Cenote: Building/Improvement that PROVIDES Fresh Water?

renegadechicken

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Civ II Verne Scenario
Is it possible to create a Building or an Improvement that PROVIDES fresh water access to adjacent tiles?

I'm tentatively beginning a scenario involving the conquest of the New World and would like to include cenotes (http://en.wikipedia.org/wiki/Cenote), so the Aztecs (I'm not including the Maya for now) have access to fresh water, and obviously there are no rivers in the Yucatán. Does anyone know if it's possible to create either a Building or an Improvement that can do this?

Thanks in advance for your help! :D
 
Short answer: No.

Long answer: Nooooooooooooooooooooooooooooooo.

Really long answer:
Definitely not possible in XML. In Lua, I don't think there's any way to force a freshwater setting on a tile without actually placing a river/oasis there. But you COULD, then, place an Oasis underneath a city by hand, which'd provide fresh water to all adjacent tiles. The only question is whether the game would auto-remove the oasis afterwards (since it IS a Feature, like a forest or a jungle); I'll experiment with this tonight when I get home, because if it works then this'd be a nice mechanism to add at certain points in the game.
The biggest problem is the trigger; there's no event for the completion of a building, so you'd have to check every city on every turn, and that's a lot of overhead. Not as much as scanning an entire map, of course, but still a bit of a headache.
 
Thank you for the answers! :D

Hmmm. A feature should work...right? What if I created a "duplicate" of the Oasis feature, just with different art (so it would look like a cenote on the map, not an oasis)?

Is it possible to make features only appear after a certain tech? That way cenotes wouldn't be visible from the start of the game?

Thanks again, and thanks in advance for any other help! :goodjob:
 
Hmmm. A feature should work...right? What if I created a "duplicate" of the Oasis feature, just with different art (so it would look like a cenote on the map, not an oasis)?

We can't add custom artwork for anything other than units at the current time. The terrain graphics files are broken; not only do the files not seem to load into VFS correctly, but any attempt to use the ReloadLandmarkSystem flag to enable this sort of modification leads to frequent crashes. (And I mean the reboot-your-computer sort of hard crashes, not any namby-pamby crash-to-desktop sort of thing.)

Is it possible to make features only appear after a certain tech? That way cenotes wouldn't be visible from the start of the game?

I don't think so. Look in the Features table; if there's not an explicit TechPrereq or TechReveal type of field there (and I don't think there is) then no, you can't do that.

What you COULD do, though, is create the cenotes as a new Resource. Those, of course, CAN reveal at a given technology (given that all strategics work that way). So if you created a new Resource, and classified it as a "bonus" resource (like fish, cows, etc.), then you could create a building in a city that simply required an improved local copy of that resource. The Lua could then check for the presence of that building. (Or, skip the middleman and check for the presence of the improvement on the resource directly, but that'd require adding a new improvement type and would be more of a pain to link it to a city.)

You can take this a step further, doing what I do in my own mod for Terraforming, specifically what I do when planting a forest or jungle:
> Your cenotes resource pops up at a certain tech.
> You place improvement A on the tile. (This must be a NEW improvement type.) The improvement in question can also unlock at a certain tech, but there's really no reason to worry about that if you're only going to use it for this one thing.
> Each turn, the game scans to see if anyone has an improvement A in their territory. This is a very easy check, taking almost no processing time, because there's a Lua function for "how many improvements of type A does player B have in his territory?"
> If so, it scans that player's territory for improvement A. If it finds it, it removes the resource, removes improvement A, and adds an Oasis-like feature to that hex. (And yes, this WOULD update graphically.) Since that improvement only exists for a single turn, there's little overhead involved; it'd only do a full map scan on turns you completed developing the cenote. And since no one can clear an Oasis, there's no danger of the AI getting stuck in a loop or anything.

The unfortunate downside of the resource method is that you'd have to add a new resource to the game. And that means editing AssignStartingPlots.lua, one of the least user-friendly files in the entire game. (It'd also make your mod incompatible with any other mod that adds or edits resources, like my own.)
 
We can't add custom artwork for anything other than units at the current time. The terrain graphics files are broken; not only do the files not seem to load into VFS correctly, but any attempt to use the ReloadLandmarkSystem flag to enable this sort of modification leads to frequent crashes. (And I mean the reboot-your-computer sort of hard crashes, not any namby-pamby crash-to-desktop sort of thing.)

Wow, that sucks. And this is "the most moddable Civ game to date"? :( We can't even edit terrain graphics?

The resource could work though. I might just make it easy on myself and create the Cenote resource to simply increase food on the tile by 3 or something. I'm sure I'll have to learn Lua at some point (I very vaguely learned python for Civ IV), but I'd like to see if I can create the base Scenario (I suppose that's what it is-- custom map with defined starts, resources, a new tech tree-- hopefully separate tech trees for European/New World civs if I can manage it, new civics-- again, hopefully separate civic trees, and the like) without it...we'll see. :)

Incidentally, are we really currently limited solely to unit graphics? I've been seeing a lot of people saying that building/wonder graphics are impossible as well, but that was a few months ago... I plan on mostly changing unit art (2-D icons, for example-- I can't make unit graphics! :sad:), building art, wonder art, civic art, and tech art-- this is doable, right? :)
 
Incidentally, are we really currently limited solely to unit graphics?

In terms of 3D models, yes. 2D artwork is easily customizable in mods, but for 3D models you can't seem to add/alter buildings/wonders, improvements, resources, features, or terrains. You also can't seem to add visual effects (attack animations, glowy auras, etc.) to the existing definitions.

I plan on mostly changing unit art (2-D icons, for example-- I can't make unit graphics! :sad:), building art, wonder art, civic art, and tech art-- this is doable, right? :)

Yes. 2D icons have no problems at all. In my own mod I have custom graphics for buildings, units, policies, technologies, the setup screen, part of the policy screen background, etc. It's only the 3d models and their animations that there are any problems.
 
That makes me sad. I certainly hope they make 3D artwork possible beyond just units...good grief!

Well at least that's some good news. I actually just realized that it was your mod that I had thought I remembered seeing new art for techs, civics, buildings, etc.-- it's looking great! :) I'll have to look into it when I have a bit more time.

Thanks again for all your help, Spatzimaus! :goodjob:
 
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