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.
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.