maritimes|January|Wilderness|Mud|0
Canadian_Maritimes|January|Wilderness|Snow|100
Canadian_Maritimes|January|Wilderness|Frozen|0
Canadian_Maritimes|January|Wilderness|Blizzard|0

A (hypothetical) integer spec of 1 would give 100% probability to Mud:

Canadian_Maritimes|January|Wilderness|Fair|0
Canadian_Maritimes|January|Wilderness|Mud|100
Canadian_Maritimes|January|Wilderness|Snow|0
Canadian_Maritimes|January|Wilderness|Frozen|0
Canadian_Maritimes|January|Wilderness|Blizzard|0

Specifying a decimal number would vary between the round-up and round-down integers weathers. For example, a (hypothetical) decimal spec of 1.5 would give 50% probability of Mud, 50% probability of Snow:

Canadian_Maritimes|January|Wilderness|Fair|0
Canadian_Maritimes|January|Wilderness|Mud|50
Canadian_Maritimes|January|Wilderness|Snow|50
Canadian_Maritimes|January|Wilderness|Frozen|0
Canadian_Maritimes|January|Wilderness|Blizzard|0

The closer the decimal number gets to the round-up integer, the greater the probability of the round-up integer weather. For example a (hypothetical) decimal spec of 1.8 would give 20% probability of Mud, 80% probability of Snow:

Canadian_Maritimes|January|Wilderness|Fair|0
Canadian_Maritimes|January|Wilderness|Mud|20
Canadian_Maritimes|January|Wilderness|Snow|80
Canadian_Maritimes|January|Wilderness|Frozen|0
Canadian_Maritimes|January|Wilderness|Blizzard|0

While the closer the decimal number gets to the round-down integer, the greater the probability of the round-down integer weather. For example a (hypothetical) decimal spec of 1.3 would give 70% probability of Mud, 30% probability of Snow:

Canadian_Maritimes|January|Wilderness|Fair|0
Canadian_Maritimes|January|Wilderness|Mud|70
Canadian_Maritimes|January|Wilderness|Snow|30
Canadian_Maritimes|January|Wilderness|Frozen|0
Canadian_Maritimes|January|Wilderness|Blizzard|0

If it's not clear, the weathers again are:

0 - Fair
1 - Mud
2 - Snow
3 - Frozen
4 - Blizzard

So, for the Canadian_Maritimes, with January weather specified as 3.5/2.8/1.8 (see above), we get the corresponding entries in the WeatherPatterns_Canadian_Maritimes.ini file as

Canadian_Maritimes|January|Other|Fair|0
Canadian_Maritimes|January|Other|Mud|0
Canadian_Maritimes|January|Other|Snow|20
Canadian_Maritimes|January|Other|Frozen|80
Canadian_Maritimes|January|Other|Blizzard|0
Canadian_Maritimes|January|Swamp|Fair|0
Canadian_Maritimes|January|Swamp|Mud|0
Canadian_Maritimes|January|Swamp|Snow|20
Canadian_Maritimes|January|Swamp|Frozen|80
Canadian_Maritimes|January|Swamp|Blizzard|0
Canadian_Maritimes|January|Wilderness|Fair|0
Canadian_Maritimes|January|Wilderness|Mud|0
Canadian_Maritimes|January|Wilderness|Snow|0
Canadian_Maritimes|January|Wilderness|Frozen|50
Canadian_Maritimes|January|Wilderness|Blizzard|50
Canadian_Maritimes|January|Mountain|Fair|0
Canadian_Maritimes|January|Mountain|Mud|0
Canadian_Maritimes|January|Mountain|Snow|0
Canadian_Maritimes|January|Mountain|Frozen|50
Canadian_Maritimes|January|Mountain|Blizzard|50
Canadian_Maritimes|January|FreezeShallow|Fair|0
Canadian_Maritimes|January|FreezeShallow|Mud|0
Canadian_Maritimes|January|FreezeShallow|Snow|20
Canadian_Maritimes|January|FreezeShallow|Frozen|80
Canadian_Maritimes|January|FreezeShallow|Blizzard|0
Canadian_Maritimes|January|NoFreezeShallow|Fair|0
Canadian_Maritimes|January|NoFreezeShallow|Mud|20
Canadian_Maritimes|January|NoFreezeShallow|Snow|80
Canadian_Maritimes|January|NoFreezeShallow|Frozen|0
Canadian_Maritimes|January|NoFreezeShallow|Blizzard|0
Canadian_Maritimes|January|CoastalWaters|Fair|0
Canadian_Maritimes|January|CoastalWaters|Mud|20
Canadian_Maritimes|January|CoastalWaters|Snow|80
Canadian_Maritimes|January|CoastalWaters|Frozen|0
Canadian_Maritimes|January|CoastalWaters|Blizzard|0
Canadian_Maritimes|January|FreezeOcean|Fair|0
Canadian_Maritimes|January|FreezeOcean|Mud|0
Canadian_Maritimes|January|FreezeOcean|Snow|20
Canadian_Maritimes|January|FreezeOcean|Frozen|80
Canadian_Maritimes|January|FreezeOcean|Blizzard|0
Canadian_Maritimes|January|NoFreezeOcean|Fair|0
Canadian_Maritimes|January|NoFreezeOcean|Mud|20
Canadian_Maritimes|January|NoFreezeOcean|Snow|80
Canadian_Maritimes|January|NoFreezeOcean|Frozen|0
Canadian_Maritimes|January|NoFreezeOcean|Blizzard|0

