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#1 |
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Chieftain
Join Date: Mar 2004
Posts: 30
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Terraforming
Just wondering if anyone knows how I might change the worker unit to be able to alter terrain. (Possibly after achieving a new future tech called Terraforming)
Something like this: Tundra --> Plains Plains --> Grassland Perhaps even to level Mountains to Hills or something. I'm pretty sure this will involve more than just editing the XML files. |
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#2 |
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Maker of Worlds
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Wrong forum, questions go in the main C&C forum. I'll ask a mod to move it.
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Civilization + Minecraft = CIVCRAFT 2.0 ![]() Don't have Conquests? Let me help you out. MOD | FOLD | BLOG | TWEET |
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#3 |
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Chieftain
Join Date: Nov 2005
Posts: 32
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First add the following to the "CIV4BuildInfos.xml"
Code:
<BuildInfo> <Type>BUILD_TERRAFORM</Type> <Description>TXT_KEY_BUILD_TERRAFORM</Description> <Help/> <PrereqTech>NONE</PrereqTech> <iTime>1000</iTime> <bKill>0</bKill> <ImprovementType>IMPROVEMENT_TERRAFORM</ImprovementType> <TerrainType>NONE</TerrainType> This line is wrong remove it!!!!! <RouteType>NONE</RouteType> <EntityEvent>ENTEVENT_IRRIGATE</EntityEvent> <FeatureStructs/> <HotKey>0</HotKey> <bAltDown>0</bAltDown> <bShiftDown>0</bShiftDown> <bCtrlDown>0</bCtrlDown> <iHotKeyPriority>0</iHotKeyPriority> <Button>,Art/Interface/Buttons/Builds/grassland,Art/Interface/Buttons/baseterrain_terrainfeatures_atlas.dds,3,1</Button> </BuildInfo> Code:
<ImprovementInfo> <Type>IMPROVEMENT_TERRAFORM</Type> <Description>TXT_KEY_IMPROVEMENT_TERRAFORM</Description> <Civilopedia>TXT_KEY_IMPROVEMENT_TERRAFORM_PEDIA</Civilopedia> <ArtDefineTag>ART_DEF_TERRAIN_GRASS</ArtDefineTag> <YieldChanges/> <bHillsMakesValid>0</bHillsMakesValid> <bFreshWaterMakesValid>0</bFreshWaterMakesValid> <bRiverSideMakesValid>0</bRiverSideMakesValid> <bNoFreshWater>0</bNoFreshWater> <bRequiresFlatlands>1</bRequiresFlatlands> <bRequiresRiverSide>0</bRequiresRiverSide> <bRequiresIrrigation>1</bRequiresIrrigation> <bCarriesIrrigation>0</bCarriesIrrigation> <bRequiresFeature>0</bRequiresFeature> <bWater>0</bWater> <bGoody>0</bGoody> <bPermanent>0</bPermanent> <bUseLSystem>1</bUseLSystem> <iTilesPerGoody>0</iTilesPerGoody> <iGoodyRange>0</iGoodyRange> <iUpgradeTime>0</iUpgradeTime> <iAirBombDefense>0</iAirBombDefense> <iDefenseModifier>0</iDefenseModifier> <iPillageGold>0</iPillageGold> <TerrainMakesValids> <TerrainMakesValid> <TerrainType>TERRAIN_PLAINS</TerrainType> <bMakesValid>1</bMakesValid> </TerrainMakesValid> <TerrainMakesValid> <TerrainType>TERRAIN_TUNDRA</TerrainType> <bMakesValid>1</bMakesValid> </TerrainMakesValid> <TerrainMakesValid> <TerrainType>TERRAIN_SNOW</TerrainType> <bMakesValid>1</bMakesValid> </TerrainMakesValid> <TerrainMakesValid> <TerrainType>TERRAIN_DESERT</TerrainType> <bMakesValid>1</bMakesValid> </TerrainMakesValid> </TerrainMakesValids> <FeatureMakesValids/> <ImprovementPillage/> <ImprovementUpgrade/> <TechYieldChanges/> <RouteYieldChanges/> <bGraphicalOnly>0</bGraphicalOnly> </ImprovementInfo> Code:
<Build> <BuildType>BUILD_TERRAFORM</BuildType> <bBuild>1</bBuild> </Build> Code:
def onImprovementBuilt(self, argsList):
'Improvement Built'
iImprovement, iX, iY = argsList
if (not self.__LOG_IMPROVEMENT):
return
CvUtil.pyPrint('Improvement %s was built at %d, %d'
%(PyInfo.ImprovementInfo(iImprovement).getDescription(), iX, iY))
Code:
def onImprovementBuilt(self, argsList):
'Improvement Built'
iImprovement, iX, iY = argsList
pPlot = CyMap().plot(iX,iY)
if(iImprovement == gc.getInfoTypeForString('IMPROVEMENT_TERRAFORM')):
CyInterface().addMessage(CyGame().getActivePlayer(),True,25,'Terraformed','AS2D_DISCOVERBONUS',1,'Art/Interface/Buttons/general/happy_person.dds',ColorTypes(8),iX,iY,False,False)
nase = pPlot.getTerrainType()
pPlot.setTerrainType(nase-1, 1, 1)
pPlot.setImprovementType(-1)
if (not self.__LOG_IMPROVEMENT):
return
CvUtil.pyPrint('Improvement %s was built at %d, %d'
%(PyInfo.ImprovementInfo(iImprovement).getDescription(), iX, iY))
the order is snow->tundra->desert->plains->grassland You should add a <PrereqTech>, or it will always be available. Also you can tweak things, like not beeing able to terraform snow or something... And of course there should me the links to the descrition und civilopedia texts... Last edited by McBierle; Nov 30, 2005 at 02:02 PM. |
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#4 |
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Chieftain
Join Date: Mar 2004
Posts: 30
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Wow - Thanks for the detailed reply!
