New terrain features

1. There should be a scrub forest possible. Think like the dry eucalyptus forests. If its not possible yet we should make it so forests can grow on scrubs.

2. Pig on scrub is like Peccary or Warhogs.

3. Most do, except for dune. I left most things off dunes except for oil, camels and incenses.

4. I was trying to have them be in more volcanic terrain, barren looks more like black volcanic terrain and rocky could too. Sulpher and Obsidian are typically found around volcano terrain since they originate from them.

5. I will have to look at that.

6. Nothing else spawns on salt flats so it should generate as long as there is salt flats.

7. Oops! It was suppose to be.
 
I updated several more map scripts and pushed them to the SVN.
They also place walrus/sea lion and goody islands.
 
@climat

Ok I fixed most of the things you said that I agree with.

I am not sure how to change it so forests can generate on scrub though.

Thanks for explanation and quick change. :)

For forest on scrub, one change is needed.

Code:
			<TerrainBooleans>
				<TerrainBoolean>
					<TerrainType>TERRAIN_GRASS</TerrainType>
					<bTerrain>1</bTerrain>
				</TerrainBoolean>
				<TerrainBoolean>
					<TerrainType>TERRAIN_PLAINS</TerrainType>
					<bTerrain>1</bTerrain>
				</TerrainBoolean>
				<TerrainBoolean>
					<TerrainType>TERRAIN_TUNDRA</TerrainType>
					<bTerrain>1</bTerrain>
				</TerrainBoolean>
				<TerrainBoolean>
					<TerrainType>TERRAIN_PERMAFROST</TerrainType>
					<bTerrain>1</bTerrain>
				</TerrainBoolean>
				<TerrainBoolean>
					<TerrainType>TERRAIN_LUSH</TerrainType>
					<bTerrain>1</bTerrain>
				</TerrainBoolean>
				<TerrainBoolean>
					<TerrainType>TERRAIN_MUDDY</TerrainType>
					<bTerrain>1</bTerrain>
				</TerrainBoolean>
				<TerrainBoolean>
					<TerrainType>TERRAIN_ROCKY</TerrainType>
					<bTerrain>1</bTerrain>
				</TerrainBoolean>
				<TerrainBoolean>
					<TerrainType>TERRAIN_SCRUB</TerrainType>
					<bTerrain>1</bTerrain>
				</TerrainBoolean>
			</TerrainBooleans>

Change forest part of C2CTerrain_CIV4FeaturesInfo.xml (Modules/Resources/NewTerrains) like this, and forest will be placed.
 
Got the latest SVN up and running. First thing is adjusting myself to the look of the new terrain. I do like the variety. Beyond that some comments:

1. Noticed a little more lag on the largest map sizes even at the start of the game. Not sure if the additional terrain is causing it. Not using any different settings than before in previous games. Haven't play long enough to see if it gets worse later on.

2. Was getting a lot of dunes directly adjacent to rivers. Would think that arid land next to rivers w/o floodplains would be rather rare.
 
Isn't area like Nile covered by Desert+Flood Plains? I thought Dunes are sand hills..
 
  • 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
Can you do points 1 to 3 on the list?
I'll continue working on points 3 and 4.

Landmarks, Tar Pits and Fossils now generate on the new terrain. So now #2 is done.

What do we have left?
 
Landmarks, Tar Pits and Fossils now generate on the new terrain. So now #2 is done.

What do we have left?

Please check that all the new features are correct. I found that the crater was passible, I had assumed it wasn't and got attacked through it. On that note the crater should be passible with mountaineering. What about others? Sword grass should be removed when you build improvements on it. It is a stand in for the very tall grasses and reeds.

I notice my favorite map script has not been concerted - Tectonics. Nor JosephII's Archpeligo.
 
Please check that all the new features are correct. I found that the crater was passible, I had assumed it wasn't and got attacked through it. On that note the crater should be passible with mountaineering. What about others? Sword grass should be removed when you build improvements on it. It is a stand in for the very tall grasses and reeds.

I notice my favorite map script has not been concerted - Tectonics. Nor JosephII's Archpeligo.

I did not touch the crater. It had no TerrainBoolean. I was not sure what to do with it since I have sen it on maps. However I would think craters would only be in more dry regions where the crater would not be eroded away so fast from rains. Do many like Desert, Scrub, Barren, Rocky, tundra and Permaforst. Maybe even salt flats.

Yeah probably grass should be removed to represent clearing the land. However I don't think it should give hammers for "chopping".
 
I did not touch the crater. It had no TerrainBoolean. I was not sure what to do with it since I have sen it on maps. However I would think craters would only be in more dry regions where the crater would not be eroded away so fast from rains. Do many like Desert, Scrub, Barren, Rocky, tundra and Permaforst. Maybe even salt flats.

Yeah probably grass should be removed to represent clearing the land. However I don't think it should give hammers for "chopping".

No, not touch, read the pedia and make sure that they look right and have the correct stats. The crater should be very rare. i don't think chopping of sword grass should give anything. It is very useful for thatching and rope but other than that...
 
I notice my favorite map script has not been concerted - Tectonics. Nor JosephII's Archpeligo.
I updated Archipelago now (that was one of the easy ones which use the standard terrain generator).
Tectonics is harder (at least not a fast morning pre work job). I'll get to it this evening.
In general, it is good if people tell me which map generators they use so I can update the favorite ones first.
 
I updated Archipelago now (that was one of the easy ones which use the standard terrain generator).
Tectonics is harder (at least not a fast morning pre work job). I'll get to it this evening.
In general, it is good if people tell me which map generators they use so I can update the favorite ones first.

Is there a list being mzintained so that people can refer to it at any given release? Maybe a pediatric concepts entry would be best (slightly abuses it, but that way it's in-game and can easily be kept upmto,date).
 
Is there a list being mzintained so that people can refer to it at any given release? Maybe a pediatric concepts entry would be best (slightly abuses it, but that way it's in-game and can easily be kept upmto,date).
I give all updated map scripts a C2C_ prefix to make it clear which ones have been converted. It also means those are first in the selection list.
 
I give all updated map scripts a C2C_ prefix to make it clear which ones have been converted. It also means those are first in the selection list.

This also means that the RoM ones are left as they were before right? So if people for whatever reason do not like the new C2C maps they can play the old RoM map scripts. Right?
 
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