Mountains, back to service, For RoM

Good idea, but I lack the C++ skills to do so. I'm taking programming classes now though, so that may change in the future...


That's already in RoM. There's a tech called "mining." in the early game. You can't build mines without it.

Isn't there a XML tag that says 'passable with tech' or 'passable with feature'?
 
Isn't there a XML tag that says 'passable with tech' or 'passable with feature'?

Oh, you mean

Code:
<TerrainImpassables>
and
Code:
<TerrainPassableTechs>

Theoretically, I could do that. But it would be for every unit, and would take forever to code............

I'd do it, but only if the majority of those who play with mountains want it.
 
Oh, you mean

Code:
<TerrainImpassables>
and
Code:
<TerrainPassableTechs>

Theoretically, I could do that. But it would be for every unit, and would take forever to code............

I'd do it, but only if the majority of those who play with mountains want it.

Well it would not be EVERY unit. Sea and Air units would not need it. So that at least cuts it down a little. Er wait do you mark them as passable or impassable? I am not familiar with coding so hows it work?

Oh!!! I have an idea! How about rather than making each unit have it impassible or whatever you just make the mountains take a REALLY long time to pass. Like thousands of turns to pass. That way you do not have to change each unit but are changing the time it takes to pass.

Note I am not completely sure if that's how it works. If its not just disregard my ranting.

So its like ...

Default = 100 Extra Movement
Mountaineering Tech = 1 Extra Movement
Tunneling = 0 Extra Movement
 
Oh!!! I have an idea! How about rather than making each unit have it impassible or whatever you just make the mountains take a REALLY long time to pass. Like thousands of turns to pass. That way you do not have to change each unit but are changing the time it takes to pass.

Note I am not completely sure if that's how it works. If its not just disregard my ranting.

So its like ...

Default = 100 Extra Movement
Mountaineering Tech = 1 Extra Movement
Tunneling = 0 Extra Movement

The Movement system is more restrictive than that, and while I could do it, the result would be ugly.

See, even if a unit has .00001 movement points left, and wants to move onto a mountain, and it costs 100 movement, it can. The formula for movement is something like this:

Code:
 if movement points > 0
       movement points = (movement points - movement cost)
              if movement points < 0
                     movement points = 0.

So, even if the unit has any points left in movement, it can move. If movement points goes negative, it gets reset to 0. It's not like the good ol' days of CivIII. So, the result for 100 movement cost would be exactly the same as if it cost 1 movement point, except for units that can move faster, like horses.

I'm trying to add an all or nothing modifier to techs. I discovered that terrainpassibletech doesn't work for peaks because of the way it was coded. Anyways, I'll report when I have more progress.
 
Ah I see. Thanks for explaining. If I come up with any other ideas I will let you know. Its really too bad that it would take editing EVERY unit for it to work. *sigh* However once all units were updated you would still have to keep patching it for any additional units that got added to RoM and modmod units would in turn not be affected. What a mess.
 
Ah I see. Thanks for explaining. If I come up with any other ideas I will let you know. Its really too bad that it would take editing EVERY unit for it to work. *sigh* However once all units were updated you would still have to keep patching it for any additional units that got added to RoM and modmod units would in turn not be affected. What a mess.

No, it's worse than that. I discovered that the terrianimpassibletech tags don't even work with peaks. I have to do more SDK coding to get it to work, and I'm no SDK pro.
 
Ok I have another idea. Its based on the "The Ice Breaker Mod". You have were you have 2 terrain types. The default mountain which is passable (-1 with Mountaineering and 0 with Tunneling) and then another terrain based off the ice that only appears over mountains. Once you discover Mountaineering then all of this type of impassible terrain is taken off the map. Just like how the ice changes locations on the map of the "The IceBreaker Mod". Except with this they only appear in the beginning of the game.

The only bug i see with this is that once its discovered then all players get to pass over mountains. However it could always work like nukes do where once you make the "Manhattan Project" then nukes are available to everyone.
 
Ok I have another idea. Its based on the "The Ice Breaker Mod". You have were you have 2 terrain types. The default mountain which is passable (-1 with Mountaineering and 0 with Tunneling) and then another terrain based off the ice that only appears over mountains. Once you discover Mountaineering then all of this type of impassible terrain is taken off the map. Just like how the ice changes locations on the map of the "The IceBreaker Mod". Except with this they only appear in the beginning of the game.

The only bug i see with this is that once its discovered then all players get to pass over mountains. However it could always work like nukes do where once you make the "Manhattan Project" then nukes are available to everyone.

Interesting. Currently, I've added a new line to the XML for techinfos, so that if it is set to true (1), that mountains are passable, if you have researched it. The only problem I have encountered is getting the mountains to work with it. You can see my progress here.
 
hello afforess,
I like the idea of mountains back to service, but the games loses a lot of strategical value early on, to my opinion. so i had a similar idea to hydomancerx. but i thought of making mountains only passable for workers and explorers early on and troops may pass them only with explosives discovered.
I am no experienced modder and are not familiar with all the tags and what they do and I had no time yet to have a deeper look at it. But my idea to do that was to add a feature that is impassable for troops and appears to 100% on mountains. With explosives workers can remove this feature like jungle and then passabe and workable mountains remain. This feature would also allow other improvements like mountain mine or mountain pasture.
Do you think this way is possible?
 
hello afforess,
I like the idea of mountains back to service, but the games loses a lot of strategical value early on, to my opinion. so i had a similar idea to hydomancerx. but i thought of making mountains only passable for workers and explorers early on and troops may pass them only with explosives discovered.

That would require some more SDK changes, but I think I could do it.
I am no experienced modder and are not familiar with all the tags and what they do and I had no time yet to have a deeper look at it. But my idea to do that was to add a feature that is impassable for troops and appears to 100% on mountains. With explosives workers can remove this feature like jungle and then passabe and workable mountains remain. This feature would also allow other improvements like mountain mine or mountain pasture.
Do you think this way is possible?
Actually, I did it a better way in the SDK already. Reread the OP for this thread, and look at my main thread too. I already added a new tech called "Mountaineering" which allows units to pass mountains. Without this tech, Mountains still give :hammers: but can not be passed.
 
Are you going to still add "Tunneling" ?

Tunneling
Requires: Explosives
Benefit: No penalty to movement over peaks.

I forgot about that. It should be relativity easy to add, compared to the last addition. I'll add that to my todo list.
 
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