I have tried very hard to introduce sensible variation, and as much variation as possible, without violating the mod's three main design "principles":

--colder to the north, warmer to the south
--colder in the uplands and wilderness, warmer in the lowlands and toward the coasts
--consistency east to west (no "crazy quilt" weather patterns)

In order to achieve the desired effects (adhere to the three design principles), I have to constrain each region to just one or two "adjacent" weather possibilities in any given month (e.g., 2 => Snow; or 1.5 => 50% chance Mud, 50% chance Snow). To allow three or more possible weathers for a given region and month is to invite inverted weather/temperature patterns, "crazy quilt" patterns, or worse.

v0.4 of the Mod reintroduces, in a few areas in the coldest months, the "Blizzard" weather. I now interpret the word "Blizzard" to mean both Snow and Frozen average conditions (not to suggest a continuous howling winter snowstorm lasting for up to 15 days).

Don't be freaked out too much to see a bit of rain/mud to the north, with snow to the south; or rain/mud in elevated regions, snow in lower elevations. I have tried to eliminate such apparent anomalies, but -- given the limitations of the AGE weather model -- it is difficult to impossible. No, you should interpret "Mud" (rain) to include both warm rains and cold, freezing rains. And "Snow" might imply warm, melting spring snows as well as cold, hard, mid-winter snows. "Snow" might or might not suggest frozen conditions. "Frozen" might or might not include snowy conditions, but could just as well mean cold, dry winter weather so common to much of North America. The point is, the weather concepts should remain fuzzy, and don't get too hung up on the (imperfect) Weathers naming scheme.

I have run through a complete year of test game turns, and I like what I see. Still not perfect, but getting better and better.

I still have some tweaking to do, but the broad outlines of this Weathers Mod are firmly settled.

I still need to:

--Reassign a few regions to different weather areas.

Here's a teaser. In the WIA/GameData/Areas.ini file, move the $Gillepsie Gap region from

// Area #94, Kentuckee_Uplands
{Area}
UID = $area_Weather_Kentuckee_Uplands
Name = Kentuckee_Uplands
Hierarchy = -1
ListParams = ... [remove $Gillepsie Gap from the list]
{/Area}

to

// Area #95, Upland_Southeast
{Area}
UID = $area_Weather_Upland_Southeast
Name = Upland_Southeast
Hierarchy = -1
ListParams = ... [add $Gillepsie Gap to the list]
{/Area}

That will get rid of the annoying "appendix" effect shown in msg #32 ("The Kentucky weather area (Kentuckee_Uplands)" message) of this message thread.

There will be a few more cosmetic changes like that. More importantly will be several planned major revisions around the boundaries of a few weather areas (for example, Lower_Louisianne).

-- Study more carefully actual long-term average temperature/weather patterns of North American climate. This will require a visit to the local library, supplemented by on-line researches. I want this Weathers Mod to be factual (within reason), not based on vague impressions or anecdote.

This remains a work-in-progress, but it's moving steadily towards the first "official" release v1.0. ("Official" in a personal sense. AGEOD may or may not decide to incorporate it into their official game releases. Nice if it comes to that, but doesn't really matter.)

