New terrain features

This would actually be quite simple to do in the PerfectWorld2f mapscript as it already calculates a rainfall/precipitation map with a kind of climate simulation. It also has a temperature and height map.
So the only change needed is to extend the part that assigns the terrains depending on those maps.

I can do that change to the PerfectWorld2f script if you want.

Go for it. I do have problems with the desert/dunes names especially since some desert that fits the dune category is just rock (gibber). then there is the cold deserts Gobi and Antarctic plateau.
 
Go for it. I do have problems with the desert/dunes names especially since some desert that fits the dune category is just rock (gibber). then there is the cold deserts Gobi and Antarctic plateau.

Desert = Soil Ground (ex. American Southwest)
Dunes = Sand Dunes (ex. Sahara Dunes)

Note that neither had a specific climate. Antarctic would be a mixture of Desert, Barren, Tundra, Permafrost and Ice terrains. Gobi Desert would be Would probably be a mix of Desert, Dunes, Barren and maybe even Permafrost.
 
Attached is the changed PerfectWorld2f script and the TerrainInfo I used to test it (only uses the art from the old terrain).

With all the new terrain the assignment from rainfall map to terrain is a bit too strict now as it only considers the two terrain types closest to the simulated rainfall.
I'll change that to a broader randomness later.
 
To see how it looks I added the Dune Wars terrain art (not sure where to find the FfH one though).
Might be a bit strong contrast between the low rainfall terrains adjacent to each other.
 
To see how it looks I added the Dune Wars terrain art (not sure where to find the FfH one though).
Might be a bit strong contrast between the low rainfall terrains adjacent to each other.

I was just doing the same thing:crazyeye:. I have made it a module also and will post it to the SVN soonish. that way Hydromancerx can add the game text.:mischief:

AIAndy can you put back in the map script the ocean terrain features - reef and kelp. Plus look at the ideas for marsh terrain I posted earlier. We don't have mangrove or papyrus yet, but the rest are OK.

Edit: Two things that will make our lives easier.

1) You only need the new or changed stuff in your module.
2) If you change the name of the terrains to those we are using rather than the Dune Wars names.

I am about to put it in the SVN under the Resources\NewTerrains folder. To use it you will need to edit the MLF file to turn it on. That way it wont break other maps etc. then when we have it ready for more general consumption I will turn it on in the MLF eg when we have the text file.
 
I was just doing the same thing:crazyeye:. I have made it a module also and will post it to the SVN soonish. that way Hydromancerx can add the game text.:mischief:

AIAndy can you put back in the map script the ocean terrain features - reef and kelp. Plus look at the ideas for marsh terrain I posted earlier. We don't have mangrove or papyrus yet, but the rest are OK.

Edit: Two things that will make our lives easier.

1) You only need the new or changed stuff in your module.
2) If you change the name of the terrains to those we are using rather than the Dune Wars names.

I am about to put it in the SVN under the Resources\NewTerrains folder. To use it you will need to edit the MLF file to turn it on. That way it wont break other maps etc. then when we have it ready for more general consumption I will turn it on in the MLF eg when we have the text file.

Sure. I can give them new text. I will take a look at the files as soon I finish updating my SVN.
 
@Dancing Hoskuld

Ok I added text to the SVN. I also included text for the "sea" terrain if we ever get around to making one for that too. The file is called "C2CTerrain_CIV4GameTextInfos" and is in the New Terrain folder.

New text added include ...
- Permafrost
- Barren
- Rocky
- Scrub
- Dunes
- Salt Flats
- Lush
- Muddy
- Sea

EDIT: Looks like Marsh is missing text. I will go add that too.

Also I may need to make a new button for Barren since it has the same button as plains.
 
Ok I fixed terrain stats and added a new barren terrain button.

However the new terrain button is not showing up. Could someone go look at the new files on the SVN and see why the barren button is still the plains button?

EDIT: Something is very wrong with the terrain. I was trying to place terrain and they were all mixed up.

For instance ...

Lush = Appeared as Mountains Underwater
Barren = Appeared as Black Water
Rocky = Appeared as Green Water
Scrub = Appeared as Green Water
Dunes = Appeared as Lush Terrain
Salt Flats = Appeared as Plains
Permafrost = Appeared as Rocky
Muddy = Appeared as Scrub

So yeah they re all screwy. Note this was on a Perfect World map. Note that the changed Desert terrain showed up fine.
 
Yeah, something is wrong. I tried to place terrain with WB in Terra map script and all were messed up.
 
Ok I fixed terrain stats and added a new barren terrain button.

