View Full Version : Peaks-Using them, Working them, and maybe even settling them
Elucidus Nov 29, 2008, 07:34 PM I have seen mods that have made peaks work in wonderours ways. but I have gone through the terrain files and have not figure this out. Is this something that has to be done in python or the SDK or something? What am I missing.
I want peaks to have base food/production/gold, then I want to be able to add improvements on top of that. Terrace farms, mines, deep mines, and what have you. Then i would like to have cities built on the mountains.
I understand that the graphics may not show well but I am more interested in gameplay. If anyone can help it would be greatly appreciated.
Dresden Nov 29, 2008, 08:11 PM Peaks have special handling within the SDK that you would have to change. For example, CvPlot::canHaveBonus() expressly forbids peaks from having resources, CvPlot::canHaveFeature() expressly forbids peaks from having features, CvPlot::isImpassable() forces peaks to be impassable (and therefore unworkable), etc. Such things would have to be adjusted to allow peaks to be treated like "normal" terrain.
Elucidus Nov 30, 2008, 02:59 AM Thanks, doesn't sound too hard once I get back into the SDK. I just want to start with non SDK stuff and then get into the harder stuff. Thanks for the info.
CyberChrist Dec 03, 2008, 01:31 PM Some GFXs for tunnels through Peaks rather than the current absurd vertical roads and RRs that are already possible to make (by allowing Workers to enter Impassable terrain) would go a long way toward making a mod that makes better use of Peaks a reality ... /nudge the artists. ;)
DVS Dec 03, 2008, 01:44 PM Peaks have special handling within the SDK that you would have to change. For example, CvPlot::canHaveBonus() expressly forbids peaks from having resources, CvPlot::canHaveFeature() expressly forbids peaks from having features, CvPlot::isImpassable() forces peaks to be impassable (and therefore unworkable), etc. Such things would have to be adjusted to allow peaks to be treated like "normal" terrain.
thanks, helpful. :)
Elucidus Dec 03, 2008, 02:31 PM Okay great. I can't believe no one has done this in all of these years. I mean in the balancer mod we even had volcanos give a bonus to food and minerals, of course they exploded everyonce in a while. But no cities on mountains seems odd. Andd terraces were used on mountains for farms millenia ago. Sorry preaching to the choir.
So whats next? I mean I put a city ona mountain tile and it basically put all of the buldings at the case of the mountain which looked fine to e. Didn't do mines or anything.
The_J Dec 03, 2008, 05:16 PM What would happen, if you simple remove the peaks, but add an other terrain type with the same name and the models?
It would not have the same disadvantages of peaks, but look like it.
Elucidus Dec 04, 2008, 03:36 AM Thats a good question. But wouldn't it need ot be included in map scripts and the like to work seemlessly?
The_J Dec 04, 2008, 11:47 AM Other mods here have also more terrain-types, so this seems not to be a problem with new types.
But i think the elimination of the normal peaks would be a problem, because they are handled different to normal terrain-types (i think).
Elucidus Dec 04, 2008, 02:03 PM Hmm, okay, well thank you, I'll look around for some new terrain types and see what I can find out. Maybe likw you sai emulate them. Thanks
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