raystuttgart
Civ4Col Modder
I have checked the following:
<iAppearance>0</iAppearance>
<iDisappearance>16</iDisappearance>
<iGrowth>20</iGrowth>
All are related to a random with 10.000 (Ten-Thousand) as a base, so values should be considerably high to see an effect.
However, they are not designed to be used for something as dynamic as "Storms and Winds".
iAppearance is only used once at very first map generation.
iDisappearance and iGrowth however could be used as they are.
-----------------
So ok, I suggest the following implementation:
1. We use a iAppearance for first creation of these features.
2. We also use iDisappearance and iGrowth.
We should stick to this formula:
* iAppearance + iGrowth = iDisappearance
3. Every round we randomly place again using iAppearance <--- Needs to be programmed
(hooking into void CvGame::doTurn() )
To have as little hardcoded as possible I would like to bring in a new XML-tag into Civ4Features.xml:
bGeneratedEveryRound
4. We adjust Pathfinding (Automization / AI) <--- Needs to be programmed
(Eventually not necessary, because Automization / AI might already handle this correct according to <iMovement>)
5. Damage of these features will be applied if passing through (not only at end of turn.) <--- Needs to be programmed
6. Defensive Bonus / Malus as Robert suggests
-----------------
--> Thus we would get a solution that is:
A) Working for all kind of games
B) Somehow dynamic, but not totally chaotic.
C) Relatively easy to implement
-----------------
Feedback ?
<iAppearance>0</iAppearance>
<iDisappearance>16</iDisappearance>
<iGrowth>20</iGrowth>
All are related to a random with 10.000 (Ten-Thousand) as a base, so values should be considerably high to see an effect.
However, they are not designed to be used for something as dynamic as "Storms and Winds".
iAppearance is only used once at very first map generation.
iDisappearance and iGrowth however could be used as they are.
-----------------
So ok, I suggest the following implementation:
1. We use a iAppearance for first creation of these features.
2. We also use iDisappearance and iGrowth.
We should stick to this formula:
* iAppearance + iGrowth = iDisappearance
3. Every round we randomly place again using iAppearance <--- Needs to be programmed
(hooking into void CvGame::doTurn() )
To have as little hardcoded as possible I would like to bring in a new XML-tag into Civ4Features.xml:
bGeneratedEveryRound
4. We adjust Pathfinding (Automization / AI) <--- Needs to be programmed
(Eventually not necessary, because Automization / AI might already handle this correct according to <iMovement>)
5. Damage of these features will be applied if passing through (not only at end of turn.) <--- Needs to be programmed
6. Defensive Bonus / Malus as Robert suggests
-----------------
--> Thus we would get a solution that is:
A) Working for all kind of games
B) Somehow dynamic, but not totally chaotic.
C) Relatively easy to implement
-----------------
Feedback ?