Blue Marble Terrain

lordroy said:
AWESOME. Thanx. Will download, test, and report.


-=R=-
Downloaded, tested, reporting...

Works perfect. Love the additions. Thank you, keep up the good work.


-=R=-
 
A question for the latest release of CivScale (I haven't played with the earlier ones before) ...I tried to research this without much success, but has anyone found a way (XML or CivScale) to scale the farms and mines? It seems they are handled separately from other "bonuses". I personally think they are too large and would like to shrink them.

On a less significant but more nitpicky note :D, it seems like bonuses and improvements are mixed up. Shouldn't the lumbermill, etc, be considered an improvement and the deer, whale, etc. as bonuses?

Merry Christmas!
 
Scaling factors for mines, farms, hamlets and such are in CIV4\Assets\XML\Buildings\CIV4PlotLSystem.XML.

There is a bunch of entries like this:
<ArtRef Name="art:IMPROVEMENT_FARM1">
<Attribute Class="Scalar">NIF:Art/Structures/...
<Attribute Class="Era">ERA_MEDIEVAL....
<Attribute Class="Scalar">bExtraGoalOnly:1</Attribute>
<Attribute Class="Scalar">szForceCo...
<Scale>0.25</Scale>
</ArtRef>

In this example Scale 0.25 defines size for Medival and Renaissance farms. I had to add the scale-row to some entries, because they weren't there. Seems to work nicely. No more king-size farms,mines and towns.
 
You are right, Joren. Firaxis reserved the values 'BONUS_SCALE' and 'IMPROVEMENT_SCALE' for this in GlobalDefines.xml and it looks like these values are not properly working for all affected stuff. Moreover the values are in the wrong place, as most other scaling stuff is in MISC\CIV4DetailManager.xml - I reported this a several times, but had no luck with it yet.

Nice finds, Carson. Could you create a list of missing values? I could forward this information to Firaxis then, perhaps they could use it for the next patch...
 
Thanks for the replies, both of you! I'm happy about shrinking my farms to something less than the entire freakin' tile :p.

-- Joren
 
Carson, the entries you found for the farm appear to only affect the silos, and not the barn. Any ideas?

EDIT - I've been doing my own experimentation.

entries that point to Art/Structures/Improvements/LandWorked/sm_farm_house.* (there are only two of them) refer to the little houses that "come with" tiles...NOT the Farm improvement, but the little straw houses you see on land that's being worked without improvement.

EDIT - Ok, I think I got it...

Leaf_Farm_1x1 has to do with the silos, while Leaf_Farm_4x4 has to do with the barn structure. At least, those were what was affected when I tried modifying Scale to 10 :D

Also, if you try modifying the stuff that points to NIF:Art/Structures/Improvements/Farm/crops*.*, you will change the crops. HOWEVER, changing the scale of the crops does not change their placement. So changing scale higher will result in overlapping crop fields, while changing scale lower will result in little "crop islands".
 
Rabbit_Alex said:
Perhaps future wars will be fought by the governments playing Civ IV instead of actually fighting? We can only hope :goodjob:
let america get a new president first k , thank you
 
well, I did this "no cheating" and the old Blue Marble did come in...

BUT

I could not use F1 and F4 windows anymore!
I had to reinstall - so I warn you all...
 
V. Soma said:
I could not use F1 and F4 windows anymore!
I had to reinstall - so I warn you all...
Your problems certainly are not caused by BlueMarble. Simple terrain texture replacements like BM can't corrupt any advisor. You probably did install some other problematic mod, probably related to Python (perhaps custom Python advisors?).
 
This mod is great, but I am having a problem.
For some reason the floodplains' grass shows up even when it hasn't been explored! I started a new game and I can see all the moss so I know where the rivers are.
Help appreciated!
 
zombie potato said:
This mod is great, but I am having a problem.
For some reason the floodplains' grass shows up even when it hasn't been explored! I started a new game and I can see all the moss so I know where the rivers are.
Help appreciated!
Are you sure it's a problem with the mod? Does that happen when you're not using this mod as well? This happens with a standard 1.52 install for my brother, using quite an old graphics card.
 
Dianthus said:
Are you sure it's a problem with the mod? Does that happen when you're not using this mod as well? This happens with a standard 1.52 install for my brother, using quite an old graphics card.

I have this problem. I used to have this problem with 1.09 but I haven't checked whether this problem is still persisting in 1.52.
 
i have the same problem as well with a geforce 2mx graca.
 
Do I download this as a loadable mod or should I unzip it to somewhere else? I would like to use this for Play Now or as a map in a Custom Scenario.
 
zombie potato said:
I have 1.52 Patch and the latest NVIDIA Geforce4 MX 440 graphics card.
It did not happen before I downloaded this new terrain.
As I cannot recreate this bug with the old MX cards, I am a bit clueless. But if indeed only the floodsplains are affected, I would recommend removing them from the mod package. This does not hurt at all, as patch V1.52 finally brings some nice natural looking floodplains too. To remove only the floodplains from the BlueMarble package:
- install BlueMarble via the installation program
- click 'list affected files' in the installation program
- delete the affected file ending in ...Floodplain\FloodPlain_baseALL.dds
 
It is not clear for me:
Is Blue Marble now compatible with 1.52?

Thanks for any clarification on this...
 
I downloaded Blue Marble the first day and haven't uninstalled it so I'm assuming it's running fine, at least for me. I haven't gotten any errors since 1.52
 
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