hrochland
Prince
So you need a channel about a third of a square in length. Like this:
Would fit well, both on grassland and with blurred sides?
Would fit well, both on grassland and with blurred sides?
Generally that sounds good.So you need a channel about a third of a square in length.
Sure.Do you agree?
Would only make sense in a Civ4BTS setting with modern world equipment.Maybe a new Route would be better than an Improvement.
I only want to make passing of a single land plot possible. (Something like a tiny, less modern version of the "Panama Canal".)Just think of the logic when connecting tiles.
However this time:
I am really looking for Improvement graphics that I can use. My game concept simply does not fit a Terrain. (Also we already have Terrain "Large Rivers".)
It is highly "unimmersive" for the Colonial Age to dig something like an "Amazonas River". (And I do not want to implement a new Terrain "Canal" just for it.)
Also I want to implement other logic for the "Canal" as well, basically reusing code I had written 10 years ago already.
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The best solution for the game feature I have in mind is a new Improvement, since Terrain based stuff is much more effort / trouble.
Once I have graphics for an Improvement, it is a piece of cake for me to program the logic.
(I have been programming Civ4Col DLL since 13 years and basically already have all prototype logic ready.)
Summary:
I really just need Improvement 3D graphic that looks like a "Canal". (Colonial Times style, not modern)
I will take whatever I can get, as long as it matches at least a little bit.
I am simply a programmer and programming game logic is usually a piece of cake for me.
But considering graphics I often need to ask talented graphical modders to make it look good.
<FeatureArtInfo>
<Type>ART_DEF_FEATURE_CANAL</Type>
<bAnimated>1</bAnimated>
<bRiverArt>0</bRiverArt>
<TileArtType>TILE_ART_TYPE_PLOT_TILING</TileArtType>
<LightType>LIGHT_TYPE_SUN</LightType>
<fScale>1.0</fScale>
<fInterfaceScale>1.0</fInterfaceScale>
<Button>Art/Interface/Buttons/Improvements/china_canal.dds</Button>
<FeatureVariety>
<FeatureArtPieces>
<FeatureArtPiece>
<ModelFile>Art/Terrain/Features/Canal/riverN1.nif</ModelFile>
<ModelFile>Art/Terrain/Features/Canal/riverN2.nif</ModelFile>
<ModelFile>Art/Terrain/Features/Canal/riverN3.nif</ModelFile>
<Connections></Connections>
</FeatureArtPiece>
<FeatureArtPiece>
<ModelFile>Art/Terrain/Features/Canal/riverE1.nif</ModelFile>
<ModelFile>Art/Terrain/Features/Canal/riverE2.nif</ModelFile>
<Connections>S</Connections>
</FeatureArtPiece>
<FeatureArtPiece>
<ModelFile>Art/Terrain/Features/Canal/riverI1.nif</ModelFile>
<ModelFile>Art/Terrain/Features/Canal/riverI2.nif</ModelFile>
<ModelFile>Art/Terrain/Features/Canal/riverI3.nif</ModelFile>
<Connections>S N</Connections>
</FeatureArtPiece>
<FeatureArtPiece>
<ModelFile>Art/Terrain/Features/Canal/riverL1.nif</ModelFile>
<ModelFile>Art/Terrain/Features/Canal/riverL2.nif</ModelFile>
<Connections>S E</Connections>
</FeatureArtPiece>
<FeatureArtPiece>
<ModelFile>Art/Terrain/Features/Canal/riverX1.nif</ModelFile>
<ModelFile>Art/Terrain/Features/Canal/riverX2.nif</ModelFile>
<ModelFile>Art/Terrain/Features/Canal/riverX3.nif</ModelFile>
<Connections>S W N E</Connections>
