Dancing Hoskuld
Deity
Storms do "spawn" right? Or should it have another name?
They do and all storms should be turned off by the "No Storms" option even blizzards and dust storms. On another point out trees don't change colour with the seasons.
Storms do "spawn" right? Or should it have another name?
They do and all storms should be turned off by the "No Storms" option even blizzards and dust storms. On another point out trees don't change colour with the seasons.
My point was that there is only a very limited amount of difference between placement at map start and spawning during the game in regards to the conditions you define for the spawn/placement event and there is little difference between placing/spawning bonuses, features or animals.To reduce confusion can we call the placement of things on the map something different to spawn and just use that word for changes during game play. So that units and volcanoes spawn during play but mountains and rivers are placed at map generation time.
The advantage is that after the effort to write that generic code XMLers can implement quite some interesting effects without a coder.
My point was that there is only a very limited amount of difference between placement at map start and spawning during the game in regards to the conditions you define for the spawn/placement event and there is little difference between placing/spawning bonuses, features or animals.
All of that could be handled by very similar/mostly the same code using an extended version of the SpawnInfos.xml.
The advantage is that after the effort to write that generic code XMLers can implement quite some interesting effects without a coder.
Down in Louisiana, where I grew up, we have salt domes that are basically islands that can be mined for salt. That may be duplicated by the salt resource, but it's a distinct land feature. Swamp can also be different from marsh, not sure if you have covered that yet.
http://es.wikipedia.org/wiki/Tierra_colorada. It is certainly not something to do at once but it is something I could work on when I am finished with the map scripts.There is no difference at the code level, it is just confusing when discussing, that is all.
The current spawn XML is only recourse based at the moment. Changing it is probably not too hard but will take time away from other things.
Wouldn't an appearance and terrains set in the feature xml spawn the reefs, kelps and new terrain features fine?My post map script currently places
- goody islands - sea coastal 20% if goody huts are enabled
- walruses - polar sea coastal land 1 in every 4 seal locations
- seals - polar sea coastal land and any single plot island that is not a peak
- it also does reefs and kelp and a few other of the new terrain features.
Goody Islands are a special improvement, as will be ship wrecks (which will be placed on the map in game because of events). Seals and Walrus are resources.
It would pretty much need a collection of all the different tags that are already present for spawning/placement in bonus, feature, spawn info xml and some more.If we were to put that in a Improvement/Resource Spawn XML we would need fields for
- option(s) when valid/invalid
- latitude - with the option of limiting to one hemisphere eg polar bears in the north and penguins in the south.
- plot nature - for example coastal is defined but it may be next to a lake. The plot may be both coastal for a lake and sea.
@AIANdy & Dancing Hoskuld
So what do we have left to get done before the update?
Can you do points 1 to 3 on the list?
- Set all the new terrain types in the bonus info xml where appropriate
- Set the appearance chance and terrain types for the rock formations in their feature info xml
- Check the terrain info xml for the new terrains for proper settings (especially in regards to slowing)
- Prepare more map scripts for the new terrains
- Move the post map script code for seal/walrus/goody island to the map scripts
I'll continue working on points 3 and 4.
It is certainly not something to do at once but it is something I could work on when I am finished with the map scripts.
Wouldn't an appearance and terrains set in the feature xml spawn the reefs, kelps and new terrain features fine?
It would pretty much need a collection of all the different tags that are already present for spawning/placement in bonus, feature, spawn info xml and some more.
There are certainly a lot more that are useful.
- in/outside cultural borders
- spawn chance per turn
- extra spawn chance per adjacent terrain of type
- only next to river
- civic required if in cultural borders
- tech required if in cultural borders
- not in player fog of war
- unit type to spawn
- unit type to despawn (needs to be present on the plot if set)
- feature type to spawn
- feature type to despawn (needs to be present on the plot if set)
- terrain type to spawn
- terrain type to despawn (restores original terrain, stored once after map creation)
- bonus type to spawn
- bonus type to despawn
- terrain required on plot
- unit required on plot
- feature required on plot
- bonus required on plot (or for all those a list of alternatives)
- min/max time valid
In which file is the current animal spawning code implemented? Python or C++?
