New terrain features

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).
Try PerfectMongoose (PW3) in the version I pushed now to the SVN. If you want less desert, there are some values in the PW scripts that you can tune to get more or less of certain terrain types (look for self.DesertPercent3 = 0.15 and similar).
I also enabled climate settings like tropical/arid and the like in PerfectMongoose.
 
Planet Generator doesn't seem to work properly. It places kelp in lakes and resources in terrains where they should not be placed (Like Grassland Salt, Plain hill Sulfur), and it doesn't place any Mammoth.
 
Great work on the new terrain, guys! :goodjob: The new contrasting color really make the map more vibrant than it ever was.

If someone can edit them, perhaps the coconuts should be taller. They look more like pineapple being low like that.
 
Using PerfectMongoose in the new SVN version with logging activated will display the amount of bonuses of each type it tries to place and how many it achieves to place.
Some are very rare. Probably because of a per tile setting combined with a feature/terrain combination that is rare. Many plots have features on them now so unfeatured terrain is not that common.
Iron on the other hand is placed in extreme numbers.
 
Iron on the other hand is placed in extreme numbers.

You noticed that also, on the Iron, i have tried to reduce it and make more copper but i still get more iron then copper??
 
You noticed that also, on the Iron, i have tried to reduce it and make more copper but i still get more iron then copper??
The big difference between them is that iron has iTilesPer set in addition to all the other settings. And as iron can spawn pretty much anywhere on land that adds a LOT of occurances.
I've pushed a version with iTilesPer of Iron set to 0. That reduces iron spawning considerably.
 
Unit Build Update : Some improvements will remove Coconut, Date Palm, Bamboo, Savanna, too. File attached.

Should Rock gatherer/Special Rock Gatherer/Mine remove features? They don't remove forest and jungle, but mine on coconut or date palm is seemingly weird to me.

Should removing them give :hammers: like forest? Only Bamboo is set to give :hammers: when removed currently.
 
Unit Build Update : Some improvements will remove Coconut, Date Palm, Bamboo, Savanna, too. File attached.

Should Rock gatherer/Special Rock Gatherer/Mine remove features? They don't remove forest and jungle, but mine on coconut or date palm is seemingly weird to me.

Should removing them give :hammers: like forest? Only Bamboo is set to give :hammers: when removed currently.

There have been huge debates on when the feature should be removed and if the removal should give :hammers:. The foot print of mines, on the surface, is often very small. Other times it is very large eg that Time Team episode where they had to dig down 18 meters to reach the top of the covered bridge that spanned a deep valley! they gave up on trying o find the village beneath! basically you can't win - some people complain when you do and others when you don't. ;)
 
The difference is usually in where the mining is being done and how close to the surface the minerals you want are. Digging for iron inside the bedrock of a mountain? Shaft mine. Picking bits of gold out of sandy soil? Open pit mine. It's also worth noting that big open pit mines aren't really feasible until you have motorized earth movers and water pumps to keep your pit from turning into a lake.

Open pit mines would probably be an industrial era improvement different from other mines, giving extra -:food: (and maybe +:yuck:) but buildable on flatland. Although this is functionally the same as workshops/factories so there doesn't seem to be any advantage to including them.
 
Unit Build Update : Some improvements will remove Coconut, Date Palm, Bamboo, Savanna, too. File attached.

Should Rock gatherer/Special Rock Gatherer/Mine remove features? They don't remove forest and jungle, but mine on coconut or date palm is seemingly weird to me.

Should removing them give :hammers: like forest? Only Bamboo is set to give :hammers: when removed currently.

Put in the SVN along with new improvements for Coconut, Date and Prickly Pear terrain features.
 
No, I don't have it. So I'm dependent on you. :)
Koshling said PM him if I want to have access. I didn't because I wanted you to filter my changes if you don't like them or disagree. Sometimes my changes are just glitch fixes, though.

EDIT: New Plantations don't increase yields unlike their predecessors?

1 glitch.

Code:
		  <TechYieldChanges>
			<TechYieldChange>
				<PrereqTech>TECH_AGRICULTURE</PrereqTech>
				<TechYields>
					<iYield>1</iYield>
					<iYield>0</iYield>
					<iYield>0</iYield>
				</TechYields>
				<PrereqTech>TECH_TRADE</PrereqTech>
				<TechYields>
					<iYield>0</iYield>
					<iYield>0</iYield>
					<iYield>1</iYield>
				</TechYields>
			</TechYieldChange>
		  </TechYieldChanges>

This glitch again. I fixed it.

<iPillageGold> is set as 7 for Fruit/Plant gatherer and picker but 5 for Plantation.
I didn't know prehistoric gatherers were wealthier than colonial plantation owners. :p

<iPillageGold> of farm and orchards are also set as 5. It should be increased to 10.
I increased <iPillageGold> of coconut, date, prickly pear plantations to 10.
 
Well I think you could self filter your stuff. So far I have not seen anything too extreme from you. Plus having you upload it yourself would save us some time. Of course if anyone else wants to be your filter that's fine. I just don't think have been too extreme or malicious in your tweaks. And I am sure the rest of the SVN players will let you know if you made a change they don't like. They always do.

Just be respectful to other peoples folders. DH and I generally keep to our own mod folders if we can help it. Overall I think we are loose hierarchical system where each of us have found our own niches and overlap now and then. We each do our own projects that interest us and will help out each other with tasks the others do better. We all have to remember we are volunteers and do this for fun. And so far C2C has become very awesome with so many people helping out. In fact some of the behinds the scenes stuff that SO and DH are working on is really amazing. We keep raising the bar over and over with this mod. It really makes me proud of it and being a part of the C2C Team.
 
Well, "Also includes Climat's changes to those features" in revision 654 log but there was no file. I thought you missed it out..
I'll PM to Koshling.
 
Well, I meant to but I could have missed it. It is hay fever season and I have it bad.

JEEPEERs CREEPERs do you catch everything that is flying around in the air?:p
 
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