More Terrains / Terrain Features / Bonus Ressources [IMPLEMENTED]

Good job, the things you do look quite interestring.
Thanks, I am just messing around a bit with the things I find. :)

I do not really consider myself a "graphical modder" because I can not create things like that from scratch - like you guys.
It is basically just copy&paste of 3D assets I find and then changing / drawing the 2D arts - so pretty low level of skill.

I am e.g. totally lost in Blender and even in NIFScope it is often just trial&error :dunno:
In Gimp, DXTBmp and GameFontEditor I have learned to help myself a bit.

By the way:
I had help of e.g. @Moandor and other more experienced graphical modders.
(Sometimes I break stuff and do not know how to repair it again ...)

I is a pity I can't use all of them in my you.
Well, take whatever is useful for your mod. :thumbsup:
And if you occassionally improve some of my clumsy trials as a beginner, let me know please.
 
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Ok guys, I have now fully transformed old "Bonus Ressource Cactus" into new "Terrain Feature Cactus Trees"
(And also there is an additional new Bonus Ressource "Prickly Pear".)

So it can happen now that a (Bonus) "Prickly Pear" occurs on top of a (Feature) "Cactus Trees" or (Feature) "Barrel Cacus Field".
(So their Bonusses would stack and give a nice plot in the desert to feed a small village of 2 people - it is unlikely but it is possible.)





 

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Ok guys I have now also fully implemented Terrain Features Lichen and Moss. :)
(I am currently a bit slow because I do the full work from graphics to implementation to configuration alone.)

Both are Terrain Features that appear only in the North.
Taiga, Tundra and Rock Steppes.

Moose, Caribou, Musk Ox, Ibex, ... and other animals like to graze on them. (Thus +1 Fur.)
They do not give any Lumber or such though.







 

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Ok, I now also fully implemented Terrain Feature Thicket.

It is basically similar to Light Forrest (a very universal Terrain Feature) but can also appear up in the North (Taiga, Tundra)
Currently it stil gives Fur, but in later versions it is supposed to give Feathers.

Combat Modifiers of Units / Promotions are also very similar to Light Forest.
Movement Modifier is a bit higher though (similar to Jungle).



 

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Hi guys,

Terrain Features for "Rock Formations" are now fully integrated in the game. :)

They occur only in Deserts, Rock Steppes and Permafrost.
(I was tired of those regions being so boring and empty.)

They have several small features attached e.g.:

1. They are impassable to Wagon Trains (and similar Units)
2. They decrease all Yields on the Plot.
3. Cities can not be founded on them.
4. Improvements can not be built on them
5. However they can be "mined" / "removed" by Pioneers which yields a nice amout of Stone.
6. Melee Units like e.g. Conquistadores get a Combat Bonus fighing in them.
...



















 

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Well ok, I gave the North a second "Forest Terrain Feature": Ancient Norther Forest
Basically it just switches Yield modifiers with current "Northern Forest".
  • Ancient Norther Forest: Better for "Prime Timber" (Yield Valuable Wood)
  • (normal) Norther Forest: Better for "Hunting" (Yield Fur)
  • Ancient Northern Forest can only be found in Tundra and Taiga of course.
  • They are very dense and thus movement in them is very slow but defense is also very high.





 

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Hi guys,

I have now split Terrain Feature "Forest" into "Coniferous Forest" (Evergreen) and "Deciduous Forest" (Leafy)
(Maps and MapScripts have been adjusted as well.)

My main reasons to do so:

1. More realistic balancing of Bonus Ressources
2. More option for creation of immersive Maps
3. Potentially even different balancing of Yields for the future

Currently however they are still balanced equally.





Images of current Map Generation:
(Both MapScrit and Map.)





 

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Ok guys,

I am done adding new Terrain, Terrain Features and Bonus Ressources.
Now the testing, fine tuning and optimization of branch "Plains" could start.

1. MapScripts (for all new Terrains / Terrain Features)
2. Maps (for all new Terrains / Terrain Features)
3. Writing all the Pedia texts (for Terrains / Terrain Features / Bonus Ressources)
4. Ensuring that all Bonus Ressources have proper animations (especially animals)
5. Taking care of the L-System (Improvements vs. Bonus Ressources)
6. Fine tuning of balancing (balancing has been ajusted already but it needs to be tested and fine tuned)
7. Maybe improving sounds for the new Terrain Features
8. Adding new Python Events for the new content
9. ...

-------

Warning:

There is still 1 Bonus Ressource (Big Horn Sheep) that crashes the game.
@Moandor is checking into it if he can repair it and I hope he can fix it soon.

