New terrain features

Not quite. How I was thinking was:

Sapphires in City Vicinity enable Sapphire Mine.
Rubies in City Vicinity enable Ruby Mine.
Diamonds in City Vicinity enable Diamond Mine.
All [gem] Mines enable Gem Cutter, which in turn gives the resource Gems (for building bonuses and base happy, just like Gems do now) as well as enabling [specific gem] Cutter.

Just a thought anyway. One type of gem would be enough to get the Gems Resource but to get the specific gem type you'd need that resource on the map.

That makes our resources number go up and we do not have room for different type of gems, unless other resources are removed.

Speaking of which;

Is there a way to set a flag of 2, 3 and 4 of the same resource needed in City Vicinity for a building?
Twas thinking that extra buildings could be enabled that way. 1 Deer Resource grants Deer Hunters Camp. 2 Deer Resources grant Deer Ranch as well. 3 Deer Resources grant National Deer Park (National Wonder) as well. 4 Deer Resources grant World Deer Park (World Wonder).
1 Dye Resource grants, ehm, nothing but the resource. 2 Dye Resources grant Paint Hut (upgraded later to Paint Shop). 3 Dye Resources grant Painters Haven (National Wonder). 4 Dye Resources grant a World Wonder (can't think of something good for this one myself.
1 Silver Resource grants Silver Mine and Silver Smith. 2 Silver Resources grants Expert Silver Smith as well. 3 Silver Resources grant Silver Valley (National Wonder). 4 Silver Resources grant Great Silver Valley (World Wonder).

Cheers.

I don't know but it seems like something Kosh could probably do. However we could always do it the other way. Say have 3 cities with X Vicinity building can make Y building. Much like how cathedrals need a certain number of temples in cities in order to build them.
 
I don't know but it seems like something Kosh could probably do. However we could always do it the other way. Say have 3 cities with X Vicinity building can make Y building. Much like how cathedrals need a certain number of temples in cities in order to build them.

I like that. I've been thinking that there should be some benefit for having multiple resources of the same type (other than where corporations are involved) and that sounds like it can work with the system already in place.
 
I like that. I've been thinking that there should be some benefit for having multiple resources of the same type (other than where corporations are involved) and that sounds like it can work with the system already in place.

I prefer this way (just because the chances of multiples in one city vicinit drops off fast with increasing requirements on most maps), but if we want the capability of doing it the other way it wouldn't be hard to add.
 
I know the chances of multiple resources isn't that high, except for a few resources that almost always seem to clump together. Cotton, Dye, and Silver mostly from what I've seen. There's also the planting of the farm/plantation resources. Might make it really worth the effort of placing three Tea around one city for instance. So with those not that hard to get, harder and rarer with mineral/metal type resources, but not impossible if planning for the third plot out with a city or two.
 
I prefer this way (just because the chances of multiples in one city vicinit drops off fast with increasing requirements on most maps), but if we want the capability of doing it the other way it wouldn't be hard to add.

If you are going to look at the vicinity code could you look into the possibility of including buildings that provide a resource as being in the vicinity. This assumes that the bug that breaks corporations with strategic resources is fixed so we can put the bonus back in the XML rather than in Python where it is now. :sigh:
 
If you are going to look at the vicinity code could you look into the possibility of including buildings that provide a resource as being in the vicinity. This assumes that the bug that breaks corporations with strategic resources is fixed so we can put the bonus back in the XML rather than in Python where it is now. :sigh:

So to clarify - buildings that count as a vicinit resource NOT as a full-on (tradeable, gives it in all cities) resource? So same as an unimproved natural resource in effect?
 
So to clarify - buildings that count as a vicinit resource NOT as a full-on (tradeable, gives it in all cities) resource? So same as an unimproved natural resource in effect?

Eg a plot with deer when it has a camp on it provides BONUS_DEER. If it is near enough to be worked by a city it is in the vicinity of the city.

The deer herd building also provides the BONUS_DEER so if it is build in a city the resource, BONUS_DEER, should be classed as being in the vicinity of the city.

The bonus is currently being added by Python using changeFreeBonus on the city. So if that is stored at the city level it may be that we don't have to worry about fixing the guild/corporation problem (infinite loop/ctd or building/guild/corp not able to be built/spread to city).

We have a number of work arounds in place at the moment but there are some we have missed and it would make the building prerequirement stuff easier.
 
Ack why? And why those?

The red and blue corn look awful.

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If you wanted to convert any you should have converted the named "coconuts", "prickly pear", "peyote" or "papyrus" in this picture above for new desert "forests".
 
Ack why? And why those?

The red and blue corn look awful.

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If you wanted to convert any you should have converted the named "coconuts", "prickly pear", "peyote" or "papyrus" in this picture above for new desert "forests".