</FeatureArtPiece>
<FeatureArtPiece>
<ModelFile>Art/Terrain/Features/Canal/riverT1.nif</ModelFile>
<ModelFile>Art/Terrain/Features/Canal/riverT2.nif</ModelFile>
<ModelFile>Art/Terrain/Features/Canal/riverT3.nif</ModelFile>
<Connections>W N E</Connections>
</FeatureArtPiece>
</FeatureArtPieces>
<FeatureDummyNodes/>
<bGenerateRotations>1</bGenerateRotations>
<VarietyButton>Art/Interface/Buttons/Improvements/china_canal.dds</VarietyButton>
</FeatureVariety>
</FeatureArtInfo>
<FeatureArtInfo>
<Type>ART_DEF_FEATURE_CANAL_FLOOD</Type>
<bAnimated>1</bAnimated>
<bRiverArt>0</bRiverArt>
<TileArtType>TILE_ART_TYPE_PLOT_TILING</TileArtType>
<LightType>LIGHT_TYPE_SUN</LightType>
<fScale>1.0</fScale>
<fInterfaceScale>1.0</fInterfaceScale>
<Button>Art/Interface/Buttons/Improvements/china_canal.dds</Button>
<FeatureVariety>
<FeatureArtPieces>
<FeatureArtPiece>
<ModelFile>Art/Terrain/Features/Canal/riverN1f.nif</ModelFile>
<Connections></Connections>
</FeatureArtPiece>
<FeatureArtPiece>
<ModelFile>Art/Terrain/Features/Canal/riverE1f.nif</ModelFile>
<Connections>S</Connections>
</FeatureArtPiece>
<FeatureArtPiece>
<ModelFile>Art/Terrain/Features/Canal/riverI1f.nif</ModelFile>
<Connections>S N</Connections>
</FeatureArtPiece>
<FeatureArtPiece>
<ModelFile>Art/Terrain/Features/Canal/riverL1f.nif</ModelFile>
<Connections>S E</Connections>
</FeatureArtPiece>
<FeatureArtPiece>
<ModelFile>Art/Terrain/Features/Canal/riverX1f.nif</ModelFile>
<Connections>S W N E</Connections>
</FeatureArtPiece>
<FeatureArtPiece>
<ModelFile>Art/Terrain/Features/Canal/riverT1f.nif</ModelFile>
<Connections>W N E</Connections>
</FeatureArtPiece>
</FeatureArtPieces>
<FeatureDummyNodes/>
<bGenerateRotations>1</bGenerateRotations>
<VarietyButton>Art/Interface/Buttons/Improvements/china_canal.dds</VarietyButton>
</FeatureVariety>
</FeatureArtInfo>
def onImprovementBuilt(self, argsList):
'Improvement Built'
iImprovement, iX, iY = argsList
pPlot = gc.getMap().plot(iX, iY)
if pPlot.getFeatureType() == gc.getInfoTypeForString("FEATURE_CANAL"):
if not iImprovement == con.iImpCanalChina:
pPlot.setFeatureType(FeatureTypes.NO_FEATURE, -1)
if pPlot.getFeatureType() == gc.getInfoTypeForString("FEATURE_CANAL_FLOOD"):
if not iImprovement == con.iImpCanalChina:
pPlot.setFeatureType(gc.getInfoTypeForString("FEATURE_FLOOD_PLAINS"), -1)
if iImprovement == con.iImpCanalChina:
if pPlot.getFeatureType() == gc.getInfoTypeForString("FEATURE_FLOOD_PLAINS"):
pPlot.setFeatureType(gc.getInfoTypeForString("FEATURE_CANAL_FLOOD"), -1)
else:
pPlot.setFeatureType(gc.getInfoTypeForString("FEATURE_CANAL"), -1)
Max one square. This justifies the houses. OKI only want to make passing of a single land plot possible. (Something like a tiny, less modern version of the "Panama Canal".)
I was not planning to allow more than a single tile of canal in a row - I might actually actively prevent it in the logic to not have exploits with inland cities.
As I said, I am not looking for "several plot long canals" and thus do not really need tiling (as features may use).... provide for tiling improvements ...
Great.Max one square. This justifies the houses. OK
Max one square. This justifies the houses. OK
Could you show a screenshot plase?Feel free to rework the stuff I posted - it has flowing water and all that.