Sounds right.I can try. I did not even realize they had XML command s for those. I have a few questions though ...
1a. This would be editing the "core" bouns files right (Assets/XML/Terrain/CIV4BonusInfos)?
1b. To tell them where to "generate" you change <TerrainBooleans> and <FeatureBooleans> if you want them to generate in one of the new terrains or forests (like bamboo or sword grass)?
2. This would be the same <TerrainBooleans> and <FeatureBooleans> right? For instance for the FEATURE_POLAR_ROCK_ARCH it has tundra and snow already and I would add like permafrost too. Right?
When I set up that terrain info xml for the new terrains I mainly wanted to see the art (to verify the map scripts work properly) so I did not properly set all the xml tags according to your plans. Among them movement. So someone should go over that and check if the values are correct.3. I am unsure what you means for "proper settings (especially in regards to slowing)". Do you mean movements? Terrain like ice or dunes are suppose to be very slow. Everything got tweaked and are not the same as they were before, even the old terrains got tweaked.
Thank you. I'll give it a try when I am finished with the map scripts.C++
It's driven by the (new) spawn info tag in civ4...spawninfos.XML. The schema for the new tag is in the units schema as I recall. If you let me know a prioritization of the extra tags you need adding to spawninfo, I'll see what I can do after I get home next week. alternatively if you want to make changes yourself, you'll need to change:
- The spawn info schema
- The schema parsing and in memory cvspawninfo class in cvinfos.cop
- The implementation of the spawning in cvgame::do spawns()
If you need write access to the svn send me a personal message with your svn userid and I'll add you
When I set up that terrain info xml for the new terrains I mainly wanted to see the art (to verify the map scripts work properly) so I did not properly set all the xml tags according to your plans. Among them movement. So someone should go over that and check if the values are correct.
Can you do points 1 to 3 on the list?
- Set all the new terrain types in the bonus info xml where appropriate
- Set the appearance chance and terrain types for the rock formations in their feature info xml
- Check the terrain info xml for the new terrains for proper settings (especially in regards to slowing)
- Prepare more map scripts for the new terrains
- Move the post map script code for seal/walrus/goody island to the map scripts
I'll continue working on points 3 and 4.

@Lexotan_sedlex
As for the Mountain terrains I agree with you but that was strategyonly's decision to change their appearance. It up to him if he wants them changed back. I personally am not one to talk since I am adding so many new terrains myself and would be hypocritical of me to except him to accept my terrain changes and not accept his. Thus my option is I like the old better but if its left with the new that's fine with me.
It's a collective effort to produce the best results we can; to push people to do better. Working in any kind of creative environment, you have to be able to take criticism as well as give it. It isn't personal, it's an attempt to help improve the work. To make C2C the best it can be. 
<FeatureTerrainBoolean>
<TerrainType>TERRAIN_SCRUB</TerrainType>
<bFeatureTerrain>1</bFeatureTerrain>
</FeatureTerrainBoolean>
As for the Mountain terrains I agree with you but that was strategyonly's decision to change their appearance. It up to him if he wants them changed back. I personally am not one to talk since I am adding so many new terrains myself and would be hypocritical of me to except him to accept my terrain changes and not accept his. Thus my option is I like the old better but if its left with the new that's fine with me.
It isn't hypocritical dude.It's a collective effort to produce the best results we can; to push people to do better. Working in any kind of creative environment, you have to be able to take criticism as well as give it. It isn't personal, it's an attempt to help improve the work. To make C2C the best it can be.
Besides, StrategyOnly is a good guy and I'm sure he's not going to just turn on you because you suggested one of his additions can be improved upon.![]()