Where exactly is the code which decides whether or not a bonus is allowed to be placed on a particular plot? (via evaluation of the terrain and feature boolean lists)
Also looking at a few map scripts they don't seem to be doing nearly as much as I was expecting them to, how reliant are they on the DLL for map creation, primarily regarding plot placement rules?
I am trying to answer or someone make this statement: "It is OK to place this bonus on ALL features, or no feature that might exist on this specific terrain." Is this supposed to be the default if no featureterrain are specificed? Randomly creating maps does not bear this out so far.
In an example of usage, I want it to be OK for mineral resources to show up on any terrain I specific regardless of feature(s) sitting above them. Or to specify exclusion rather than additions (all features except Oasis, etc.) I just need to know exacly how the code is using the lists and the <TerrainBoolean/FeatureBoolean/FeatureTerrainBoolean>1<.../> flag. Does using a zero there allow exclusion?
When taking a look at redoing the BonusInfo list to update it, to make all possible value usable that is alot of cut and pasting to add things like all rock form types to each bonus which can sit in a bare terrain that rock form types can be placed on. Make all seafood resouces capable of showing up underneath kelp, coral, storms, etc. At present you wont see combos like this because they never got individually added. Getting all this cleaned up could help in making more realistically legal places for bonuses to be placed.