Need advise with unique improvements

Sto

Should i code today ...
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Dec 15, 2005
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I've begun to do some implementations for FFH2 with The Full of Resources map script.

I will make some options to control the spawn of lairs and cultural linked positions. But I'm not sure for what to do with unique improvements.

My first idea is to make an option for each improvement with :
_ chance percentage of appearance (default, 0% to 100%)
_ for improvements that spawn an unit , an option to place the improvement in an isolated island or as far away as possible from starting locations.

_ a general option to make sure unique improvements are at a minimal distance from starting locations and a minimal distance between them.

But since I've not played a lot recently, I still don't know the use of some unique improvements : Letum Frigus, Odio's Prison, Guardian of Pristinus Pass ?:confused:?

I've seen some players got problems with the Pyre of Seraphic and its destruction (fire elemental).

Any help, comments or advises to place these improvements or any other unique improvements are welcome.

Tcho !
 
As far as I know, the Letum Frigus doesn't do anything at the moment. Odio's Prison gives +25% strength to all units within +3 tiles. I've never seen the Guardian, so I don't know what it does, though the 'pedia doesn't say it has any effect.
 
Ok, thank you for the help. I will do like that for the moment. And see later if any improvement can be done.

Tcho !
 
U might wanna check out the wonderful map of Sureshot, in the armageddon scenarios! So I'm only luring around here for 2 yrs & never really bothered deep enough about the lore themes, I think Sureshot did a nice scenario how all the civs & uniques fit together.
For sure, Kael is the mind behind all this & has more decent info about details:

http://forums.civfanatics.com/showthread.php?t=275054

But nevertheless observe how sureshot made little scenarios (first of all) & later added Chapter 0, with the large map, adding all together, & fitting strategically too!
Thats more the point: SS balanced the UI on a handdrawnmap, see how the Svartalfjar r placed right next to the Ljosalfar, but in the colder (winter) region, buffed with the Yggdrasil & a river; just for an example!
The Pyre is placed with a barb loving civ, like here in the lands of the clan fittingly. Only thing im not really happy about is the single tile isle of the ring of cancer.

Again, maybe ur thread is placed wrong here, ask the lore ppl, with their ideas!^^
 
Is it just me or are there only ever a max of 4 Unique Terrain features on one map

Ive only ever seen 4 (and that with elohim who see them from the start)

seems like a waste, especially on large and huge maps
 
U might wanna check out the wonderful map of Sureshot, in the armageddon scenarios! So I'm only luring around here for 2 yrs & never really bothered deep enough about the lore themes, I think Sureshot did a nice scenario how all the civs & uniques fit together.
For sure, Kael is the mind behind all this & has more decent info about details:

http://forums.civfanatics.com/showthread.php?t=275054

But nevertheless observe how sureshot made little scenarios (first of all) & later added Chapter 0, with the large map, adding all together, & fitting strategically too!
Thats more the point: SS balanced the UI on a handdrawnmap, see how the Svartalfjar r placed right next to the Ljosalfar, but in the colder (winter) region, buffed with the Yggdrasil & a river; just for an example!
The Pyre is placed with a barb loving civ, like here in the lands of the clan fittingly. Only thing im not really happy about is the single tile isle of the ring of cancer.

Again, maybe ur thread is placed wrong here, ask the lore ppl, with their ideas!^^

Thank, I will take a look at the scenario. And perhaps make an option to place all unique features in suited positions. but I want to let the unique improvements placement random, and just wonder how I will manage the placement of each improvement.
The scenario will probably help me a lot for the cultural linked positions too.I think about 2 options (FlavorMod (or personal one) and place civs in function of alignments and races)

Is it just me or are there only ever a max of 4 Unique Terrain features on one map

Ive only ever seen 4 (and that with elohim who see them from the start)

seems like a waste, especially on large and huge maps

I've not noticed that, since I still have done only half of a 0.32 game. But I never encounter this problem with 0.31 and i don't think the implementation have changed. You can increase IMPROVEMENT_UNIQUE_CHANCE in GlobalsDefineAlt.xml to have more ... You're probably right, i think this value has been reduced.