In the next post, I will detail the Perl script I use to, basing off the specifications, generate the actual WeatherPatterns*.ini files.
What this town needs is a good Renaissance band!

Early MusiChicago - Early Music in Chicago and Beyond - http://earlymusichicago.org

PIKT - Global-View, Site-at-a-Time System and Network Administration - http://pikt.org

AGElint - an AGE debugging toolkit - http://www.matrixgames.com/forums/tm.asp?m=2978333

Your Mileage May Vary -- Always!

User avatar
berto
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Berto's Weathers Mod mkweathers.pl Perl script

Wed Jul 06, 2011 9:17 pm

Here is the Perl script, mkweathers.pl, that I use to generate the Mod WeatherPatterns*.ini files:

Code: Select all

#!/usr/bin/perl

while ($#ARGV >= 0) {
    if ($ARGV[0] eq "-t") {
        $TEST = 1;
   shift;
    } elsif ($ARGV[0] eq "-g") {
   shift;
   if ($ARGV[0] eq "acw") {
       $ACW = 1;
   } elsif ($ARGV[0] eq "ncp") {
       $NCP = 1;
   } elsif ($ARGV[0] eq "pon") {
       $PON = 1;
   } elsif ($ARGV[0] eq "rop") {
       $ROP = 1;
   } elsif ($ARGV[0] eq "rus") {
       $RUS = 1;
   } elsif ($ARGV[0] eq "wia") {
       $WIA = 1;
   } else {
       die "invalid or missing game parameter\n";
   }
        shift;
    } elsif ($ARGV[0] eq "-s") {
        shift;
        @areasnow = ($ARGV[0]);
        shift;
    } else {
        print "Usage:  mkweathers.pl [-t] -g {acw|ncp|pon|rop|rus|wia} [-s <areasnow>]\n";
        exit 1;
    }
}

if ($WIA) {

    @weathers = ("Fair", "Mud", "Snow", "Frozen", "Blizzard");

    @terrains = ("Other", "Swamp", "Wilderness", "Mountain", "FreezeShallow", "NoFreezeShallow", "CoastalWaters", "FreezeOcean", "NoFreezeOcean");

    @areascontinental  = ("Canadian_Maritimes", "Eastern_Canada", "Western_Canada", "Eastern_Great_Lakes", "Western_Great_Lakes", "Upper_New_England");
    @areastemperate = ("Lower_New_England", "Kentuckee_Uplands", "Upland_Middle_States", "Upper_West", "Northern_Plains", "Coastal_Middle_States", "WxAtlantic", "WxEurope");
    @areassubtropical  = ("Southern_Plains", "Upland_South", "Upland_Southeast", "Lower_Louisianne", "Coastal_Carribean", "Coastal_Southeast");
    @areasall    = (@areascontinental, @areastemperate, @areassubtropical);

    #                    jan  feb  mar  apr  may  jun  jul  aug  sep  oct  nov  dec
    @continentalcool  = (3.6, 3.4, 2.8, 2.2, 0.5, 0.2, 0.1, 0.1, 0.2, 0.4, 2.8, 3.4);
    @continental      = (3.2, 2.4, 1.8, 1.2, 0.3, 0.1, 0.0, 0.0, 0.1, 0.3, 1.8, 2.4);
    @continentalwarm  = (1.8, 1.4, 1.0, 0.8, 0.2, 0.0, 0.0, 0.0, 0.0, 0.2, 1.0, 1.4);

    #                    jan  feb  mar  apr  may  jun  jul  aug  sep  oct  nov  dec
    @temperatecool    = (2.8, 2.5, 2.0, 1.2, 0.4, 0.2, 0.1, 0.1, 0.2, 0.3, 2.0, 2.5);
    @temperate        = (1.8, 1.5, 1.2, 0.5, 0.2, 0.1, 0.0, 0.0, 0.1, 0.2, 1.2, 1.5);
    @temperatewarm    = (1.0, 0.8, 0.6, 0.3, 0.1, 0.0, 0.0, 0.0, 0.0, 0.1, 0.6, 0.8);

    #                    jan  feb  mar  apr  may  jun  jul  aug  sep  oct  nov  dec
    @subtropicalcool  = (1.5, 1.2, 1.1, 0.5, 0.5, 0.2, 0.2, 0.1, 0.2, 0.5, 1.1, 1.2);
    @subtropical      = (0.9, 0.8, 0.7, 0.6, 0.4, 0.1, 0.1, 0.1, 0.1, 0.4, 0.6, 0.8);
    @subtropicalwarm  = (0.8, 0.7, 0.6, 0.5, 0.3, 0.1, 0  , 0  , 0  , 0.2, 0.4, 0.7);

