New terrain features

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?
Some will work, some will likely not so for now I remove the old ones once I have converted them.
 
I converted Tectonics now and pushed it to the SVN.
Not entirely sure on the quality yet though. So feedback is appreciated.
 
I converted Tectonics now and pushed it to the SVN.
Not entirely sure on the quality yet though. So feedback is appreciated.

Thx sooo much for doing these mapscripts, and getting rid of the RoM_ and using C2C_, thx.;)
 
RoM_Islands, RoM_Lakes, RoM_Custom Continents to name a few more. I play these as well as RoM_Archipelago.

But I do want a variety as once in a while I'll play a Pangea.

JosEPh :)
 
@AIAndy

So what map scripts are left to convert?
28 map scripts are unconverted but I guess many of them are not worth the effort because no one actually uses them.
I'll convert those requested in this thread (and those I see are easy to convert).

But a healthy amount has already been converted so a release is possible now I guess.
 
I have figured out how volcano graphics work. In the event code it first turns off the peak, then places the volcano. When the volcano goes dormant it removes the volcano and turns on the peak! How simple:lol:.

I was going to use one of the volcano graphics to represent a "dormant" volcano and have a new event to make it erupt. Also have another event that makes it "permanently" extinct by replacing it with a peak with a sulphur or obsidian resource. i think that will need to wait for the next version. ;)

@AIAndy, just looked at the C2C_Tectonics map looks good. Except kelp and reefs are appearing in fresh water lakes. I think I did not put that fix up because you were taking over the map scripts and I had had a complaint about placing stuff over a scenario.
 
New plant features except Savanna take out +1:commerce: of tile adjacent to river, like forest. Do you think it's fine, or they shouldn't work like that?

Date Palm, Prickly Bear and Coconut are supposed to add 1:food: on a tile, but they don't when they are placed on hills (They can be placed on hills). I tried using <HillsYieldChange> tag, but this tag have a problem. It works properly with terrains which don't give any :food:, such as Barren, Rocky, Desert. It doesn't with other terrains.
Hill takes out 1:food: of a tile and adds 1:hammers:. So, a Scrub hill tile gives +1:hammers: in total. If a Date Palm is placed on this tile, it is supposed to add 1:food: and 1:commerce:, so the tile should give 1:food:, 1:hammers:, 1:commerce: in total. However, it adds 2:food: and 1:commerce: because now it is magically able to add 1:food: on the hill as originally intended and give additional 1:food: as <HillsYieldChange> commanded. :crazyeye:
 
New plant features except Savanna take out +1:commerce: of tile adjacent to river, like forest. Do you think it's fine, or they shouldn't work like that?

Date Palm, Prickly Bear and Coconut are supposed to add 1:food: on a tile, but they don't when they are placed on hills (They can be placed on hills). I tried using <HillsYieldChange> tag, but this tag have a problem. It works properly with terrains which don't give any :food:, such as Barren, Rocky, Desert. It doesn't with other terrains.
Hill takes out 1:food: of a tile and adds 1:hammers:. So, a Scrub hill tile gives +1:hammers: in total. If a Date Palm is placed on this tile, it is supposed to add 1:food: and 1:commerce:, so the tile should give 1:food:, 1:hammers:, 1:commerce: in total. However, it adds 2:food: and 1:commerce: because now it is magically able to add 1:food: on the hill as originally intended and give additional 1:food: as <HillsYieldChange> commanded. :crazyeye:

Probably shouldn't base long term decisions on what a bonus should give on (hopefully) short erm bugs in the interpretation of yield modifiers. I'll try to find time to fix the hill yield thing - post me a save game with such a tile in it if you have one to save me a bit of time and I'll try to get to this sometime next week.
 
@Hydro

I updated files so that


  • Wood Gatherer, Lumberjack, Lumbermill can be built with Bamboo, Savanna.

  • Workers can remove Sword Grass (requiring Slash and Burn). No :hammers: from removing.

  • Improvements remove Sword Grass when they are built.

Files are attached. Put them in Resources/NewTerrains folder. Feel free to change it if you don't agree. :)
 
Nice job on the map scripts so far, thx very much.
I'm searching for a nice map to play with giantic setting. The perfectworld2f script seemed.. well perfect in terms of optic, but it creates enormous desserts on giantic, which reduce the playable (read good to settle) area by a great deal in my opinion.
Planet_Generator_0_68.py was my next choice, but with normal settings it creates almost no desserts and it looks a little bit to unstructured (one dune tile in the middle of a jungle and such). The coherence of the climate zones in the perfectworld is way more appealing. I think with all the new tiles the maps have to be reprogrammed to create structured climate zones. If someone plays that map a lot and has some tips on good setting I would really appreciate it.
I'm looking forward for a conversion of the ROM_Custom_Continents since this map script seems to produce coherent climate zones in the current version (and you can define the number of separated continents).
 
I have figured out how volcano graphics work. In the event code it first turns off the peak, then places the volcano. When the volcano goes dormant it removes the volcano and turns on the peak! How simple:lol:.

I was going to use one of the volcano graphics to represent a "dormant" volcano and have a new event to make it erupt. Also have another event that makes it "permanently" extinct by replacing it with a peak with a sulphur or obsidian resource. i think that will need to wait for the next version. ;)

That sounds cool. Can't wait to see that implemented. :D

@Hydro

I updated files so that


  • Wood Gatherer, Lumberjack, Lumbermill can be built with Bamboo, Savanna.

  • Workers can remove Sword Grass (requiring Slash and Burn). No :hammers: from removing.

  • Improvements remove Sword Grass when they are built.

Files are attached. Put them in Resources/NewTerrains folder. Feel free to change it if you don't agree. :)

Thank you. I will add it to the SVN.
 
@climat - do you want direct write permissions to the svn? If so send me private message with your svn I'd and I'll add you.
 
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