[MAPSCRIPT] Help Request: "Large Rivers" in Map Scripts - new TerrainType / Feature we created

raystuttgart

Civ4Col Modder
Joined
Jan 24, 2011
Messages
9,638
Location
Stuttgart, Germany
Hi everybody,

my name is raystuttgart. :)
I am team member of "We the People" (WTP), a mod for Civ4Col.

We created a feature called "Large Rivers".
It is basically already fully functional / playable - if you place the "Large Rivers" manually by WorldBuilder.

It is a new TerrainType that has specific movement rules for Ships / Land Units to be allowed to sail / cross it.
(Depending on UnitTypes, ProfessionTypes, Terrain Features, Improvements, ...)

It is by the way mostly DLL coded (with XML config).
(AI has also already been programmed - but might get further small improvements.)

We will of course share with everybody. :thumbsup:

The DLL code is however for Civ4Col and specificly designed for WTP.
(But any experienced Civ4BTS modder should be able to adapt it to Civ4BTS since it is really well documented.)

However, we still need to adjust our MapScripts to generate these "Large Rivers". :help:

We have experienced DLL modders and graphical modders but no real MapScript experts.
So if there is somebody here that might be willing to help that would be greatly appreciated. :hug:

So for everybody interested to cooperate, let us know.
We can give you access to our development branch for this feature.

Spoiler :




Edit:

I added one of our current MapScripts - which is still unmodified for the feature though.
(It does not yet have "TERRAIN_LARGE_RIVERS" in it.)

Best regards
raystuttgart
 

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Your lemon has arrived!

We have known for a while of a mod - useable rivers - that does something similar. We've wanted to work with it but haven't had the time to adapt it in. Been on the shelf for... about a decade now. I wonder how this is designed in comparison.

@Blazenclaw might also want to consider this.
 
I wonder how this is designed in comparison.
@Thunderbrd
Completely different
, because it is based on a new TerrainType. :)
(The other one you mentioned is working with "RiverTypes" as far as I know.)

It thus has all the advantages of XML configuration possibilities and logic like with any other Terrain:
(It is possible to use a lot of standard XML and standard design patterns in code)

Map:
  • generating Terrains by MapScripts
  • generating Terrain Features by MapScripts
  • generating Bonus Ressources
  • generating Goody Huts
  • having normal (small) Rivers flowing into "Large Rivers" look nicely
  • ...
Logic:
  • building Improvements rules
  • Unit Movement rules
  • AI logic (e.g. Path Finding and Road Building)
  • spawning of "Wild Animals"
  • quite performant
  • ...
Once implemented it is really XML-modding friendly.
(All the stuff mentioned above we already have implemented.)
 
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What's the status on this RayStuttgart... ?
I've been thinking of doing a similar new terrainType for my MOD, but left that on the side so far because indeed, it's quite a bit of work, and yes it requires changing all the maps for it. (or changing the C++ general map code).

So both interest in knowing, interesting in re-using your code potentially, and perhaps helping with mapscript as I spent a lot of time in there myself.
 
What's the status on this RayStuttgart... ?

The feature itself works flawlessly. Including e.g. AI and Worldbuilder.
(All our existing Maps have also been adjusted and all contain Large Rivers.)

The MapScript to generate those Large Rivers still does not exist though.
(All random Maps created by our MapScripts still need to be adjusted manually using Worldbuilder to place the Large Rivers.)

I simply lack the skills to create nice MapScripts ... :blush:

Summary:
It is nicely playable for existing Maps (which all have Large Rivers).
Otherwise on Maps created by MapsScripts you still still have to place them manually.

----

So both interest in knowing, interesting in re-using your code potentially, ...
Sure, simply let me know if you need access to our internal development branches. :thumbsup:
(This is not published yet but we always share our work with other modders.)

... and perhaps helping with mapscript as I spent a lot of time in there myself.
That would be wonderful and I would be forever in your debt. :)
(It is the only issue I still have with this feature.)
 
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