I converted the ones that were there. "Peyote" for example was converted. There is no "prickly pear". Maybe I got the wrong mod? I have papyrus from another mod, which looks good.
 
I know the chances of multiple resources isn't that high, except for a few resources that almost always seem to clump together. Cotton, Dye, and Silver mostly from what I've seen. There's also the planting of the farm/plantation resources. Might make it really worth the effort of placing three Tea around one city for instance. So with those not that hard to get, harder and rarer with mineral/metal type resources, but not impossible if planning for the third plot out with a city or two.

The clumping of resources is based on the map script though and the majority of map scripts don't do that (although I think C2C Perfect World DOES-- I've been using Planet Generator lately:mischief:)

The Great Farmer CAN plant the additional resources to bring up the number, but that unit doesn't show up until mid game and takes awhile to build and work the tile. So any kind of Wonder or Buildings that need the multiple resources should be appropriate for mid to mid-late game.
 
The clumping of resources is based on the map script though and the majority of map scripts don't do that (although I think C2C Perfect World DOES-- I've been using Planet Generator lately:mischief:)

No. It occurs in every map script since <iGroupRange> tags of those resources are set as non-zero(true). So, clumping is actually a feature.
 
No. It occurs in every map script since <iGroupRange> tags of those resources are set as non-zero(true). So, clumping is actually a feature.

I've tried a range of map scripts across various mods and have only seen it occur on very few on the maps I've played. Unless you mean it's a feature specific to C2C?
 
My memory can be false, then.. IIRC, I've seen it since BTS (or maybe earlier).
 
iGroupRange is not a C2C thing. I couldn't say when it arose, but certainly pre-C2C
 
I converted the ones that were there. "Peyote" for example was converted. There is no "prickly pear". Maybe I got the wrong mod? I have papyrus from another mod, which looks good.

I just named them that. I forget what they are called in Dune Wars.

EDIT:

BONUS_BARADYE = "Prickly Pear" in the image
BONUS_BARREL_CACTUS = "Peyote" in the image
BONUS_GROUNDWATER = "Papyrus" in the image
BONUS_DATE_PALMS = "Coconuts" in the image
BONUS_SAPHO = "Date Palms" in the image

In other words, please do this ...

Cactus Forest (Desert Terrain)
- BONUS_BARADYE
- BONUS_BARREL_CACTUS

Palm Forest (Desert Terrain)
- BONUS_DATE_PALMS
- BONUS_SAPHO

Reeds (Marsh Terrain)
BONUS_SWORD_GRASS

These would all be Forest type Terrain Features who would be limited to their terrain type.

Not sure what to do with the BONUS_GROUNDWATER one.
 
I just named them that. I forget what they are called in Dune Wars.

EDIT:

BONUS_BARADYE = "Prickly Pear" in the image
BONUS_BARREL_CACTUS = "Peyote" in the image
BONUS_GROUNDWATER = "Papyrus" in the image
BONUS_DATE_PALMS = "Coconuts" in the image
BONUS_SAPHO = "Date Palms" in the image

In other words ...

Cactus Forest (Desert Terrain)
- BONUS_BARADYE
- BONUS_BARREL_CACTUS

Palm Forest (Desert Terrain)
- BONUS_DATE_PALMS
- BONUS_SAPHO

Reeds (Marsh Terrain)
BONUS_SWORD_GRASS

These would all be Forest type Terrain Features who would be limited to their terrain type.

Not sure what to do with the BONUS_GROUNDWATER one.

OK, that explains the confusion on my part. The papyrus one I have is much better so I will convert that. Sword Grass does not look good on the map atm. It is number 3 on the top line of the diagram above. I like the blue and red corn;). Thinks, .... the red corn may be a better "Martian Red Weed".

I have just added swamp to the C2C Perfect World map script. can you check it out to see if it is working fine.

Edit done - sort of. need better button for sapho and text needs work.

If we are going to have papyrus as a feature we need some way of having it on another feature "flood plains" an that is beyond my skill set.
 

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@Dancing Hoskuld

1. Here is is California Pam icon/button for the SAPHO.

2. Please don't use the "red corn" for the "Martian Red Weed". I personally think the "red wheat" looks better as "Martian Red Weed".

3. Ok we can skip the sword grass. Plus it looks too much like the seaweed/kelp anywho.

4. Just use SO's Papyrus and use it as a forest for the Marsh terrain instead of the flood plains. This way the Marsh would have 2 type of terrain features; the Papyrus or the Swamp.

5. I think i found something for the coral reef. However its a unit. Can unit graphics be converted into terrain features?
 
Red and Blue corn (commonly called maze by native american tribes) is the correct color. But I don't see it in any of your pics. :confused:

JosEPh :)
 
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