} elsif ($ROP) {

    @weathers = ("Clear", "Mud", "Snow", "HarshWeather", "VHarshWeather");

    @terrains = ("normal", "low", "high", "coldwater", "water");

    @areascontinental   = ("Alpine");
    @areastemperate = ("Interior_Lowlands", "Interior_Uplands", "Baltic_Coast");
    @areastemperatecoastal = ("North_Sea_Coast");
    @areasall      = (@areascontinental, @areastemperate, @areastemperatecoastal);

    #                    jan  feb  mar  apr  may  jun  jul  aug  sep  oct  nov  dec
    @continentalcool  = (3.6, 3.4, 2.8, 2.2, 0.5, 0.2, 0.1, 0.1, 0.2, 0.4, 2.8, 3.4);
    @continental      = (3.2, 2.4, 1.8, 1.2, 0.3, 0.1, 0.0, 0.0, 0.1, 0.3, 1.8, 2.4);
    @continentalwarm  = (1.8, 1.4, 1.0, 0.8, 0.2, 0.0, 0.0, 0.0, 0.0, 0.2, 1.0, 1.4);

    #                    jan  feb  mar  apr  may  jun  jul  aug  sep  oct  nov  dec
    @temperatecool    = (2.8, 2.5, 2.0, 1.2, 0.4, 0.2, 0.1, 0.1, 0.2, 0.3, 2.0, 2.5);
    @temperate        = (1.8, 1.5, 1.2, 0.5, 0.2, 0.1, 0.0, 0.0, 0.1, 0.2, 1.2, 1.5);
    @temperatewarm    = (1.0, 0.8, 0.6, 0.3, 0.1, 0.0, 0.0, 0.0, 0.0, 0.1, 0.6, 0.8);

} elsif ($ACW) {

    # this space for rent

} elsif ($NCP) {

    # space abhors a vacuum

} elsif ($PON) {

    # vacancy, apply within

} elsif ($RUS) {

    # no comment

}

@months = ("January", "February", "March", "April", "May", "June", "July", "August", "September", "October", "November", "December");

$wnum  = @weathers;
$tnum  = @terrains;
$mnum  = @months;

# do not edit; for displaying areas only
@snowcool  = (2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2);
@snow      = (2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2);
@snowwarm  = (2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2);

# do not edit; for displaying areas only
@faircool  = (0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
@fair      = (0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
@fairwarm  = (0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);

if (defined(@areasnow)) {

    outputweathers("areasall", "faircool", "fair", "fairwarm");
    outputweathers("areasnow", "snowcool", "snow", "snowwarm");

} else {

    if ($WIA) {
   outputweathers("areascontinental", "continentalcool", "continental", "continentalwarm", (0, 0, 1, 1, 0, -1, -1, 0, -1));
   outputweathers("areastemperate", "temperatecool", "temperate", "temperatewarm", (0, 0, 1, 1, 0, -1, -1, 0, -1));
   outputweathers("areassubtropical", "subtropicalcool", "subtropical", "subtropicalwarm", (0, 0, 1, 1, 0, -1, -1, 0, -1));
    } elsif ($ROP) {
   outputweathers("areascontinental", "continentalcool", "continental", "continentalwarm", (0, 0, 1, 1, -1));
   outputweathers("areastemperate", "temperatecool", "temperate", "temperatewarm", (0, 0, 1, 1, 0));
   outputweathers("areastemperatecoastal", "temperatecool", "temperate", "temperatewarm", (0, 0, 1, 1, -1));
    }

