New terrain features

@Hydromancerx:

are there any python errors with this? I had stuff like this happen in other mods and it turned out to be some python thing...

I got python exceptions and posted screen shots in error thread. This I got when entering worldbuilder and this when browsing unit category in pedia.
 
That will destroy any existing games I think, since nothing remaps terrain ids.
Part of the plot read code:
Code:
WRAPPER_READ_CLASS_ENUM(wrapper, "CvPlot", REMAPPED_CLASS_TYPE_TERRAINS, &m_eTerrainType);
WRAPPER_READ_CLASS_ENUM(wrapper, "CvPlot", REMAPPED_CLASS_TYPE_FEATURES, &m_eFeatureType);
That looks like it does remap.

The problem with terrain reordering is some code in the world builder screen that relies on the order.
 
Part of the plot read code:
Code:
WRAPPER_READ_CLASS_ENUM(wrapper, "CvPlot", REMAPPED_CLASS_TYPE_TERRAINS, &m_eTerrainType);
WRAPPER_READ_CLASS_ENUM(wrapper, "CvPlot", REMAPPED_CLASS_TYPE_FEATURES, &m_eFeatureType);
That looks like it does remap.

The problem with terrain reordering is some code in the world builder screen that relies on the order.

Oh ok (phew), I didn't think I'd remapped that one (but obviosuly I had). I guess worldbuilder Pythion needs some work to cope with arbitary orders
 
Oh ok (phew), I didn't think I'd remapped that one (but obviously I had). I guess worldbuilder Python needs some work to cope with arbitrary orders

Definitely, i had the same problems with the WorldBuilder python just now with the current SVN and it crashes then when trying to get to the next turn.


EDIT: I think we might have over done the taking away of the iron/copper just alittle, because on this whole BIG island there is none anyplace whatsoever.

EDIT EDIT: No coal/oil/
 
Sorry, fixed the world builder problem with the new features. I did not know that order was important.

Thx a million.:w00t:


EDIT: Who ever came up with the "outcrop" very nice idea.;) Plus the coral looks great in the water. Just looked again and that Plagued Smog, just fantastic, nice touch!!:goodjob: (Wow does that stuff spread or what, it started out as just one plagued area and after fifteen turns the whole coast is infected.)

HELP, now i am getting infected inland:eek::help:
 
@strategyonly

attachment.php


Here is a better picture of all the terrain and the terrain features that are also labeled. ;)
 

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You did not include the 'muddy' terrain in the picture either.

Edit: Also, I would like to make it clear that the alternate set that I made was for aesthetic purposes only; I think it looks a lot better. But there is no reason why it should perform any better than the default set. All the textures are the same size and there are just as many for your video card to load and I haven't altered any of the terrain features.

I do not think it is possible to make a tile set that is more efficient. Even if you make a set that uses the same texture for desert and dunes, for example, they will have to be labeled differently and therefore would be used just the same as if they were totally different textures and wouldn't save any memory at all.

The only way to save memory would be to make alternate XML (or Python or whatever is used for the terrain) files that call the same texture for different terrains, i.e dune and desert.
 
It seems that the problem is with Grape Picking Camp, not with Winery.
6:commerce: with it?
No basic commerce because of forest tile.
1:commerce: from Wine itself. 1:commerce: from Grape Picking Camp. 1:commerce: with Trade.
There aren't any civics and routes which increase yield with Grape Picking Camp. Where are 3:commerce: from?

BTW, Wine should not be placed on forest. What is the map script?
 
Probably from River Authority and Financial Trait. Might be something else that can increase seed camps though so could be River Port and Financial Trait with that.

Cheers
 
Why didn't Winery get the benefit from buildings despite the same condition then? Really weird..
What were your traits and did you build River Port/Authority, Irrigation Canal or Pyramids, Sleeper?
 
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