Complex Questions re: cloning Feature_Fallout

TBBW

Chieftain
Joined
Aug 18, 2012
Messages
28
For the mod I'm building, I want to create a Civilization (The Dark Tribe) that must pollute the land with their specialized Workers (Dark Gardeners) before it can build proprietary improvements to take advantage of resources. Meanwhile, other races have to clean up the mess before building their usual improvements.

I'm pretty sure the best and easiest way to do this within the scope of the vanilla code is to clone the Fallout Feature, but I'm open to better suggestions from more experienced Civ coders.

The objectives are as follows:

1) Dark Gardeners need to be able to spread the pollution. (A bombard attack with a range of 0?)

2) Everyone else's Workers and Cities should treat it just like they would Fallout. (NoImprovement = true, while Workers BUILD_SCRUB_FALLOUT.)

3) The Dark Tribe should treat hexes exactly the opposite (un-buildable if no pollution, and no resources), and only gain resources when the tile's been tainted.

4) As a bonus, if the base tile was (for example) Plains, use a random one of the Uranium Glow graphics, Desert maybe Oil_Heavy_Resource, Forest maybe a random Pillaged_Smoke, etc...

Would this be easier in G&K?

I'm pretty sure the base game can do this without breaking a sweat, I'm just wondering the best way to do it.

There's a bunch more I want to do with this mod, but I figured I'd toss this question out there while I hunted for the software I needed to pull the images and animations from the old .gfx files from Settlers IV.
 
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