}

exit 0;

sub outputweathers {

    # for @ta:  for each terrain, 0 normal, 1 cooler, -1 warmer
    my ($areas, $cool, $norm, $warm, @ta) = @_;

    my $a, $m, $t, $w, $p, $pr, $weather;

    foreach $a (@$areas) {

       $inifile = "WeatherPatterns_" . $a . ".ini";
        open(INIFILE, ">$inifile") if ! $TEST;

        for ($m=0; $m<=$mnum-1; $m++) {
       for ($t=0; $t<=$tnum-1; $t++) {
      for ($w=0; $w<=$wnum-1; $w++) {
          if ($ta[$t] == 1) {
         $pr = abs($w - $$cool[$m]);
          } elsif ($ta[$t] == 0) {
         $pr = abs($w - $$norm[$m]);
          } elsif ($ta[$t] == -1) {
         $pr = abs($w - $$warm[$m]);
          }
          if ($pr > 1) {
            $p = 0;
          } else {
            $p = (1-$pr)*100;
          }
          if ($ROP && ($t == 0) && ($w == 0)) {
         $weather = "Fair";
          } else {
         $weather = $weathers[$w];
          }
          if (! $TEST) {
         print INIFILE "$a|$months[$m]|$terrains[$t]|$weather|$p\r\n";
          } else {
         print         "$a|$months[$m]|$terrains[$t]|$weather|$p\r\n";
          }
      }
       }
        }

        close(INIFILE) if ! $TEST;

    }
}


For now, the script is fleshed out to generate WIA & ROP Weathers only. ACW & NCP will be added eventually. (Maybe also PON & RUS someday, too.)

Sample invocations:

Code: Select all

./mkweathers.pl -t -g wia | less


to display on-screen the WeatherPatterns*.ini files.

Code: Select all

./mkweathers.pl -g wia


to write the actual WeatherPatterns*.ini files.

Code: Select all

./mkweathers.pl -g wia -s Coastal_Middle_States


to generate some test files (in the current directory) for displaying individual weather areas (as snow, as shown in previous messages in this thread).

I develop and run this script in both Linux and in Windows, using Cygwin for the latter.

If you don't understand any of this "Linux" or "Cygwin" or "Perl" business, don't bother. You care about the end-product. I just display this script here for the curious, and the adventurous. If you want to try out mkweathers.pl yourself, I provide no support for it at present; for now you are on your own. (Use at your own risk! :) )

Now and going forward, I find this script to be tremendously useful in analyzing and developing the WIA Weathers mod (and soon also for ROP, etc.). I can run the script to test various specifications, and to view various results, in a matter of seconds. It sure beats the tedious and error-prone process of manually editing by hand (using Notepad or whatever) hundreds of lines in a dozen or more text files! (Not to mention doing much the same thing in some .xls file, then running it through the CSV splitter operation.) I use the tools that suit me best, and I like to work quickly and efficiently. And besides, programming is fun! Please see the last line of my sig. ;)
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berto
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Berto's ROP Weathers Mod

Mon Jul 18, 2011 10:06 pm

I have posted the first release of my Berto's ROP Weathers Mod here:

http://www.ageod-forum.com/showthread.php?t=22114

Reading through that thread, you will gain added insight as to where I'm headed with the WIA Weathers Mod (also for other games).

Please see also the revised mkweathers.pl Perl script posted earlier in this thread.
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Stwa
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Tue Jul 19, 2011 7:39 am

Hi,

I found this out years ago with BoA weather myself, and basically applied your concepts.

I also found (from looking at satellite images), that I did not need additional weather patterns past the ones the game (BoA) gives you, except for the Great Lakes region that I added.

Also, I found another axiom (from the satellite images), and that is if you draw a diagonal line on the BoA map from NE to SW, to the North and West of the line you are more likely for harsh weather (like frozen and blizzard). And to the East and South, you are less like for harsh weather.

I also found much variation from one year to the next from the images.

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berto
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Tue Jul 19, 2011 7:46 am

Stwa wrote:Also, I found another axiom (from the satellite images), and that is if you draw a diagonal line on the BoA map from NE to SW, to the North and West of the line you are more likely for harsh weather (like frozen and blizzard). And to the East and South, you are less like for harsh weather.

Indeed, see the diagonal line separating the Continental and Subtropical weather zones as shown here:

http://www.ageod-forum.com/showthread.php?t=22114 [msg #17]
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lodilefty
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Weather DB File

Wed Aug 31, 2011 9:20 pm

Please use the attached DB file to document these changes for the patch:

:)
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berto
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Wed Aug 31, 2011 9:30 pm

Does that include the Areas.ini file (i.e., the .xls files that generates that)? I will need to mod that .ini(.xls) file also.

Note: I'll be sure to fix the always-fair coastal weathers problem, too.
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lodilefty
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Wed Aug 31, 2011 9:38 pm

berto wrote:Does that include the Areas.ini file (i.e., the .xls files that generates that)? I will need to mod that .ini(.xls) file also.

