New terrain features

There is a file called C2C_Terrain_Addons_CIV4GameText.xml in all versions from v21 (the earliest I have) through the current v29. It was initially getting smaller but then starts getting bigger again after v25 (more space related stuff, plus some early buildings too).

I see no Python file with a similar name anywhere back to v21. Based on the text keys in the file, I'm not sure what would be in such a python file.

It was made by DH, and it also made regular maps made just like mapscript ones. Adding all the terrain and resources etc to it, but it was only done one or two times and then DH got rid of it, and then he also deleted it from all of his filex also, but its a GREAT tool and needs to be re-done.
 
A tag <bRequiresHills> and <bRequiresCoast> would be a useful addition to the FeatureInfo XML. This can allow the Mangrove to make use of bRequiresCoast, other things like Caves could make use of bRequiresHills.

Current tags allow us to tell something that it can only be on flatlands, or that it can not be on a coast, but not the opposite.
 
As far as I understand it, at present multi-features dont work for mixing with a non-none art types and riverside features.

This would make a flood plains + forest or jungle not viable.
Should a seperate combo feature for this idea be considered?
Flooded Forest, Flooded Jungle, Flooded Bamboo.

Also suggesting a Deep Jungle feature. Similar in idea to ancient forest.
Just like jungle but +1 hammer, and 4 move instead of 3, and higher air pollution cleanup.
 
Improvements are stored in the structures folder so it may be those were stored in or reused building graphics which have been removed. In fact they all use the same one I think.

Are these in YOUR modules, if so i can track them down?
 
They are from the Stone Age mod so they were added way back.
Code:
		<ImprovementArtInfo>
		  <Type>ART_DEF_IMPROVEMENT_ROCK_GATHERER</Type>
		  <bExtraAnimations>0</bExtraAnimations>
		  <fScale>0.6</fScale>
		  <fInterfaceScale>1.0</fInterfaceScale>
		  <NIF>Art/Structures/Buildings/[B]RockGatherer[/B]/camp_fx.nif</NIF>
		  <KFM>Art/Structures/Buildings/RockGatherer/Camp.kfm</KFM>
		  <Button>Art/Interface/Buttons/Builds/Button_StoneToolsWorkshop.dds</Button>
		</ImprovementArtInfo>

So yes they were in the same folder as buildings. They were in the core not mine.
 
They are from the Stone Age mod so they were added way back.

So yes they were in the same folder as buildings. They were in the core not mine.

Thx, yeah i fixed them already, . Got to find the Special StoneWorkshop and the other stone thing Hydro mentioned /??
 
@Hydro I have just realised that I have not adjusted the Natural Wonders for C2C terrains. Are they on the correct terrains for C2C? I am just updating to the latest version adding 4 new ones. I am about to put these new ones on the SVN.
 
@Dancing Hoskuld

Ok so looking over stuff ...

GREAT_BARRIER - I think this should only be in Tropical Coast, not normal Coast.

EVEREST - I think Snow OR Permafrost. Possibly even Rocky terrain.

FUJI - Same as EVEREST.

AURORA - I think Ice OR Permafrost OR Tundra

BAIKAL - I think Grassland OR Plain OR Tundra

BARRINGER_CRATER - I think Desert OR Scrub OR Barren

BASALT_ORGAN - I think Salt Flats OR Barren OR Rocky

DEVILS_TABLE - I think Desert OR Scrub OR Plains

SOPKA - Same as EVEREST.

KRAKATOA - I think Tropical Ocean.

NGORONGORO_CRATER - I think Grassland OR Plains OR Scrub

NUKUORO - I think Tropical Coast

PAMUKKALE - I think Tundra OR Snow OR Permafrost

PRAVCICKA_BRANA - I think Rocky OR Scrub OR Plains

SHARK_BAY - I think Tropical Coast OR normal Coast

SINAI - I think Desert OR Dunes

SUGARLOAF - Not sure. Probably ok.

ULURU - I think Desert OR Scrub

VICTORIA_FALLS - I think Lush OR Muddy OR Marsh
 
The Natural Wonders appear on random map scripts only at this stage. Not all may appear, the function that adds them uses a random number with a threshold based on map size. So smaller maps will have fewer of them than larger maps.
 
The Natural Wonders appear on random map scripts only at this stage. Not all may appear, the function that adds them uses a random number with a threshold based on map size. So smaller maps will have fewer of them than larger maps.

Now you say "at this time." So the plan is to have them go to normal maps also, and not just mapscripts? I need to know, because of the maps i have planned, thx.
 
Now you say "at this time." So the plan is to have them go to normal maps also, and not just mapscripts? I need to know, because of the maps i have planned, thx.

I only do the map script stuff. The Natural Wonders can be placed on any custom map (not totally sure about the Great Barrier reef) but that is the job of the map maker. The Natural Wonders are "just" terrain features.
 
I only do the map script stuff. The Natural Wonders can be placed on any custom map (not totally sure about the Great Barrier reef) but that is the job of the map maker. The Natural Wonders are "just" terrain features.

I knew that, DANG, that why I wish you had that Terrain-Add_On python again, it worked great for "regular" maps, wish i could still find it:(
 
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