It will be easier than I thought to do - although a bit complex for my understanding. But that's what I thought about Civ3 until I got used to it. Thanks again |
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#5 |
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Warlord
Join Date: Sep 2005
Posts: 116
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nice work! I'm sure it will be included in some futuristic mods at some point.
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#6 |
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Chieftain
Join Date: Nov 2005
Posts: 32
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i just edited my post in the first xml file there is a line that should not be there; i marked it....
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#7 |
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Chieftain
Join Date: Nov 2005
Posts: 40
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Has anyone successfully aplied this mod??
Just wanted to know if anyone has gotten this mod to work. I am really stuck on how to make the workers change the terrain. Any help??
Chaotic Law Trying to organize the chaos. |
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#8 |
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Chieftain
Join Date: Nov 2005
Posts: 32
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responsing to this and the threat above (before this post :-D ), i will try to anser when sober again.
perhaps somebody will dio that before me, if not i'll try. a short notuice: 1. the xml files define the improvements which are interceptet by the phyton part. 2. the python part defines what to do with that event. 3. ther e is some info of tghe python things used in http:///files/modding/PythonAPI/ lower-left "terrain types" (all that stuff was done by someone who is better than me) 4. forgot |
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#9 |
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Chieftain
Join Date: Nov 2005
Posts: 40
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Please post what I need to do INGAME...
I just need to know what I need to do ingame to make the workers change the terrain. I think you might be my only hope. Please read this and respond. Thanks again. Keeping my fingers crossed.
Chatic Law Trying to organize the chaos. |
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#10 |
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Maker of Worlds
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If you have modded the game correctly, all you have to do in-game is click the new terraform button.
__________________
Civilization + Minecraft = CIVCRAFT 2.0 ![]() Don't have Conquests? Let me help you out. MOD | FOLD | BLOG | TWEET |
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#11 |
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Chieftain
Join Date: Nov 2005
Posts: 40
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I guess I havent then...
There is no new button that I can see. Has anyone tried this mod and gotten it to work? Anyone?? Anyone check the code to see if its correct?
Chaotic Law Trying to organize the chaos. |
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#12 | |
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Chieftain
Join Date: Mar 2004
Posts: 30
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Quote:
I should have tried it by now, but I've been too busy actually playing games instead of modding. I always loved the CIV2 ability for engineers to change the terrain, so I'll give it a shot soon and let you know if I get it to work. By the way - I don't thing the instructions above tell us how to create a Terraform Button. This might require a little art work in the .dds files and then properly displaying it when the tech becomes available. Just to test it out, however, we can just make a generic button and fine-tune it later. In the meantime - if anyone else gets Terraforming to work - post it! |
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#13 | |
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Deity
Join Date: May 2002
Location: Ohio
Posts: 17,392
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Quote:
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Civ4: Fall from Heaven II (forum) (webpage), FfH: Age of Ice Civ5: Queen of the Iceni, Legions, Modders Guide to Civilization V Current Project: Fallen Enchantress |
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#14 | |
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Chieftain
Join Date: Mar 2004
Posts: 30
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Quote:
Intriquing wonder that upgrades terrain... sounds like it could be potentially unbalancing - but wow.
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#15 |
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King
Join Date: Nov 2003
Posts: 628
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Man, how could you guys have missed this? It was the first mod I downloaded when Civ 4 came out. I also improved it by adding a chance for a random resource to be found on the new square. Be sure to look on page two to see my add-on that adds resource generation.
http://apolyton.net/forums/showthrea...ight=terraform Roger Bacon
__________________
Note: all mods listed are 3+ years old and for vanilla Civ4.Tori Gate Mod with Shinto Training Barracks mod Assassin Mod Kill List Mod Bad People Mod 3-Square Radius Cities Mod Borders over Oceans Mod Flying Mod AlwaysWar Mod |
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