New terrain features

@Hydro, what about craters and tar pits (on Earth). I am not happy that they can't be worked at some stage even if it is only routes through them.
 
@Hydro, what about craters and tar pits (on Earth). I am not happy that they can't be worked at some stage even if it is only routes through them.

Agreed.
 
@Hydro, what about craters and tar pits (on Earth). I am not happy that they can't be worked at some stage even if it is only routes through them.

I have been thinking about them actually. Here are my ideas ...

Drain Tarpit
Req Tech: Civil Engineering
- Removes Tarpit
- Made by Bulldozer OR Terraformer

Remove Landmark
Req Tech: Civil Engineering
- Removes Landmarks
- Made by Bulldozer OR Terraformer

Remove Crater
Req Tech: Civil Engineering
- Removes Crater, Small Crater, Medium Crater or Large Crater
- Made by Bulldozer OR Terraformer

And for worked tiles ...

Tarpit
- Remove Impassable
- Change to Movement Cost -3 (It would be cool if we had an event where your unit get stuck in the Tarpit)
- Defenders get -50% Strength
- Can have Tar Collector (Req Mining)
- Can have Dig Site on it like Fossils
- Can have Well on it like Oil or Natural Gas
- Can have Nature Persevere

Caves
- Defenders get +50% Strength

Crater (Earth)
- Remove Impassable
- Change to Movement Cost -2
- Defenders get +50% Strength
- Can have Nature Persevere

Crater (Small) (Moon)
- Remove Impassable
- Change to Movement Cost 0

Crater (Medium) (Moon)
- Remove Impassable
- Change to Movement Cost -1
- Defenders get +25% Strength

Crater (Large) (Moon)
- Remove Impassable
- Change to Movement Cost -2
- Defenders get +50% Strength
 
I would have made Craters impassible until Mountaineering. (This will require all land units to have this feature passable at Mountaineering or maybe just workers since when they build a route any one can enter as currently happens with Mountains.)

Similarly for tar pits though I would have had Construction (same tech as when bridges can be built over rivers) as the passable tech (without route). Workers would be able to enter the plot earlier but only routes of paved roads and above can be built there. Not sure this will work.
 
You could certainly restrict what could be built there.

But I'm not sure the removal of impassability was setup to account for more than Peak terrains as being possible impassables. I think Ice terrain could be a similar situation where all units (except perhaps the Nomadic Tribe units intended for the Nomadic Start (and any units on the same space) should find the terrain impassable, with the exception of a few specific unit exceptions and passable after a particular tech would also be another area we could use a more adaptable system for establishing impassability rules.

Following what was done for peaks, I think it would be possible to fairly easily set up such a structure that enables these kinds of passable/impassable switches in the xml. But it'd take me a bit to work out. So as long as I know its something we all want, then I'll put it on my task list and ask for a little patience before I can address it.
 
I did not say it is not working correctly. It is there but wont happen since we don't have anything that makes it happen at the moment. Just like the space terrain.
 
LunarMongoose author of the Mongoose Mod has done some new work with Burnt forest and animations. He has also done other terrain features too. Might want to check it out if you have not already. He cites C2C as good place to nip ideas. Maybe a place/modder to reciprocate with? http://forums.civfanatics.com/showpost.php?p=12111854&postcount=9

JosEPh
 
I did not say it is not working correctly. It is there but wont happen since we don't have anything that makes it happen at the moment. Just like the space terrain.

My misunderstanding then, but again then, will we be placing the Ancient Forest "python" concurrent with FfH2? ie a unit goes to a certain spot on the map where an Ancient Forest is, and POOF there is a unit there for sabotage against you??
 
My misunderstanding then, but again then, will we be placing the Ancient Forest "python" concurrent with FfH2? ie a unit goes to a certain spot on the map where an Ancient Forest is, and POOF there is a unit there for sabotage against you??

Are you talking about the spiders or a more recent development than I'm aware of over there?

Eventually, a stealth mod is planned that will greatly deepen unit visibility matters, allowing for this kind of ambushing that you see with the giant spiders in that mod (and more!)

I'm not sure that was ever really an effect tied to Ancient Forests specifically. It was just that you couldn't see the suckers unless you were right next to them (perhaps provided they were at least in a forest terrain...)
 
That is what I intend to do soon, and turn that into some new tech ideas. I wish Vokarya would stay long enough to help with prereqs for that, but if not I can do it myself.

I can try my hand at helping with that. I'd just need an up-to-date science screenie.


As for the lunar terraforming, I have an idea.

Lunar Basalt -(Terraform)-> Lunar Desert -(Terraform)-> Lunar Barrens* -(Improvement)-> Lunar Dome -(Terraform)-> Barrens -(Improvement)-> Hydrated Dome -(Terraform)-> Plains -(Improvement)-> Eco Dome -(Terraform)-> Lush

*Also where Lunar Plains would fit in.
 
I can try my hand at helping with that. I'd just need an up-to-date science screenie.


As for the lunar terraforming, I have an idea.

Lunar Basalt -(Terraform)-> Lunar Desert -(Terraform)-> Lunar Barrens* -(Improvement)-> Lunar Dome -(Terraform)-> Barrens -(Improvement)-> Hydrated Dome -(Terraform)-> Plains -(Improvement)-> Eco Dome -(Terraform)-> Lush

*Also where Lunar Plains would fit in.

Well I already want to have added Greenhouse/Agrodomes for the Moon and Mars. However those are not terraforming just self contained environments. I just have to write up the stats but I thought DH was getting overwhelmed. So I have not posted it yet.
 
I can try my hand at helping with that. I'd just need an up-to-date science screenie.

You could use the spreadsheet in Hydro's sig. And I've gone through Azure's old ideas for the TH era (I couldn't find the large lists for the Galactic Era) and found about 6 new things that are worth adding.

In terms of how many new things I want to add to the Galactic Era, I'm aiming for 40 new techs, as well as renaming some existing techs. Just so you have a ballpark of how much stuff the Galactic Era will contain eventually.
 
@ls612

Don't forget that Vokarya plans to move most of the Lunar techs and some other techs to the Trans-Human era.

I know, but I don't think that that will be a huge difference from the 30000 foot level that Civ Fuehrer is going to be looking at things.
 
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