View Full Version : Mountains, back to service, For RoM


Afforess
Aug 03, 2009, 12:01 PM
I have merged the Mountains, back to service (http://forums.civfanatics.com/showthread.php?t=311211) modcomp with Jooyo's CoreDLL, so that players can use mountains again, in RoM.

Features

Peaks are passable after research the required tech, Mountaineering. (it takes 1 extra movement)
Peaks give 3 hammers.
Peaks are workable (build roads and mines)
Peaks can have bonuses (coal, copper, iron, marble, stone, uranium, gems, gold, silver)
Peaks give +75% defense bonus


Download Here (http://forums.civfanatics.com/downloads.php?do=file&id=12838)

Version 1.2

Made for Rise of Mankind 2.8

The download includes a CoreDll that includes all of Jooyo's changes from 1.18 or less. If you use this mod, you do not need Jooyo's CoreDLL.

cr0ws
Aug 03, 2009, 12:26 PM
Great addon Afforess! But will random volcano effects effect the mountain plot itself or only surrounding plots?

Afforess
Aug 03, 2009, 12:53 PM
Great addon Afforess! But will random volcano effects effect the mountain plot itself or only surrounding plots?

Good question,

I believe they only effect the surrounding tiles (but I could be wrong).

Dancing Hoskuld
Aug 03, 2009, 04:59 PM
Is this optional, in that if I use the dll because I want the other stuff do I get this by default? In some mods mountains only become passable after a certain tech, similarly roads can only be built after a certain tech I felt this worked well. I realy like the fact that mountains are not passable in early periods so that civ growth seems more natural. Its a pity that some rivers are not passable:mischief: but then they would need to be navigable I suppose.

mircu
Aug 11, 2009, 07:14 AM
Peaks give 2 hammers, 1 commerce


Dont know is it only for me but i got 2 food and 1 commerce on peaks.

Afforess
Aug 11, 2009, 11:21 AM
Dont know is it only for me but i got 2 food and 1 commerce on peaks.

That's strange. I have no such problem. My only guess it that my "Afforess" folder in the modules is no listed in the MLF file. Go to your Rise of Mankind/Assets/Modules folder and open "MLF_CIV4ModularLoadingControls.xml." If you don't see something like this:

<Module>
<Directory>Afforess</Directory>
<bLoad>1</bLoad>
</Module>

You'll need to add it. If you need more specific instructions, see the sticky on this forum.

quibing
Aug 11, 2009, 01:35 PM
Very useful addon! Thx Afforess!

Xionn
Aug 11, 2009, 07:53 PM
Afforess, I have noticed a couple bugs when using your mountain mod. One is that on one of my mountains I was able to build a cottage. I don't think this is realistic at all. Another bug I noticed was that there was animals such as sheep, cows, and horses on several mountains. Im not exactly sure if those are bugs are not. I think you should make it so that you can only build all types of road and mines and shaft mines on mountains.

mircu
Aug 12, 2009, 07:00 AM
That's strange. I have no such problem. My only guess it that my "Afforess" folder in the modules is no listed in the MLF file. Go to your Rise of Mankind/Assets/Modules folder and open "MLF_CIV4ModularLoadingControls.xml." If you don't see something like this:

<Module>
<Directory>Afforess</Directory>
<bLoad>1</bLoad>
</Module>

You'll need to add it. If you need more specific instructions, see the sticky on this forum.

I have everything in MLF if i havent got the mod will not load.

Afforess, I have noticed a couple bugs when using your mountain mod. One is that on one of my mountains I was able to build a cottage. I don't think this is realistic at all. Another bug I noticed was that there was animals such as sheep, cows, and horses on several mountains. Im not exactly sure if those are bugs are not. I think you should make it so that you can only build all types of road and mines and shaft mines on mountains.