However the new terrain button is not showing up. Could someone go look at the new files on the SVN and see why the barren button is still the plains button?

EDIT: Something is very wrong with the terrain. I was trying to place terrain and they were all mixed up.

For instance ...

Lush = Appeared as Mountains Underwater
Barren = Appeared as Black Water
Rocky = Appeared as Green Water
Scrub = Appeared as Green Water
Dunes = Appeared as Lush Terrain
Salt Flats = Appeared as Plains
Permafrost = Appeared as Rocky
Muddy = Appeared as Scrub

So yeah they re all screwy. Note this was on a Perfect World map. Note that the changed Desert terrain showed up fine.

I am having a look.

BTW I would like to change the name of the feature FEATURE_BONES to FEATURE_FOSSIL. What I will do is add a new feature with the new name and same stats, then when Hydro changes all his buildings I will get rid of the BONES one. It will make life easier in the long run.
 
@Dancing Hoskuld

1. Sure I can change them all to FEATURE_FOSSIL. I will upload them to the SVN for ya. Just no it will give errors until you change it over to FEATURE_FOSSIL.

2. Can you make sure you use the FfH Age of Ice Tundra terrain texture/graphic for the barren terrain? Currently on the SVN its using default plains, which looks wrong.

3. On the C2CPWf map that AIAndy posted the generation seems to work nicely. However there may be too much salt flats. It seems to dominated the arid regions. I also noticed that the bigger the map the better and more organic it looks. I can't wait to see the maps with both the new base terrain and the new terrain features. :D

EDIT: As requested by DH, changed FEATURE_BONES to FEATURE_FOSSIL for fossil related buildings on the SVN.
 
@Dancing Hoskuld

1. Sure I can change them all to FEATURE_FOSSIL. I will upload them to the SVN for ya. Just no it will give errors until you change it over to FEATURE_FOSSIL.

2. Can you make sure you use the FfH Age of Ice Tundra terrain texture/graphic for the barren terrain? Currently on the SVN its using default plains, which looks wrong.

3. On the C2CPWf map that AIAndy posted the generation seems to work nicely. However there may be too much salt flats. It seems to dominated the arid regions. I also noticed that the bigger the map the better and more organic it looks. I can't wait to see the maps with both the new base terrain and the new terrain features. :D

2. There are no graphics for any terrains in FfH Age of Ice which suggests it is using the default BtS terrain graphics.

Ok I fixed terrain stats and added a new barren terrain button.

the new terrain barren button is four times too big! It should be 64x64 but is 128x128.
 
2. There are no graphics for any terrains in FfH Age of Ice which suggests it is using the default BtS terrain graphics.

Hmmm. Well then use the default Civ4 Tundra then. Also make sure the Grassland Texture is the default Civ4 too instead of the current one so there is more of a contrast between Lush and Grassland terrain.

the new terrain barren button is four times too big! It should be 64x64 but is 128x128.

Not sure how I did that. The SVN is now updated with a 64x64 version. Sorry about that.
 
Also how can we change the terraforming stuff? I was thinking it should upgrade like this ...

Salt Flats -> Dunes -> Desert -> Scrub -> Rocky -> Barren -> Plains -> Grassland -> Lush

Ice -> Permafrost -> Tundra -> Barren -> Plains -> Grassland -> Lush

Marsh -> Muddy -> Lush

Where Lush would be the optimal terrain type.
 
I was just doing the same thing:crazyeye:. I have made it a module also and will post it to the SVN soonish. that way Hydromancerx can add the game text.:mischief:

AIAndy can you put back in the map script the ocean terrain features - reef and kelp. Plus look at the ideas for marsh terrain I posted earlier. We don't have mangrove or papyrus yet, but the rest are OK.
Done. The map script places reef and kelp again and places marsh features depending on average temperature. I also reduzed the salt flat percentage.

Some questions:
1) Should the rainfall -> terrain assignment be more random? Currently it is pretty strict with only 1-2 terrains possible depending on rainfall (e.g. if the rainfall is fitting for plains but in the upper half near grass rainfall, then it is either plains or grassland, but never any other terrain).
2) Currently the cold terrains (ice, permafrost, tundra) are assigned strictly depending on the temperature and only above tundra temperature rainfall is considered. Should rainfall be considered below upper tundra temperature and maybe a subset of the other terrains be possible?
 
Some questions:
1) Should the rainfall -> terrain assignment be more random? Currently it is pretty strict with only 1-2 terrains possible depending on rainfall (e.g. if the rainfall is fitting for plains but in the upper half near grass rainfall, then it is either plains or grassland, but never any other terrain).
2) Currently the cold terrains (ice, permafrost, tundra) are assigned strictly depending on the temperature and only above tundra temperature rainfall is considered. Should rainfall be considered below upper tundra temperature and maybe a subset of the other terrains be possible?