Tcho !
 
I believe the Guardian is a piece for one of the as yet unreleased FFH scenarios and shouldn't spawn in normal games.
 
Ok ,i've checked the code for the guardian, all is in place to make it appear. But i don't know if it's intended or not. peak return impassable so the guardian can't appear. If not intended, i've replaced "if impassable -> return false" with : (in CvPlot::canHaveImprovement)

Spoiler :
Code:
	if (isImpassable())
	{
		if (isPeak())
		{
			if (!GC.getImprovementInfo(eImprovement).isRequiresPeak())
			{
				return false;
			}
		}
		else
		{
			return false;
		}
	}

The test added by Kael at the end "requirePeak && isPeak" is useless with this replacement.

Tcho !
 
He did say that the Guardian of Pristinus Pass was meant for something that didn't make it into .32 . Whatever it was meant for may come in .33 .

It's possible that the feature itself is supposed to appear on peaks and the code to make it not get placed is temporary. The feature itself is not invisible or inaccessable because it is still placeable using the WB and the pedia entry is visible.

@SMIFGIG: It is probably limited partially by map size and type, I think I've seen more than four unique features on a map.
 
Ok ,i've checked the code for the guardian, all is in place to make it appear. But i don't know if it's intended or not. peak return impassable so the guardian can't appear. If not intended, i've replaced "if impassable -> return false" with : (in CvPlot::canHaveImprovement)



I think that is the part of the SDK I've been looking for. Why does that block have to be there at all? I'd much prefer if workers that can move impassible could at least build mines and quarries there, at least if there is a resource on the peak.

I also noticed that this is where you are blocked from building improvements on city tiles. That is actually something I was thinking of changing. Is this the only thing I would have to change to allow improvements to be built on city tiles? Also, what would I have to change to make :
  • cities not grant resources unless the tile has an improvement that would give access to it (presumably this would also let us use Citadels as canals without having them grant resources),
  • building a city on an improvement not remove it,
  • razing a city built on an improvement (at least it it is a permanent improvement) not replace the improvement with city ruins,
and maybe allow:
  • building cities to be built atop <MaintainFeatures> without removing them,
  • some features to prevent settling a city on top of them until you have the tech to clear it or are a civ with them as <MaintainFeatures>
  • leaving <MaintainFeatures> in place when building routes that require clearing features the same way it is handled for improvements
  • base terrains and improvements to have <RequireResist> like features have
  • the amount of resistance to be defined for each
 
Pristanus Pass is the Setting of a Scenario.
 
And, I believe the Ring of Carcer will fit in one of the new scenarios soon as well. Tho I've had it spawn once. It was quite cool actually. Brigit is quite a unit, imho, very powerful.
 
Bridgit better be for making u have a level 15!!! unit
 
Trust me, she is.
 
Bridgit better be for making u have a level 15!!! unit
Immortal Angel Hero? Yeah, she definitely is. Godlike, even. Especially when you manage to get a level 15 unit while everyone's still at T2-3 units as a result of some hero-kills or lucky battles.
 
Calabim with Brigit nearby. Awsome.
 
yea, it's even easier to do it with the Calabim. I'm not sure what promos to give Brigit to make her as powerful as possible though, if she is supposed to be pretty powerful.
 
yea, it's even easier to do it with the Calabim. I'm not sure what promos to give Brigit to make her as powerful as possible though, if she is supposed to be pretty powerful.
It's pretty much a moot point, since she can't die and therefore winds up with everything. I usually just go for Mobility, Combat III, and March, so that I don't have to waste time healing up before charging back into the fray. After that I just head down the Drill line for Blitz, then go for Commando.
 
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