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Old Aug 17, 2005, 01:05 PM   #1
Supa
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Arrow Global Warming : What happen to which terrain. (answers inside)

I've once suggested the idea of an ever moving terrain for a Dune mod (Here) via the transformations generated by pollution. For that, I needed a complete map of which terrains could transform to what and which couldn't.

Perhaps it could interest some of you too. The results :

X : Can transform to
/ : Cannot transform to
1 : The forest will not transform directly to the terrain, but to its forested form. When the forest disappears (pollution, clear forest), the terrain will looks like a false grassland, meaning it will have the graphics of the grassland but the stats of the real terrain (stats, name, pollution effect, ect). Weird glitch.
2 : Transform to grassland
3 : Transform to itself ("Global warming has turned Grassland to Grassland" )
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Last edited by Supa; Mar 27, 2012 at 04:35 AM. Reason: Image reuploaded. Again. To CivFanatics this time.
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Old Aug 17, 2005, 07:34 PM   #3
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Supa
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Old Aug 17, 2005, 07:41 PM   #4
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Grass land turns into Hills?
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Old Aug 17, 2005, 08:12 PM   #6
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Thank you Supa
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Old Aug 17, 2005, 09:57 PM   #7
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Awesome
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Old Aug 18, 2005, 02:42 AM   #8
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Pounder > I didn't push the vice to check Vanilla and PTW. It took enough time like that
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Civ. III: Dragonlance: War of Lance, Insects MOD | My Leaderheads (Latest: Cthulhu Priest) | Ongoing Unit Collections - Atomic Labs (Latest: Gabara) Extinct Fauna (Latest: Terror Birds) Mythos Cults & Monsters (Latest: Cthulhu Priest) Fantasy Forge (Latest: Centaur) | Specific Units - Mothra, Space-Froggy, Sharks Pack, King Ghidorah, Ebirah, Gorosaurus, Zilla Pack, Frankenstein Pack, Meat Boy, Baron Voodoo, Kong Gojira Gyaos Eagles Werecat Selenites Giant Spiders Zombie Elephants | SNK Advisors - 1, 2, 3 | Map - Ansalon | Minimap - Pack 1, 2, Left boxes Pack | Terrain - Savannah | Other PCX - Pharaoh Pack I, II, III, IV, V, Hunting lodge, Port Royale 2 Pack, Cane Plantation, Dune 2 Pack, Ostrich, Latest addition in my Library: Jurassic Pack | Global Warming Effects
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Old Aug 18, 2005, 05:14 AM   #9
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Nice work Supa. Wow, mountains into grassland is really weird, but I see why in the game designs.
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Old Jun 04, 2007, 09:29 PM   #10
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yes cheers supa
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Old Jun 04, 2007, 09:44 PM   #11
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Hi, welcome to CFC It's generally not a good idea to bump really old threads (2 years in this case) unless you have important information to add.
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Old Jun 05, 2007, 02:56 AM   #12
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Weeeh- I didn't remember this thread actualy existed :P Its from the time before my watch list was doized- but Im still bumped - funny.

Welcome to CFC, Mark
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Old Jun 05, 2007, 04:27 AM   #13
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Another reason we need the source code for this game. Global warming is really messed up.

example: Would be nice to make coastal areas disappear, change coastal marsh or grassland into sea or coast to show rising sea levels.
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Old Jun 05, 2007, 12:55 PM   #14
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Nice thinking, Pounder. Ohhhhh, the source code...
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Old Aug 19, 2009, 02:03 PM   #15
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Quote:
Originally Posted by Supa View Post
I've once suggested the idea of an ever moving terrain for a Dune mod (Here) via the transformations generated by pollution.
Funny, today I thought of Arrakis, Dune mod. I thought of finding way to make spice appear and disapear as time passes. And I thought, with only few terrain types like: sand, rock, and spice, I will be able to arrange terrain so it will change with global warming to produce appearances and disappearances of spice.
I searched the forum for global warming stuff just to find out that someone already has tried this idea with exactly the same theme.
So how does it work ?

I also thought that spice (lots of it) could be resource with very large disappearance ratio. It would work nice since when it is gone in one place it appears in different.

P.S. Seems I am necroing the topic, but maybe someone can answer.
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Old Nov 06, 2009, 09:46 AM   #16
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How does it work ?

You could set up a transforming cycle like this :
Desert (Grassland) to Sand Dunes (Hills) to Erg (Moutains) to Melange Field (Volcano) to Flat Desert (Marsh) to Deep Desert (Jungle) to Desert (Grassland).

Have a resource 'Melange' or 'Spice' with a high disappearance ratio and set to appear only on Melange Field. Now, you've got an ever-moving Spice resource on a never-lasting landscape.
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Old Nov 06, 2009, 02:49 PM   #17
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Quote:
Originally Posted by Supa View Post
How does it work ?

You could set up a transforming cycle like this :
Desert (Grassland) to Sand Dunes (Hills) to Erg (Moutains) to Melange Field (Volcano) to Flat Desert (Marsh) to Deep Desert (Jungle) to Desert (Grassland).

Have a resource 'Melange' or 'Spice' with a high disappearance ratio and set to appear only on Melange Field. Now, you've got an ever-moving Spice resource on a never-lasting landscape.
Your cycle doesn't follow your chart, desert can only be changed to floodplains.

Edit: nevermind, it is right in the brackets, I see you are renaming.
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Old Nov 07, 2009, 04:46 AM   #18
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Something I've noticed, that I don't like; setting tundra to turn to grassland with global warming does work as far as renaming the tile to grassland and allowing the tile to be irrigated, but the appearance of the tile remains tundra (tile info says it is grassland).

This is the only one I've noticed where the tile doesn't change. Grass to marsh for example, tile appearance changes to marsh no problem.
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Old Sep 29, 2011, 04:19 PM   #19
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Quote:
Originally Posted by Goldfool View Post
Something I've noticed, that I don't like; setting tundra to turn to grassland with global warming does work as far as renaming the tile to grassland and allowing the tile to be irrigated, but the appearance of the tile remains tundra (tile info says it is grassland).

This is the only one I've noticed where the tile doesn't change. Grass to marsh for example, tile appearance changes to marsh no problem.
I've noticed that too.

Supa, you might need to update your chart.
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Old Sep 29, 2011, 04:26 PM   #20
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Mh, I've missed that. The false-toundra has the correct grassland stats, I suppose ?
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Civ. III: Dragonlance: War of Lance, Insects MOD | My Leaderheads (Latest: Cthulhu Priest) | Ongoing Unit Collections - Atomic Labs (Latest: Gabara) Extinct Fauna (Latest: Terror Birds) Mythos Cults & Monsters (Latest: Cthulhu Priest) Fantasy Forge (Latest: Centaur) | Specific Units - Mothra, Space-Froggy, Sharks Pack, King Ghidorah, Ebirah, Gorosaurus, Zilla Pack, Frankenstein Pack, Meat Boy, Baron Voodoo, Kong Gojira Gyaos Eagles Werecat Selenites Giant Spiders Zombie Elephants | SNK Advisors - 1, 2, 3 | Map - Ansalon | Minimap - Pack 1, 2, Left boxes Pack | Terrain - Savannah | Other PCX - Pharaoh Pack I, II, III, IV, V, Hunting lodge, Port Royale 2 Pack, Cane Plantation, Dune 2 Pack, Ostrich, Latest addition in my Library: Jurassic Pack | Global Warming Effects
Also helping in : Gojira54's Modzilla
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