1. Actually i like the strictness of it. They seems quite realistic now, much like a climate map.

2. Hmm. Thinking it over it may be best not to touch that stuff since there are only so many posts for polar biomes. And taking away spots would mean less ice, permafrost and tundra.

In short I would say no to both. Leave them as they are for now. Then after some play testing we can see if they need to be adjusted.

EDIT:

@Dancing Hoskuld

1. Can you make sure that "Salt" resource only spawns in Salt Flats Terrain?

2. Can you make Bamboo and Sword Grass grow at a faster rate than normal jungle or forest do? That way if you chopped forest grass would come into fill the empty space faster than a forest regrow.
 
@Dancing Hoskuld

So?

1. Can you make sure that "Salt" resource only spawns in Salt Flats Terrain?

2. Can you make Bamboo and Sword Grass grow at a faster rate than normal jungle or forest do? That way if you chopped forest grass would come into fill the empty space faster than a forest regrow.

3. Can you change the Barren Terrain to use the Civ4 Tundra?

4. Can you change the Grassland Texture is the default Civ4 Grassland?

5. Can you change the terraforming stuff? I was thinking it should upgrade like this ...

Spoiler :

Salt Flats -> Dunes -> Desert -> Scrub -> Rocky -> Barren -> Plains -> Grassland -> Lush

Ice -> Permafrost -> Tundra -> Barren -> Plains -> Grassland -> Lush

Marsh -> Muddy -> Lush

Where Lush would be the optimal terrain type.


6. Why is my Barren button still showing up as the Plains button even though I changed it to 64x64 and changed the location path in the XML?
 
@Dancing Hoskuld

So?

1. Can you make sure that "Salt" resource only spawns in Salt Flats Terrain?

2. Can you make Bamboo and Sword Grass grow at a faster rate than normal jungle or forest do? That way if you chopped forest grass would come into fill the empty space faster than a forest regrow.

3. Can you change the Barren Terrain to use the Civ4 Tundra?

4. Can you change the Grassland Texture is the default Civ4 Grassland?

5. Can you change the terraforming stuff? I was thinking it should upgrade like this ...

Spoiler :

Salt Flats -> Dunes -> Desert -> Scrub -> Rocky -> Barren -> Plains -> Grassland -> Lush

Ice -> Permafrost -> Tundra -> Barren -> Plains -> Grassland -> Lush

Marsh -> Muddy -> Lush

Where Lush would be the optimal terrain type.


6. Why is my Barren button still showing up as the Plains button even though I changed it to 64x64 and changed the location path in the XML?

1. Why? It is mined in mountains in Europe and scraped from the shore line in Australia and India. Also if I do so then I will never get salt in my games because I don't use Perfect World map script so don't have the salt flats terrain.

2-4. Yes

5. Not sure where this is done.

6. No idea. I had problems with my working version of C2C and have moved back to the SVN version. This meas I am slowly working all the stuff I am working n back in a bit at a time while I try and figure out what went wrong. This is having the benefit of me finishing and posting some stuff.
 
1. Why? It is mined in mountains in Europe and scraped from the shore line in Australia and India. Also if I do so then I will never get salt in my games because I don't use Perfect World map script so don't have the salt flats terrain.

2-4. Yes

5. Not sure where this is done.

6. No idea. I had problems with my working version of C2C and have moved back to the SVN version. This meas I am slowly working all the stuff I am working n back in a bit at a time while I try and figure out what went wrong. This is having the benefit of me finishing and posting some stuff.

1. Well can you make it more frequent in Slat Flats then?

2-4. Yay! Thank you!

5. This and possibly global warming may be messed up if we don't know where this is controlled. :(

6. Hmm. Just make sure you use the SVN copy of the terrain info since i tweaked a bunch of them so they could all be different from each other.

7. There is also a problem with the new terrains. In the C2CPWf from AIAndy the terrains show up fine. But if you use world builder to place terrain they are are messed up. See this post.
 
@C2C Team

So with the new terrain I would like to have the cold and aird promotions cover more than just desert and tundra. The tag for it is <IgnoreTerrainDamage>TERRAIN_DESERT</IgnoreTerrainDamage>, however I am unsure how you add more terrain types to this. In short i would like to change them to ...

Arctic Combat = No Terrain Damage from Tundra, Permafrost or Ice.

Desert Combat = No Terrain Damage from Desert, Dunes or Salt Flats.
 
Back
Top Bottom