Note: I'll be sure to fix the always-fair coastal weathers problem, too.


Areas.ini is one of the few files without an xls file. Hence extremely vulnerable to errors.

Attached are the manually managed {mess} of ini files relating to areas. I suggest minimal changes to any existing aliases, especially regions.ini and anything not involving weather:

Areas.ini belongs in WIA/GameData
Others are in WIA/Aliases
[ATTACH]15833[/ATTACH]


...and I'll include you version 0.4 in the beta patch for now.....
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berto
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Wed Aug 31, 2011 9:57 pm

lodilefty wrote:Areas.ini is one of the few files without an xls file. Hence extremely vulnerable to errors.

Attached are the manually managed {mess} of ini files relating to areas. I suggest minimal changes to any existing aliases, especially regions.ini and anything not involving weather:

Areas.ini belongs in WIA/GameData
Others are in WIA/Aliases
[ATTACH]15833[/ATTACH]

We are in agreement that I want to make as few changes as possible, and AFAIK no changes to any of the Aliases .ini files.

Aside from the files in the Weathers folder, I only foresee making slight changes to the Areas.ini file. Which as you say is not sourced from the .xls.

I will be sure to provide a before-and-after diff, so the extent of the changes will be perfectly clear.

But: I won't be able to get to this until after 9/11.

...and I'll include you version 0.4 in the beta patch for now.....

Thanks. It's not quite there yet, but IMHO I think version 0.4 is at least an improvement.

If my instructions were perfectly clear, if you are able to fix the always-fair coastal weathers bug (as presented in that other thread), please also fix that bug yourself for this very next patch. As you know, I don't have time for any of that for the next 1-1/2 weeks. :bonk:
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lodilefty
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Thu Oct 20, 2011 11:30 am

Patch is nearly ready, I think. :blink:

To include this mod, we must have the DB updated.

Attached has the "CoastalWaters" bug fixed.

I started putting in your 0.4 values, but I'm called away to fix bugs, prep patches...
..seems like a great opotunity for a Code Wizard to automate reading in the values from your mod. :w00t:

IMHO, it's easier to do weather in the DB, as you can see patterns for the whole year... :)
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berto
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Thu Oct 20, 2011 11:47 am

I will review and update the DB file as necessary, then send it back to you.

From my perspective, I beg to differ. I can easily see the weather patterns for the entire year in a single line of code. Moreover, it would be a trivial exercise to program a visual display(s) much like what you see in the DB (and variations thereof). (In fact, now that I think of it, that would be a nice addition to my weathers generation script.)

But see the last line of my sig.

(BTW, future versions of my weathers mods will extend their capabilities, but with the extensions lying outside the DB "system" -- i.e., will depend on running code. Of interest to the venturesome, and the grognards. More traditional weathers configs will still be available to the more traditional minded, and the timid. Soon...)
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Thu Oct 20, 2011 12:11 pm

Maybe it's best to remain as a mod. :(
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berto
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Thu Oct 20, 2011 12:14 pm

I can review and update the static, DB-compatible version of my current weathers mod. It's up to you.

But, yes, going forward, future dynamic extensions will be fundamentally DB-incompatible. My preference.
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lodilefty
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Thu Oct 20, 2011 12:39 pm

OK, please do the DB, as the changes so far are good ones. :)

...as you have often said, mods are up to the modders. :w00t:
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berto
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Thu Oct 20, 2011 12:43 pm

About my future dynamic weathers extensions:

I also follow, and occasionally even play (!), War in the Pacific: Admiral's Edition. By default, seasonal weather is invariant in that game.

This presents problems, especially for the Burma and Southeast Asia theater, where in Real Life the monsoon rains would effectively shut down all land and air combat operations for four months out of each year. But not by default in the game. A Burma theater without monsoon effects (where you can continue without restriction, as if it were the dry season) is just not realistic.

An independent-minded modder has discovered a way, and done the work, to implement dynamic seasonal weather effects in WITP:AE. Aside from Burma, his mod achieves more realistic winter weather to the north, along the Russia-China-Manchuria border. (Another aspect of his project is to introduce dynamic map effects, such as the construction, over two years, of the Burma Ledo Road -- Gen. Joe Stilwell's obsession, and the intended primary source of supplying China other than flying supplies "over The Hump." Also other dynamic road and railroad construction.)

