New terrain features

I have just updated the first post with a new version of terrain features and resources. I think resources Mammoth, Clay and Lobster; and terrain features Bones and tar Pit are working fine, so if there are no objections in the ext few days I will look to moving them into the SVN. I will need to do something about C2C Perfect World map script to get the features on the map.

I have an idea where the resource display problem may be occurring but i want to get a number of things off my plate before looking into it.


Can you please make sure the following resources get in? Note I limited myself to 5 and made sure they were not already represented. Hopefully 5 map resources will not kill the other resources.

Cactus
Graphic: Cactus (Dune Wars)
Bonus: +1 Food
Revealed: Gathering
Enabled: Gathering
Improvement: Gathering Camp -> Picking Camp -> Plantation
Terrain: Desert

Papyrus
Graphic: Papyrus (Strategyonly's File)
Bonus: +1 Commerce
Revealed: Gathering
Enabled: Weaving
Improvement: Gathering Camp -> Picking Camp -> Plantation
Terrain: Flood Plains or Marsh

Coconuts
Graphic: Palm Trees (Dune Wars)
Bonus: +1 Food
Revealed: Gathering
Enabled: Gathering
Improvement: Gathering Camp -> Picking Camp -> Plantation
Terrain: Jungle

Flowers
Graphic: Red Flowers (Dune Wars)
Bonus: +1 Commerce
Revealed: Gathering
Enabled: Florestry
Improvement: Plantation?
Terrain: Any (Except Ice, Coast and Ocean)

Flax
Graphic: Flax (Strategyonly's File)
Bonus: +1 Commerce
Revealed: Gathering
Enabled: Weaving
Improvement: Gathering Camp -> Picking Camp -> Plantation
Terrain: Grassland

Thanks in advance.
 
Awesome.

So you will pillage the other types of base terrains and terrain features from Dune Wars too right?

Is there anyway "we" can start incorporating some of your ideas and stuff in the CORE of the mod, (done by you of course):blush::p
 
Is there anyway "we" can start incorporating some of your ideas and stuff in the CORE of the mod, (done by you of course):blush::p

What I suggest I do is
  • Move the stuff currently in the Modules/Resources folder into the core folders. This would let you include their graphics in the FPK file. There has been enough time for comment and fixes.
  • When we have finished testing these. Move these into the Resources folder so the wider community can comment and they can be fixed or changed quickly.
  • Then at latter date move those into the core files.

OK by you?
 
What I suggest I do is
  • Move the stuff currently in the Modules/Resources folder into the core folders. This would let you include their graphics in the FPK file. There has been enough time for comment and fixes.
  • When we have finished testing these. Move these into the Resources folder so the wider community can comment and they can be fixed or changed quickly.
  • Then at latter date move those into the core files.

OK by you?

:lol: but of course:clap:
 
There is a new file with some new resources. Opium, Papyrus and Flax.

I think the following are working fine.
  • Terrain Features - Bones and Tar Pit
  • Resource - Mammoth and maybe Rabbits from my extras

If you have no objections I will move these to the SVN in the Modules/Resources folder. Where there will be a MLF with all of them not included in game until there are things that use them.
 
I have added improvements for Reefs - becons and lighthouses. For kelp I added a harvester, then at 3 am this morning I woke up and remembered that I had not changed the tech for it from my test to a more realistic one. ;)

Hydro, you do realise that "impassible" on terrains and features means impassible until you get Mountaineering!
 
I'm all for the addition of a myriad of different resources but one single question pops up then:
Cultures?

As it stands it's already hard to get a secondary culture, have to have the exact right resource available in an easily accessible spot, or war to get to it. Great Farmer allows for placement of some of these resources and can thus easier be gotten even if it's rather late in the game for quite a few cultures. Either the GF should be able to place most or all (or have secondary Prospector or such) or none of the resources required for Cultures.

Would it be possible for you (the Team) to add ways to get Cultures? English for instance could be Apples OR Wheat (Beer/Distilling), French Wine OR Stone (Castles), and so on.


The resources that are similar in nature or same but split up could still be added as long as a building they enabled gave the base resource. Beaver, Seal, Bison, Deer, and so on could enable a Furrier building that created a Fur resource. Sapphires, Diamonds, Rubies and so on could enable a Tinker or Gem Tinker building that gave Gems as a resource.
That way it'd be more variation in cities while still granting the buildings that gain bonuses from Fur or Gems their bonus.
Of course some buildings would need changing slightly as neither Fur nor Gems would be able to be in a City Vicinity any more.

