C2C - Space Terrain

So I have been thinking about Lunar, Martian and Space colonies. Since the colonies will be cities I was thinking that as cities they can build anything that a normal city can. Which would not always make sense. But then how to limit what is built. Also if you had life support systems and stuff would it matter?

And then there arises a problem if you limiting it somehow would you need to mark every single building? because its one thing to say a space building requires like a lunar command center but its another when you should not have a Dog Breeder or Soccer Field until some infrastructure is in place.

We have terrain vicinity limiters. Couldn't that work considering that each map type has its own terrain types in use? I could probably help with a more generic similar solution too soon...

Actually... if you're wanting to reuse buildings for another map type that could be problematic too... hmm...
 
We have terrain vicinity limiters. Couldn't that work considering that each map type has its own terrain types in use? I could probably help with a more generic similar solution too soon...

Actually... if you're wanting to reuse buildings for another map type that could be problematic too... hmm...

Yes, but lets say you have Moon stuff require Lunar terrain. That' fine have like one main building that they all require. However it still means all the Earth buildings can be built in a Lunar Colonies.

Which would mean we would have to somehow have a building such as an auto-build building called like "Planet Atmosphere" that would pop up if there were Earth terrains present. However that also means EVERY building would have to require it if you did not want them to appear on the Lunar or Martian base when its first built.

And then you would also have to disable it once you had air or whatever.

It would be nice if we had jut a small tag like ...

Code:
<bPrereqAir>1</bPrereqAir>

then again we do have a lot of buildings requiring say an Office, Factory, Shopping District etc. So we may not have as many buildings without building reqs and thus could only need to tags a couple to get the majority of them.
 
Yeah, such simple prereqs would be fairly easily done. So I suppose it forces us to boil down to the 'what does this building REALLY require' kind of thinking and when we distil it down to the barest basics we can make simple tags like the one you suggested to fulfill the roles necessary.
 
Yeah, such simple prereqs would be fairly easily done. So I suppose it forces us to boil down to the 'what does this building REALLY require' kind of thinking and when we distil it down to the barest basics we can make simple tags like the one you suggested to fulfill the roles necessary.

<bNoPrereqAir> might be better - saves having to edit all the existing entities to add the prereq.
 
that <bNoPrereqAir> and just chaining Lunar buildings under the Lunar Command Dome (or how you want to call the site the colony get's build in/on/under

that way
A) you have no Earth stuff leaking unto the Moon
B) you have less problems with Terrain on the Lunar buildings (although i really have no clue what is simpler having it require the colony or terrain)
 
@DH

1. Do we have <FeatureDummyNodes> in our Terrain Feature Art code? Because I was looking at the Final Frontier code for the solar system and it looks liek that's what makes Solar Systems have planets.

2. Some Lunar and Martian terrains cause CTD and are all off by one tile. Such as ...

- Lunar Basalt shows Deep Space
- Deep Space shows Space
- Space shows Blank
- Blank is not shown
 
There are also a good number of terrains we can add to the game.

Infinite Terrain Pack
http://forums.civfanatics.com/showthread.php?t=487023

http://www.spiralgraphics.biz/packs/terrain_volcanic_gaseous/index.htm


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I was not able to get them to work even in an empty mod but then I probably did not have the time to give them the attention they needed.
 
So while trying to figure out why the lunar peaks don't work I looked at the Future mod and discovered that they had many different types of peaks. By using the hill settings they were able to make peaks that appears as ANY type of land terrain. Which means we could have Mars, Lunar, Ice, Tundra, Desert, Muddy, Grassland, Barren, etc.

So that leaves me asking ... should we have peaks have different terrains like hills do?
 
So while trying to figure out why the lunar peaks don't work I looked at the Future mod and discovered that they had many different types of peaks. By using the hill settings they were able to make peaks that appears as ANY type of land terrain. Which means we could have Mars, Lunar, Ice, Tundra, Desert, Muddy, Grassland, Barren, etc.

So that leaves me asking ... should we have peaks have different terrains like hills do?

What do they look like in game?

I'd say YES!
Except they add much more memory...

Why would they since they are using already existing graphics?
 
I think the peaks looks very similar as hills... would it be possible to make them still covered with snow?

Sadly I don't think so. Also it would be kinda of funny to have ice cover in snow. Talk about redundant! Or even Lunar terrain covered in snow.

And the reason they look very similar to hills is that they are using the textures of hills.
 
Peaks already have a terrain type since "peak" is not a terrain type, it is a plot type (it is one of the set of 4 plot types which every plot has one of: "ocean", "land", "hill", and "peak"). The terrain type is just not mentioned in the hover text if the plot is a peak. That is why some peaks cause terrain damage and others don't if you have terrain damage turned on - it depends entirely on the underlying terrain type. It probably varies by map script too, but I have no idea what the various map scripts do for the terrain type of peak plots.

The existing peaks show a little of the underlying terrain around the lowest altitudes via transparency in the textures, so on grassland the bases of the peaks look a little green in spots but on ice they look white (more like the higher altitude parts). If you edit the existing peak texture to expand the transparent parts in the lower altitude sections a bit it will be more apparent what the underlying terrain type is. I'm pretty sure some mods have already done this, although I don't remember which.

Edit: In the FPKs C2C has (or, at least, had - the newest set I have unpacked is from v29) files called orgpeakplend.dds and the grid version orgpeakgrid.dds which have more transparency but are otherwise similar to the non-"org" versions (a small color difference and some other small differences, but much more like the ones currently used than the regular BtS peaks are).
 
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