I think that cotages in mountains are popular all over the world and if it is possible i think that all types of improvements should be possible in late game. There are so many techniques that make terrain valid for all kind of improvements. For the horse and other bonuses i think its realistic maybe smaller chance of occurance but realistic.

gregac
Aug 12, 2009, 02:58 PM
a lot of give three hammers for me on inland island (My favorite map), but I found out that sometime the map overlays peaks with things like grass land, and for some reason this changes there production output as mentioned before, I have seen simply 3 production, 2 food 1 production, the standard and stuff. Oh I forgot to say thanks about thinking this up because I was going to try to create a mod to remove peaks all together. This change my view.

gregac
Aug 12, 2009, 03:05 PM
I think that cotages in mountains are popular all over the world and if it is possible i think that all types of improvements should be possible in late game. There are so many techniques that make terrain valid for all kind of improvements. For the horse and other bonuses i think its realistic maybe smaller chance of occurance but realistic.

Check out my buidable resource mod, (which remove resources from the map and requires you to build access to them) and also my Improvement overhaul (It has only three primary improvements which all upgrade overtime, I am think I may need to increase the times though).

Build-able Resources:
http://gregoryda.info/mods/bsource.htm
Improvements Overhaul:
http://gregoryda.info/mods/improve.htm

For them to work: you will also need:
Invalid Civilization
http://gregoryda.info/mods/invalid.htm

Sarkyn
Aug 20, 2009, 04:34 PM
Afforess, is there any reason this can't be modular?

I'd like to use your DLL, for the Vicinity/Resource Refiner mod, but as a personal preference I do not want Mountains to be passable.

Would this be possible if I edit some xml somewhere?

I use the DLL, but removed the "Mountains Mod" folder from your addons folder, and my mountains are still passable.

Sarkyn
Aug 21, 2009, 04:37 PM
Sorry to bump, but I wonder if I could beg for an answer as to how I can:

- use your DLL (so as to use the excellent Resource Refinement mod)

- without having passable peaks?

Afforess
Aug 21, 2009, 09:18 PM
Do you want to make Mountains still give hammers, or do you want the mountain mod completely removed?

Sarkyn
Aug 22, 2009, 01:46 AM
Um, either would be fine.

The most important thing for me is that mountains create attack/defense choke-points and bottlenecks. To me, that makes the map a lot more interesting, as it becomes a series of zones (I use the Perfect World maps generally).

Having them give hammers is fine, but of negligible importance compared to the movement thing...

Thank you for your time! I appreciate it.

Afforess
Aug 22, 2009, 11:09 AM
Um, either would be fine.

The most important thing for me is that mountains create attack/defense choke-points and bottlenecks. To me, that makes the map a lot more interesting, as it becomes a series of zones (I use the Perfect World maps generally).

Having them give hammers is fine, but of negligible importance compared to the movement thing...

Thank you for your time! I appreciate it.

Just delete the Mountain Mods Folder and use this CvGameCore.dll instead of my standard one, as I made this one specially for you. Also, put the "Standard Mountains" folder in the Modules/Afforess folder as the game still needs some of the thing I changed to work. The dll has everything, except mountains mod. I didn't test it other than loading a game with it, so there could be some errors, but hopefully not. I plan on making it easier to revert to the standard mountains in the future.

225360

Sarkyn
Aug 22, 2009, 12:31 PM
I made this one specially for you.
225360

Thank you very much, I really appreciate it :)

Off to start my (potentially) 2-3 week long game now :)

Hydromancerx
Aug 28, 2009, 07:39 PM
Could you make it so they are only passable with say a "Mountaineering" tech. And only mineable with "Tunneling" tech which could also allow quicker passing through with units? As it is now they seem like they give too many benefits early on.

Afforess
Aug 28, 2009, 07:42 PM
Could you make it so they are only passable with say a "Mountaineering" tech.

Good idea, but I lack the C++ skills to do so. I'm taking programming classes now though, so that may change in the future...

And only mineable with some other tech or an existing tech for the trigger?
That's already in RoM. There's a tech called "mining." in the early game. You can't build mines without it.

Hydromancerx
Aug 28, 2009, 07:48 PM
Good idea, but I lack the C++ skills to do so. I'm taking programming classes now though, so that may change in the future...


That's already in RoM. There's a tech called "mining." in the early game. You can't build mines without it.

