[BUILDING] Need help: walls tile improvement

AzraelZephyrian

Chieftain
Joined
Apr 11, 2019
Messages
73
I'm trying to add modular field fortifications to the game... foxholes and walls, plus some tweaks to citadels and forts. They are instabuilt improvements--really low "time" values, so I'm gonna add them to a number of unit types in my mods, to allow entrenchment in active war zones, where workers would be annihilated.

At some point, I might try to totally remodel the base mesh for the great wall--if this works--to look like earthenworks.

Foxholes was easy. I just used the barbarian encampment art_def.

But walls...that's tricky. It's quite easy to add <CultureBombRadius> to a tile improvement, so I know it might be possible to add attributes like a wall wrapped around cohesive player territory. Namely, the great wall mesh and texture. I tried simply copying the art_def label to the tile improvement, but it doesn't load. This suggests that I may need to somehow redefine the improvement as a city, and set a free building as "great wall". If there's any way that's less unprecedented/nearly-impossible though....that'd be superbly handy.

I expected it to be some kind of triggers file, but I looked through the resources .fpk files, and there are not triggers for the great wall.

It would just be lovely, from an aesthetics standpoint, to block out a nice 3-hex-wide or 5-hex-wide piece of land with walls around it, as a tile improvement. That way, I could make the great general useful, or otherwise improve combat gameplay.

Also, I noticed a resource file called "hadrian's wall"...I wonder if you could implement it like rivers, in theory...add some sweet ruined walls to a modded map, using worldbuilder.
 
It is triggered when you research engineering unless you have a mod that changes the Great Wall.

Ah, sorry, I meant the graphical initialization of the wall. When the building finishes, the wall wraps around the cultural boundaries, right? That.
 
If you can extract the model itself from the game's graphics files you might be able to use the individual bits of the model, but I am not sure it's possible to do this.

Great Wall's 3d map model is hardcode wrapped in with the effects of the Great Wall Wonder. It's really buggy if you for example use
Code:
<ArtDefineTag>ART_DEF_BUILDING_GREAT_WALL</ArtDefineTag>
with a building that does not have
Code:
<BorderObstacle>true</BorderObstacle>
 
If you can extract the model itself from the game's graphics files you might be able to use the individual bits of the model, but I am not sure it's possible to do this.

Great Wall's 3d map model is hardcode wrapped in with the effects of the Great Wall Wonder. It's really buggy if you for example use
Code:
<ArtDefineTag>ART_DEF_BUILDING_GREAT_WALL</ArtDefineTag>
with a building that does not have
Code:
<BorderObstacle>true</BorderObstacle>

Ah man that's quite unfortunate. I did manage to extract the files, and tried that, but it failed too.

I have one more question--where would I find the ArtDefines for barbarian encampments/camps/forts? I'd like to make a new artdefine, but despite a lot of looking, I can't find the barbarian improvement ArfDefines (in particular) in any extant file under steamapps/common/civ5.

I particularly am interested in the fact that the extant artdefine spawn different versions of the improvement each time it is added to a tile.
 
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