Drawing inspiration from that modder's work, I will in the near future be extending my AGEOD weathers mods likewise.

But only for the venturesome and the grognards. ;)
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PhilThib
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Thu Oct 20, 2011 1:24 pm

Good ideas...I am most interested by a mod for NCP weather :thumbsup:
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berto
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Thu Oct 20, 2011 3:01 pm

lodilefty wrote:OK, please do the DB, as the changes so far are good ones. :)


I will do this by early next week, if not sooner.

More about the future weathers mod extensions:

Basically, they will introduce dynamic annual weather effects. Allowing, for example, warmer than normal winters, unusually severe winters, wetter than normal summers, etc.

The way it will work: Once each summer -- the exact month doesn't matter, just so it is during one of the mild weather, drier months (e.g., July or August), the player exits the game. Runs a simple script, which substitutes a new set of weathers .ini files for the coming ~12 months, Else, if he/she cannot (or will not) run the script, can instead manually copy in place some more generic weather file sets, still achieving annual trends away from "normal", but not as dynamic as running the script.

As I wrote, not for the traditional-minded or the timid, more for the venturesome, and the grognards. ;)

...as you have often said, mods are up to the modders. :w00t:


Indeed. Permit me to expand on that.

The Perl script at the heart of my weathers mods is rather short, not overly complex. As in: easy to port over to Pascal, and incorporate into the AGE engine itself, if Pocus/PhilT like the implementation. The code is not hard. It's the concepts, and mocking up, prototyping the concepts that are difficult. (Also doing the research, resulting in the data points.)

Now here's the thing, or things:

Pocus/PhilT may like the overall idea, but not my implementation. They can incorporate it into the AGE engine, adapt it, all or in part, however they see fit.

Or reject it completely. As over-engineered, too complex, too troublesome, silly, whatever.

Again, indeed: "mods are up to the modders". And modders should be able to Do It Their Way, however they see fit.

My Way is to program. It helps me to think outside the usual AGEOD box. I find it to be quite liberating. I can think up, and in some cases implement, all sorts of "screwy" ideas. Some of which Pocus/PhilT might like enough to seek common ground with me.

There's more than one common ground. One is via "the system" -- the established DB -> CSV splitter -> text file way. Another might be to "steal" the algorithms and data and concepts I cook up. Of course, it's not "stealing". They're quite welcome to my stuff.

Or the stuff that other similarly independent-thinking, forward looking modders might cook up.

Consider Magna Mundi, the Game. It started life as a mod. AFAIK, at no point did Johan or the PI brass say to Ubik/Carlos & co.: "You can't do that!" No, Ubik & co. were totally free to mod EU3 their way. (As a MM team member, BTW, I devoted 1,000+ hours to coding and QA'ing that mod,) Players downloaded and played their mod by the tens of thousands. PI liked their work so much that they invited Ubik & co. to make an actual game out of Magna Mundi. Magna Mundi, "the game to rule them all," coming soon to a theater near you.

I am not looking to spin off anything as grandiose as a full-fledged game based on the AGE system. I'll just mod around the edges. No, my goal is to refine and tweak and QA AGEOD's games to the point where I truly enjoy playing them. World domination is not my goal. :)

I own the complete set of "my lifetime dream come true" American Civil War games published by HPS/JTS. But out of the box, rather a disappointment. After a while, I couldn't bring myself to play them. But rather than dumping them altogether, I took to modding them. Yes, involving custom made scripts and non-standard, out-of-game extensions. (Also graphics tweaks and house rules.) Will I ever share my work with the general player community? Maybe, but probably not. HPS/JTS/John Tiller are too hidebound, too set in their formulaic ways, not to mention uncommunicative and secretive.

But Pocus/PhilT? There are no people in the war gaming industry more accessible, more open to new ideas, more willing and able to work with their player community than they. In this way, they are a pleasure to deal with.

"Let a Hundred Flowers Bloom. Let a Hundred Schools of Thought Contend." :D

(Let's hope no skulls get cracked in the aftermath. See http://en.wikipedia.org/wiki/Hundred_Flowers_Campaign) :bonk:
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berto
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Thu Oct 20, 2011 3:08 pm

PhilThib wrote:Good ideas...I am most interested by a mod for NCP weather :thumbsup:


PM sent.
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