Oops looks like you responded faster than I could edit...

Could you make it so they are only passable with say a "Mountaineering" tech. And only mineable with "Tunneling" tech which could also allow quicker passing through with units? As it is now they seem like they give too many benefits early on.

So yeah my ideas were ...

Mountaineering (Req The Wheel?)= Passable Mountains

Tunneling (Req Explosives) = Quicker Passing

And like you said Mining already would work for mining.

And i totally understand about C++ limitations. I took a class back in high school and man it as hard. What you have done is already awesome. Just trying to give suggestions on how to improve it.

Civ Fuehrer
Aug 28, 2009, 07:49 PM
Good idea, but I lack the C++ skills to do so. I'm taking programming classes now though, so that may change in the future...


That's already in RoM. There's a tech called "mining." in the early game. You can't build mines without it.

Isn't there a XML tag that says 'passable with tech' or 'passable with feature'?

Afforess
Aug 28, 2009, 08:25 PM
Isn't there a XML tag that says 'passable with tech' or 'passable with feature'?

Oh, you mean

<TerrainImpassables>
and
<TerrainPassableTechs>

Theoretically, I could do that. But it would be for every unit, and would take forever to code............

I'd do it, but only if the majority of those who play with mountains want it.

Hydromancerx
Sep 17, 2009, 03:42 PM
Oh, you mean

<TerrainImpassables>
and
<TerrainPassableTechs>

Theoretically, I could do that. But it would be for every unit, and would take forever to code............

I'd do it, but only if the majority of those who play with mountains want it.

Well it would not be EVERY unit. Sea and Air units would not need it. So that at least cuts it down a little. Er wait do you mark them as passable or impassable? I am not familiar with coding so hows it work?

Oh!!! I have an idea! How about rather than making each unit have it impassible or whatever you just make the mountains take a REALLY long time to pass. Like thousands of turns to pass. That way you do not have to change each unit but are changing the time it takes to pass.

Note I am not completely sure if that's how it works. If its not just disregard my ranting.

So its like ...

Default = 100 Extra Movement
Mountaineering Tech = 1 Extra Movement
Tunneling = 0 Extra Movement

Afforess
Sep 17, 2009, 04:12 PM
Oh!!! I have an idea! How about rather than making each unit have it impassible or whatever you just make the mountains take a REALLY long time to pass. Like thousands of turns to pass. That way you do not have to change each unit but are changing the time it takes to pass.

Note I am not completely sure if that's how it works. If its not just disregard my ranting.

So its like ...

Default = 100 Extra Movement
Mountaineering Tech = 1 Extra Movement
Tunneling = 0 Extra Movement

The Movement system is more restrictive than that, and while I could do it, the result would be ugly.

See, even if a unit has .00001 movement points left, and wants to move onto a mountain, and it costs 100 movement, it can. The formula for movement is something like this:

if movement points > 0
movement points = (movement points - movement cost)
if movement points < 0
movement points = 0.

So, even if the unit has any points left in movement, it can move. If movement points goes negative, it gets reset to 0. It's not like the good ol' days of CivIII. So, the result for 100 movement cost would be exactly the same as if it cost 1 movement point, except for units that can move faster, like horses.

I'm trying to add an all or nothing modifier to techs. I discovered that terrainpassibletech doesn't work for peaks because of the way it was coded. Anyways, I'll report when I have more progress.

Hydromancerx
Sep 17, 2009, 04:46 PM
Ah I see. Thanks for explaining. If I come up with any other ideas I will let you know. Its really too bad that it would take editing EVERY unit for it to work. *sigh* However once all units were updated you would still have to keep patching it for any additional units that got added to RoM and modmod units would in turn not be affected. What a mess.

Afforess
Sep 17, 2009, 05:20 PM
Ah I see. Thanks for explaining. If I come up with any other ideas I will let you know. Its really too bad that it would take editing EVERY unit for it to work. *sigh* However once all units were updated you would still have to keep patching it for any additional units that got added to RoM and modmod units would in turn not be affected. What a mess.

