Modding Hammers into peaks

Uncle_Rico

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Newbie on modding and was thinking of making hammers available on peaks. This is what I found here. C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Assets\XML\Terrain

<Type>TERRAIN_PEAK</Type>
<Description>TXT_KEY_TERRAIN_PEAK</Description>
<Civilopedia>TXT_KEY_TERRAIN_PEAK_PEDIA</Civilopedia>
<ArtDefineTag>ART_DEF_TERRAIN_PEAK</ArtDefineTag>
<Yields/>
<RiverYieldChange/>
<HillsYieldChange/>
<bWater>1</bWater>
<bImpassable>0</bImpassable>
<bFound>0</bFound>
<bFoundCoast>0</bFoundCoast>
<bFoundFreshWater>0</bFoundFreshWater>
<iMovement>1</iMovement>
<iSeeFrom>0</iSeeFrom>
<iSeeThrough>0</iSeeThrough>
<iBuildModifier>0</iBuildModifier>
<iDefense>0</iDefense>

From what I gather I need to add the lines (see below) after the <Yields/> line. Where the 1st line is food, then hammers, then gold. Correct, or am I way off on this?
<iYield>?</iYield>
<iYield>?</iYield>
<iYield>?</iYield>
 
I looked into this a while ago. Apparently, the mountains are hardcoded to a certain extent, meaning most XML changes won't make a difference. I read about people attempting Python mods to make them usable, but didn't follow up on them.
 
Peaks are hardcoded. You need to play with the Python calls to mod them. Changing yields don't work. You can change deserts, though.
 
That seems like such a weird thing to hardcode. No big deal but makes you wonder about the reasoing behind the decision to hardcode peaks, but not grassland or coasts.
 
It's because peaks are not actually a terrain type. They are in the terrain types list purely as a convenience, but it leads to other issues that are not so convenient. They are actually one of the 4 plot types - ocean, land, hills, and peaks (which actually represent the 4 height levels on the map). Grassland is a terrain that is applied to a plot which normally has a type of land or hill - in theory you can also apply it to ocean or peak type plots as well. Coasts are a terrain type that is normally applied to the ocean plot type, but could also in theory be applied to any of the other three (although what it would represent is not clear).

Peaks can be modded to make them usable. RoM:AND and Dune Wars are two examples.
In Rise of Mankind: A New Dawn (and possibly the regular Rise of Mankind, I don't remember for sure) they are passable and workable after some tech.
In Dune Wars (which is one of the more visually strking mods out there, and works quite well with all of its unique stuff - in addition to some unique terrain alterations it is the only mod I know of with transports that can carry units across land that the AI will actually use) things are really changed up and ocean becomes desert type terrains, hills are lowered to also be below the regular level (similar to the desert level) and are called sink (with terrain types like graben and salt, like you normally have hills be plains or grassland and such), peaks are passable and usable from the beginning and are called mesa (and can have a caves feature), and the peaks on the map are actually features (like forests or floodplains, but taller and impassable). So, as you can see, with some effort you can significantly alter the terrain system (well possibly a lot of effort, depending on how much you want to change it - Dune Wars took quite a while and some fiddling by people who were good at it to get to where it is).
 
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