Changing terrain attributes?

Telvanni

Chieftain
Joined
Jul 6, 2005
Messages
41
Location
The Viking Country of Denmark
Hello!

I was wondering how to change the "attributes" of a terrain tile?

I am currently working on a Carribean Map, but the small Island Towns only produce one hammer each turn! And it won't help if I put Iron or Copper under the Town, and Fish are no good either!
So I thought: "What would Rhye do?"
And he would change the tile of the Town, so that it gave more hammers!
But I don't know how to do so?
Is it possible to make a "new" terrain tile, that looks identicaly to an existing one, but have different attributes? That would be optimal!
But changing an existing one would be fine too

Thanks in advance!
 
Telvanni said:
Not a bad idea, not at all! ;)

But I don't know how to, and when it's done, I don't know how to implant that file into the scenario??

Rather than just making a scenario, you'd probably be making an entirely new mod. So, you'd make a new mod folder where all the other mods are (C:\Program Files\Firaxis\Sid Meiers Civ4\Mods). In that, put an assets folder. In that, put an XML folder. Inside that, put a "Terrain" folder. Now, copy over the "Civ4TerrainInfos.xml" from the actual assets folder (located at C:\Program Files\Firaxis\Sid Meiers Civ4\Assets\XML\Terrain) into this newly created "Terrain" folder.

From here, you would modify the file to change the values of various terrains. (Note: You can modify the file with notepad or wordpad) Each terrain starts with:

<TerrainInfo>

and ends with:

</TerrainInfo>

Everything in between these tags are the different properties of each terrain. So, to change the info of a specified terrain, find the terrain (it should be called TERRAIN_NAME, where "NAME" is the name of the terrain, "TERRAIN_COAST" for example).

Then, change the number or text that is located on the line that a specific attribute it on. For example, to change the Yield values of a terrain, search for where it shows something like this:

Code:
<Yields>
	<iYield>1</iYield>
	<iYield>0</iYield>
	<iYield>2</iYield>
</Yields>

This is the base yields for a Coastal square. The first yield is for food, the second production, the third commerce.

If you want to change the Coastal squares to give an extra hammer, you can change those lines to show this:

Code:
<Yields>
	<iYield>1</iYield>
	<iYield>[b]1[/b]</iYield>
	<iYield>2</iYield>
</Yields>

Also, you can copy an entire terrain (copy everything starting with the <TerrainInfo> and ending with </TerrainInfo>, the indentation should be able to guide you) and paste it to the end after the last TerrainInfo block of XML code. Now, just change the name to give it a new name, and change other things about it. Everything will work exactly the same, including footstep sounds, graphics, etc., with the only differences being what you changed.

Note that once you do this in order for the changes to take effect you'll need to load your mod, not just your scenario.

If yoy have any questions, feel free to ask.
 
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