This would just be on par with a lot that's already there; Grains given by Rice, Wheat, or Corn, and so on.

Cheers.
 
Hydro, you do realise that "impassible" on terrains and features means impassible until you get Mountaineering!

That makes sense for landmarks but sort of silly for the tar pits. :lol:

I'm all for the addition of a myriad of different resources but one single question pops up then:
Cultures?

As it stands it's already hard to get a secondary culture, have to have the exact right resource available in an easily accessible spot, or war to get to it. Great Farmer allows for placement of some of these resources and can thus easier be gotten even if it's rather late in the game for quite a few cultures. Either the GF should be able to place most or all (or have secondary Prospector or such) or none of the resources required for Cultures.

First of all the cultures are not suppose to be easy to get. Otherwise everyone would get every culture and no civilization would be different. Secondly there are a lot more I have not gotten to yet. And we only have so many resources. So in the future there is bound to be at least 1 culture you can get early in the game. Just there are so few cultures at the moment that not all resources and cultures have a culture yet. If you want an early game culture you are more likely to get it with a Culture from the Americas.

However this topic should probably be discussed in this thread ...

C2C - Wonder Civs
http://forums.civfanatics.com/showthread.php?t=419773
 
The resources that are similar in nature or same but split up could still be added as long as a building they enabled gave the base resource. Beaver, Seal, Bison, Deer, and so on could enable a Furrier building that created a Fur resource. Sapphires, Diamonds, Rubies and so on could enable a Tinker or Gem Tinker building that gave Gems as a resource.
That way it'd be more variation in cities while still granting the buildings that gain bonuses from Fur or Gems their bonus.
Of course some buildings would need changing slightly as neither Fur nor Gems would be able to be in a City Vicinity any more.

Have you even looked at all the bonus buildings? We have tons a different variations of resources, such as for minerals we have ...

Minerals Mod
- Amethyst Mine
- Bauxite Mine
- Borax Mine
- Caesium Mine
- Chalk Pit
- Clay Pit
- Coal Mine
- Cobalt Mine
- Chromite Mine
- Citrine Mine
- Copper Mine
- Diamond Mine
- Emerald Mine
- Flint Quarry
- Fluorite Mine
- Garnet Mine
- Gold Mine
- Graphite Mine
- Hematite Pit
- Iron Mine
- Jade Mine
- Jet Mine
- Lead Mine
- Magnetite Mine
- Marble Quarry
- Mercury Mine
- National Marble Reserve
- National Obsidian Reserve
- National Salt Reserve
- National Stone Reserve
- Nickel Mine
- Obsidian Quarry
- Oil Derrick
- Onyx Mine
- Pyrite Mine
- Quartz Mine
- Ruby Mine
- Salt Quarry
- Sand Pit (Beach)
- Sand Pit (Desert)
- Sand Pit (Stone)
- Sapphire Mine
- Silver Mine
- Stone Quarry
- Sulphur Mine
- Tin Mine
- Titanium Mine
- Topaz Mine
- Turquoise Mine
- Uranium Mine
- Zinc Mine
 
I have. What I suggested would turn that up side down I suppose. *laugh* Having them buildable by one resource and granting a "base resource" rather than having the base and getting various bonus buildings.
 
I have. What I suggested would turn that up side down I suppose. *laugh* Having them buildable by one resource and granting a "base resource" rather than having the base and getting various bonus buildings.

Won't that mean that every say gem mine would give every type of gem? No city would be unique anymore then.
 
Maybe icebergs could be a movable- seasonal terrain. I think there is a winter mod.
I like the idea of seasonal changes, trees changing color, wet/dry seasons. Maybe using global warming code variations?
I like the idea of deforestations spawning animals, like bears coming out of a cut forest near urban areas in modern times.
Maybe mines produce nearby wasteland for pollution.
 
Experimental features from Dune Wars. I need some ideas on how often these features should appear.
 

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Experimental features from Dune Wars. I need some ideas on how often these features should appear.

Yay! Hmm. I am not sure. What do the resources have for their spawn rate? The polar one should only appear in polar biomes (tundra or ice) and the arid ones should only appear in the desert terrain. Maybe like something low like 10% of the total type. So like maybe out of 100 desert tiles 10 will show up at random. Or do you think that is too high? We may need to test and tweak.
 
Won't that mean that every say gem mine would give every type of gem? No city would be unique anymore then.

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.
 
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.
 
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