No, it's worse than that. I discovered (http://forums.civfanatics.com/showthread.php?t=333647) that the terrianimpassibletech tags don't even work with peaks. I have to do more SDK coding to get it to work, and I'm no SDK pro.

Hydromancerx
Sep 17, 2009, 05:22 PM
Ok I have another idea. Its based on the "The Ice Breaker Mod". You have were you have 2 terrain types. The default mountain which is passable (-1 with Mountaineering and 0 with Tunneling) and then another terrain based off the ice that only appears over mountains. Once you discover Mountaineering then all of this type of impassible terrain is taken off the map. Just like how the ice changes locations on the map of the "The IceBreaker Mod". Except with this they only appear in the beginning of the game.

The only bug i see with this is that once its discovered then all players get to pass over mountains. However it could always work like nukes do where once you make the "Manhattan Project" then nukes are available to everyone.

Afforess
Sep 17, 2009, 05:53 PM
Ok I have another idea. Its based on the "The Ice Breaker Mod". You have were you have 2 terrain types. The default mountain which is passable (-1 with Mountaineering and 0 with Tunneling) and then another terrain based off the ice that only appears over mountains. Once you discover Mountaineering then all of this type of impassible terrain is taken off the map. Just like how the ice changes locations on the map of the "The IceBreaker Mod". Except with this they only appear in the beginning of the game.

The only bug i see with this is that once its discovered then all players get to pass over mountains. However it could always work like nukes do where once you make the "Manhattan Project" then nukes are available to everyone.

Interesting. Currently, I've added a new line to the XML for techinfos, so that if it is set to true (1), that mountains are passable, if you have researched it. The only problem I have encountered is getting the mountains to work with it. You can see my progress here. (http://forums.civfanatics.com/showthread.php?t=333758)

Zarg
Sep 20, 2009, 07:12 AM
hello afforess,
I like the idea of mountains back to service, but the games loses a lot of strategical value early on, to my opinion. so i had a similar idea to hydomancerx. but i thought of making mountains only passable for workers and explorers early on and troops may pass them only with explosives discovered.
I am no experienced modder and are not familiar with all the tags and what they do and I had no time yet to have a deeper look at it. But my idea to do that was to add a feature that is impassable for troops and appears to 100% on mountains. With explosives workers can remove this feature like jungle and then passabe and workable mountains remain. This feature would also allow other improvements like mountain mine or mountain pasture.
Do you think this way is possible?

Afforess
Sep 20, 2009, 09:23 AM
hello afforess,
I like the idea of mountains back to service, but the games loses a lot of strategical value early on, to my opinion. so i had a similar idea to hydomancerx. but i thought of making mountains only passable for workers and explorers early on and troops may pass them only with explosives discovered.

That would require some more SDK changes, but I think I could do it.

I am no experienced modder and are not familiar with all the tags and what they do and I had no time yet to have a deeper look at it. But my idea to do that was to add a feature that is impassable for troops and appears to 100% on mountains. With explosives workers can remove this feature like jungle and then passabe and workable mountains remain. This feature would also allow other improvements like mountain mine or mountain pasture.
Do you think this way is possible?
Actually, I did it a better way in the SDK already. Reread the OP for this thread, and look at my main thread too. I already added a new tech called "Mountaineering" which allows units to pass mountains. Without this tech, Mountains still give :hammers: but can not be passed.

Hydromancerx
Sep 20, 2009, 02:52 PM
Are you going to still add "Tunneling" ?

Tunneling
Requires: Explosives
Benefit: No penalty to movement over peaks.

Afforess
Sep 20, 2009, 03:24 PM
Are you going to still add "Tunneling" ?

Tunneling
Requires: Explosives
Benefit: No penalty to movement over peaks.

I forgot about that. It should be relativity easy to add, compared to the last addition. I'll add that to my todo list.

Hydromancerx
Sep 20, 2009, 05:38 PM
I forgot about that. It should be relativity easy to add, compared to the last addition. I'll add that to my todo list.

Awesome! Thanks so much for using my suggestions! :D :goodjob: