Different Types of Hills and Peaks? [CANCELED]

raystuttgart

Civ4Col Modder
Joined
Jan 24, 2011
Messages
9,637
Location
Stuttgart, Germany
Hi guys,

currently we have just 1 Type of Hill and 1 just Type of Peak.
But when looking at the XML it is possible to have more of them with different balancing.

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For PEAKS:
// just examples //

e.g.
Peak 0: Passable for some Units or with Roads (built by Pioneers) --> like now
Peak 1: Passable for some Units or with Roads (built by Pioneers) but causing damage when passing over it
Peak 2: Truly impassable, no Unit not even Pioneers or Scouts can enter

e.g.
Peak 0: like now
Peak 1: Gives more Ore, less Stone
Peak 2: Gives more Stone, less Ore
Peak 3: A bit more Silver (even without Resource)

For HILLS:
// just examples //

e.g.
Hill 0: Will allow everything as is --> like now
Hill 1: Will allow Livestock Breeding, but no Cash Yield Plant
Hill 2: Will allow Cash Yield Plant, but no Livestock Breeding
Hill 3: Will allow only Mining / Digging for resources

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The modder implementing something like this would of course have full freedom over the design he choses.
(I just wanted to push out some ideas that might potentially inspire somebody.)

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All of that could graphically nicely be differentiated like we did e.g. for the "Water Plots".
(e.g. there we now also have Large Rivers, Lakes, Ice Lakes, Coast, Shallow Coasts, Ocean.)

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It is possible and would not even need programming of DLL.

What it would need is:
1) 2D work (textures and buttons, easy compared to other stuff we did)
2) XML configuration (it is actually not difficult and not that much)
3) Adjustment of MapScripts (it is actually not difficult, if we distribute randomly)

4) Adjustments of Maps (wildly clicking is easy, but doing quality takes time)

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Summary:
This feature is easy as **** from a technical perspective.
But it is tedious work to adjust the Maps again if we want to have a bit of quality ...

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If there was somebody who would promise to take care of the Maps, I would take care of the rest.
If there however is somebody who wants to take care of the complete task he would be welcome.

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By the way:
This could be a nice beginner's task to learn a bit about Terrains in Civ4Col.
If there was a volunteer I would promise to support and teach.

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Well, I am looking forward to feedback. :)
 
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I consider this cancelled.

There is too little gameplay in this, to justify the effort.
(Also there was basically no public interest in this either.)

Nobody would be motivated to adjust all the Maps for this.
(Which would be the main effort for realizing the concept.)
 
We could just use the rule again that the central mountain of a massive (=a mountain square surrounded only by mountains) is completely impassable as in some versions ago.
 
We could just use the rule again that the central mountain of a massive (=a mountain square surrounded only by mountains) is completely impassable as in some versions ago.
In "Plains" there is already a Terrain Feature "Impassable Mountains", that does just that.
It would just need to be placed accordingly in Maps or by MapScripts.

see here:

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Creating actual new Terrains for Hills and Peaks would allow much more stuff however.
But as I said, I do not consider it worth the effort anymore - meaning I will not work on it myself.
 
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Well. It seems i am late to the party. Oh well, i can always preemptively volunteer for any work here now, for next time it is needed. And i do not mind having to manually go over every terrain tile in the prefab maps and change whatever is needed. That is work i can do. Programming, not so much. But i have time to learn.

*1ShadowCreature holds up sign saying "Will volunteer for guidance and support"*
 
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