Mountains, back to service, For RoM

Afforess

The White Wizard
Joined
Jul 31, 2007
Messages
12,239
Location
Austin, Texas
I have merged the Mountains, back to service modcomp with Jooyo's CoreDLL, so that players can use mountains again, in RoM.

Features
  • Peaks are passable after research the required tech, Mountaineering. (it takes 1 extra movement)
  • Peaks give 3 hammers.
  • Peaks are workable (build roads and mines)
  • Peaks can have bonuses (coal, copper, iron, marble, stone, uranium, gems, gold, silver)
  • Peaks give +75% defense bonus

Download Here

Version 1.2

Made for Rise of Mankind 2.8

The download includes a CoreDll that includes all of Jooyo's changes from 1.18 or less. If you use this mod, you do not need Jooyo's CoreDLL.
 
Great addon Afforess! But will random volcano effects effect the mountain plot itself or only surrounding plots?
 
Great addon Afforess! But will random volcano effects effect the mountain plot itself or only surrounding plots?

Good question,

I believe they only effect the surrounding tiles (but I could be wrong).
 
Is this optional, in that if I use the dll because I want the other stuff do I get this by default? In some mods mountains only become passable after a certain tech, similarly roads can only be built after a certain tech I felt this worked well. I realy like the fact that mountains are not passable in early periods so that civ growth seems more natural. Its a pity that some rivers are not passable:mischief: but then they would need to be navigable I suppose.
 
Dont know is it only for me but i got 2 food and 1 commerce on peaks.

That's strange. I have no such problem. My only guess it that my "Afforess" folder in the modules is no listed in the MLF file. Go to your Rise of Mankind/Assets/Modules folder and open "MLF_CIV4ModularLoadingControls.xml." If you don't see something like this:

Code:
                <Module>
                    <Directory>Afforess</Directory>
                    <bLoad>1</bLoad>
                </Module>

You'll need to add it. If you need more specific instructions, see the sticky on this forum.
 
Afforess, I have noticed a couple bugs when using your mountain mod. One is that on one of my mountains I was able to build a cottage. I don't think this is realistic at all. Another bug I noticed was that there was animals such as sheep, cows, and horses on several mountains. Im not exactly sure if those are bugs are not. I think you should make it so that you can only build all types of road and mines and shaft mines on mountains.
 
That's strange. I have no such problem. My only guess it that my "Afforess" folder in the modules is no listed in the MLF file. Go to your Rise of Mankind/Assets/Modules folder and open "MLF_CIV4ModularLoadingControls.xml." If you don't see something like this:

Code:
                <Module>
                    <Directory>Afforess</Directory>
                    <bLoad>1</bLoad>
                </Module>

You'll need to add it. If you need more specific instructions, see the sticky on this forum.

I have everything in MLF if i havent got the mod will not load.

Afforess, I have noticed a couple bugs when using your mountain mod. One is that on one of my mountains I was able to build a cottage. I don't think this is realistic at all. Another bug I noticed was that there was animals such as sheep, cows, and horses on several mountains. Im not exactly sure if those are bugs are not. I think you should make it so that you can only build all types of road and mines and shaft mines on mountains.

I think that cotages in mountains are popular all over the world and if it is possible i think that all types of improvements should be possible in late game. There are so many techniques that make terrain valid for all kind of improvements. For the horse and other bonuses i think its realistic maybe smaller chance of occurance but realistic.
 
a lot of give three hammers for me on inland island (My favorite map), but I found out that sometime the map overlays peaks with things like grass land, and for some reason this changes there production output as mentioned before, I have seen simply 3 production, 2 food 1 production, the standard and stuff. Oh I forgot to say thanks about thinking this up because I was going to try to create a mod to remove peaks all together. This change my view.
 
I think that cotages in mountains are popular all over the world and if it is possible i think that all types of improvements should be possible in late game. There are so many techniques that make terrain valid for all kind of improvements. For the horse and other bonuses i think its realistic maybe smaller chance of occurance but realistic.

Check out my buidable resource mod, (which remove resources from the map and requires you to build access to them) and also my Improvement overhaul (It has only three primary improvements which all upgrade overtime, I am think I may need to increase the times though).

Build-able Resources:
http://gregoryda.info/mods/bsource.htm
Improvements Overhaul:
http://gregoryda.info/mods/improve.htm

For them to work: you will also need:
Invalid Civilization
http://gregoryda.info/mods/invalid.htm
 
Afforess, is there any reason this can't be modular?

I'd like to use your DLL, for the Vicinity/Resource Refiner mod, but as a personal preference I do not want Mountains to be passable.

Would this be possible if I edit some xml somewhere?

I use the DLL, but removed the "Mountains Mod" folder from your addons folder, and my mountains are still passable.
 
Sorry to bump, but I wonder if I could beg for an answer as to how I can:

- use your DLL (so as to use the excellent Resource Refinement mod)

- without having passable peaks?
 
Do you want to make Mountains still give hammers, or do you want the mountain mod completely removed?
 
Um, either would be fine.

The most important thing for me is that mountains create attack/defense choke-points and bottlenecks. To me, that makes the map a lot more interesting, as it becomes a series of zones (I use the Perfect World maps generally).

Having them give hammers is fine, but of negligible importance compared to the movement thing...

Thank you for your time! I appreciate it.
 
Um, either would be fine.

The most important thing for me is that mountains create attack/defense choke-points and bottlenecks. To me, that makes the map a lot more interesting, as it becomes a series of zones (I use the Perfect World maps generally).

Having them give hammers is fine, but of negligible importance compared to the movement thing...

Thank you for your time! I appreciate it.

Just delete the Mountain Mods Folder and use this CvGameCore.dll instead of my standard one, as I made this one specially for you. Also, put the "Standard Mountains" folder in the Modules/Afforess folder as the game still needs some of the thing I changed to work. The dll has everything, except mountains mod. I didn't test it other than loading a game with it, so there could be some errors, but hopefully not. I plan on making it easier to revert to the standard mountains in the future.

View attachment 225360
 
Could you make it so they are only passable with say a "Mountaineering" tech.

Good idea, but I lack the C++ skills to do so. I'm taking programming classes now though, so that may change in the future...

And only mineable with some other tech or an existing tech for the trigger?
That's already in RoM. There's a tech called "mining." in the early game. You can't build mines without it.
 
Good idea, but I lack the C++ skills to do so. I'm taking programming classes now though, so that may change in the future...


That's already in RoM. There's a tech called "mining." in the early game. You can't build mines without it.

Oops looks like you responded faster than I could edit...

Could you make it so they are only passable with say a "Mountaineering" tech. And only mineable with "Tunneling" tech which could also allow quicker passing through with units? As it is now they seem like they give too many benefits early on.

So yeah my ideas were ...

Mountaineering (Req The Wheel?)= Passable Mountains

Tunneling (Req Explosives) = Quicker Passing

And like you said Mining already would work for mining.

And i totally understand about C++ limitations. I took a class back in high school and man it as hard. What you have done is already awesome. Just trying to give suggestions on how to improve it.
 
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