After that the complete branch should be generally be testable / playable without serious issues / bugs.
(Of course until existing Maps / MapScripts are adjusted you basically need to manually build a map first to play)
 
Warning:

There is still 1 Bonus Ressource (Big Horn Sheep) that crashes the game.
@Moandor is checking into it if he can repair it and I hope he can fix it soon.

@Moandor
has fixed this now. :hug:
So "Plains" is now save to be used by any modder who wants to.

As I said, it is not finished:
1. MapScripts (for all new Terrains / Terrain Features)
2. Maps (for all new Terrains / Terrain Features)
3. Writing all the Pedia texts (for Terrains / Terrain Features / Bonus Ressources)
4. Ensuring that all Bonus Ressources have proper animations (especially animals)
5. Taking care of the L-System (Improvements vs. Bonus Ressources)
6. Fine tuning of balancing (balancing has been ajusted already but it needs to be tested and fine tuned)
7. Maybe improving sounds for the new Terrain Features
8. Adding new Python Events for the new content
9. ...

I am simply not good enough as a graphical modder myself to take care of the graphics (e.g. animations)...
And even then I would need massive support to handle all the effort for Pedia, Maps, MapScripts, ...

----

Summary:

This is my "farewell present" to Civ4Col modding community - a box full of modding assets.
I hereby start my announced "long break from Civ4Col modding".

Any modder may use whatever he likes from it and I hope you guys will have fun playing with that stuff.
Of course I also hope that at least some of it will make it into future releases of public Civ4Col mods.
 
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@raystuttgart
I have added to my mod the Sandstorm and Fog graphics you have sent me. Thanks!

I also want to add a Drought terrain feature (dynamically appears/disappears to reduce :food: output on tiles).
Is there by any chance some graphics I could use?
 
Is there by any chance some graphics I could use?
There was a graphic from Caveman2Cosmos I wanted to use and had started to work on.
I do not clearly remember anymore the original name of it because I had renamed it in my files.

It was something related to "Posionous Gas" or something with "Earth Gas".
It had "fumes" / "gas" rising from the bottom that I thought could look like "heat flares" hovering over the ground.
(I simply recoloured those flares and made them more transparent / less dominant.)

However when I decided not to implement it ingame I deleted it.
Most players would not have liked that feature "Drought" anyways and I did not even know anymore if I would like it myself.

Thus I had never really finished it - my clumsy tries to create it were not looking good either.
It was looking like "smoke without a fire" and not like "blurred heat flares".

Summary:

Maybe check Caveman2Cosmos.
I do not have anything better to offer, sorry.
 
Ok, I have created a new Terrain Feature "Crater", which I want to use in a "Meteor Event".
It is an event that is "unique" (happens only once per game).

About the Event:

The Meteor hits "somewhere" on the Map in midgame.
(Plot in city radius of a Colonial City but not directly the city itself.)

It destroys everything on that plot. (Units, Terrain Features, Improvements, Bonus Ressources ...)
"Boom - all gone."

A message will be displayed for all players on Screen to all players about "Flaming sword in the sky and earth shaking."
The player that is directly affected will get 3 choices in a Python Event. (Will not spoiler them. :) )

The meteor crater itself also leaves a gem vain (+2 Gems).



 

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New Food Bonus Ressource: Cassava



 

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It is a pitty that there were no Wild Boars in the Americas before the Europeans came. :(
(The Europeans brought them as animals to be hunted.)

Because this Bonus Ressource Graphic is awesome.
(High detail textures, fully animated ... everything on exceptional quality level.)

 

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Interesting.
But seeing natives hunting wild boars before you imported any isn't good. If you have proper creation mechanics it is ok.
 
But seeing natives hunting wild boars before you imported any isn't good.
I have no plans to implement it in the mod - still wanted to show these pretty graphics.
I was a bit sad that I had no reasonable way to use it without breaking immersion. :(
(I found it in another mod.)
 
I have no plans to implement it in the mod - still wanted to show these pretty graphics.
I was a bit sad that I had no reasonable way to use it without breaking immersion. :(
(I found it in another mod.)
Well if you really have a taste for some New World pig meat here is a good excuse hehe :mischief: :goodjob:
https://en.wikipedia.org/wiki/Peccary

edit: in German it looks like this is called the Nabelschweine or "navel pig"; I wonder why that is?https://de.wikipedia.org/wiki/Nabelschweine
 
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Toyed a bit with the textures and graphics in brach "Plains" again today. :)
Thought I could show a few screenshots as well. (Showing all Terrains and their new improved textures.)

By the way, the island was to small to put all new Terrain Features and other stuff on it ... :mischief:
So I only showed some of the stuff that I accidently klicked on for testing colour contrasts.


 

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