New terrain features

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.

This goes in the Assets\XML\Terrain Folder right?

JosEPh
 
Well climat never said where, so I asked.

Is that where you put them?

JosEPh
 
Well climat never said where, so I asked.

Is that where you put them?

JosEPh

It depends on which ones you are talking about. Luckily the first part of the name is also the name of the folder they go in. So the plant one goes in the Assets\Modules\Resources\NewTerrainFeatures\Plant folder.
 
Sorry! It should be put in Modules/Resources/NewTerrains.
Is there a file named DH2_CIV4UnitSchema.xml? If there isn't, go to Resources/SeaImprovements and copy and paste it to NewTerrains folder.
 
So the mod doesn't get confused by having 2 DH2_CIV4UnitSchema, one each in 2 separate folders?

JosEPh
 
Not sure if this has been reported yet, but the Plantations for the new features don't have any base +:food: / +:commerce:, should be +2:food: / +2:commerce: since that's what you get with Harvesters after the tech upgrades.
 
Not sure if this has been reported yet, but the Plantations for the new features don't have any base +:food: / +:commerce:, should be +2:food: / +2:commerce: since that's what you get with Harvesters after the tech upgrades.

I thought I fixed that a couple of days ago. The "plantations/farms" were not giving any food at all. Or is this in addition to that fix?
 
When you build the improvement, the tile yields don't change at all (until you research up some techs). If there was food to begin with, you still get it.

For example:

Coconut Harvester gives you +1:food: / +1:commerce:
+1 :food: from agriculture
+1 :commerce: from trade

So by the time you get Orchards, you usually get +2:food: / +2:commerce: from a harvester.

Coconut Plantation gives you +0:food: / +0:commerce:
+1 :food: Gene Manipulation
+1 :commerce: Currency / Pesticides / Globalization

So it's actually a downgrade from the Sedentary Lifestyle improvement.
 
When you build the improvement, the tile yields don't change at all (until you research up some techs). If there was food to begin with, you still get it.

For example:

Coconut Harvester gives you +1:food: / +1:commerce:
+1 :food: from agriculture
+1 :commerce: from trade

So by the time you get Orchards, you usually get +2:food: / +2:commerce: from a harvester.

Coconut Plantation gives you +0:food: / +0:commerce:
+1 :food: Gene Manipulation
+1 :commerce: Currency / Pesticides / Globalization

So it's actually a downgrade from the Sedentary Lifestyle improvement.

I have definately changed that, perhaps only on my machine:confused:. As I mentioned elsewhere, my brain seems to be on holiday somewhere I am not at the moment.

Edit: yes it as only on my machine. Put into the SVN now.
 
I've been gathering up a list of Terrain, Features, and Bonuses, and I noticed that among the Bonus code, TERRAIN_HILL is never used. Is that because it's some kind of modifier on the other terrain?

Also, some bonuses, particularly the ORE type (Coal, Iron, etc.) have 99% of all the listed TERRAINS (including DESERT) but are lacking DUNES. Just wanted to mention that in case it was missed.

I'll be pushing the text document I'm creating in a bit to the "Docs" folder.
 
I've been gathering up a list of Terrain, Features, and Bonuses, and I noticed that among the Bonus code, TERRAIN_HILL is never used. Is that because it's some kind of modifier on the other terrain?

Also, some bonuses, particularly the ORE type (Coal, Iron, etc.) have 99% of all the listed TERRAINS (including DESERT) but are lacking DUNES. Just wanted to mention that in case it was missed.

I'll be pushing the text document I'm creating in a bit to the "Docs" folder.

I assume you mean TERRAIN_HILLS.
 
Also noticed some of them have duplicate boolean tags. Not sure if there is a purpose, like an AND/OR situation, or if it was just from renaming for the new spawn system, but thought I'd mention it.

For example, BONUS_LEAD:
(duplicates in bold)

Spoiler :

<TerrainBooleans>
<TerrainBoolean>
<TerrainType>TERRAIN_ROCKY</TerrainType>
<bTerrain>1</bTerrain>
</TerrainBoolean>
<TerrainBoolean>
<TerrainType>TERRAIN_BARREN</TerrainType>
<bTerrain>1</bTerrain>
</TerrainBoolean>
<TerrainBoolean>
<TerrainType>TERRAIN_DESERT</TerrainType>
<bTerrain>1</bTerrain>
</TerrainBoolean>
<TerrainBoolean>
<TerrainType>TERRAIN_SCRUB</TerrainType>
<bTerrain>1</bTerrain>
</TerrainBoolean>
<TerrainBoolean>
<TerrainType>TERRAIN_PLAINS</TerrainType>
<bTerrain>1</bTerrain>
</TerrainBoolean>
<TerrainBoolean>
<TerrainType>TERRAIN_GRASS</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_MARSH</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_SNOW</TerrainType>
<bTerrain>1</bTerrain>
</TerrainBoolean>
</TerrainBooleans>
<FeatureBooleans>
<FeatureBoolean>
<FeatureType>FEATURE_FLOOD_PLAINS</FeatureType>
<bFeature>1</bFeature>
</FeatureBoolean>
<FeatureBoolean>
<FeatureType>FEATURE_FOREST</FeatureType>
<bFeature>1</bFeature>
</FeatureBoolean>
<FeatureBoolean>
<FeatureType>FEATURE_JUNGLE</FeatureType>
<bFeature>1</bFeature>
</FeatureBoolean>
<FeatureBoolean>
<FeatureType>FEATURE_SWAMP</FeatureType>
<bFeature>1</bFeature>
</FeatureBoolean>
<FeatureBoolean>
<FeatureType>FEATURE_SAVANNA</FeatureType>
<bFeature>1</bFeature>
</FeatureBoolean>
<FeatureBoolean>
<FeatureType>FEATURE_BAMBOO</FeatureType>
<bFeature>1</bFeature>
</FeatureBoolean>
<FeatureBoolean>
<FeatureType>FEATURE_SWORD_GRASS</FeatureType>
<bFeature>1</bFeature>
</FeatureBoolean>
</FeatureBooleans>
<FeatureTerrainBooleans>
<FeatureTerrainBoolean>
<TerrainType>TERRAIN_LUSH</TerrainType>
<bFeatureTerrain>1</bFeatureTerrain>
</FeatureTerrainBoolean>
<FeatureTerrainBoolean>
<TerrainType>TERRAIN_GRASS</TerrainType>
<bFeatureTerrain>1</bFeatureTerrain>
</FeatureTerrainBoolean>
<FeatureTerrainBoolean>
<TerrainType>TERRAIN_PLAINS</TerrainType>
<bFeatureTerrain>1</bFeatureTerrain>
</FeatureTerrainBoolean>
<FeatureTerrainBoolean>
<TerrainType>TERRAIN_SCRUB</TerrainType>
<bFeatureTerrain>1</bFeatureTerrain>
</FeatureTerrainBoolean>

<FeatureTerrainBoolean>
<TerrainType>TERRAIN_MARSH</TerrainType>
<bFeatureTerrain>1</bFeatureTerrain>
</FeatureTerrainBoolean>
<FeatureTerrainBoolean>
<TerrainType>TERRAIN_MUDDY</TerrainType>
<bFeatureTerrain>1</bFeatureTerrain>
</FeatureTerrainBoolean>

<FeatureTerrainBoolean>
<TerrainType>TERRAIN_TUNDRA</TerrainType>
<bFeatureTerrain>1</bFeatureTerrain>
</FeatureTerrainBoolean>
<FeatureTerrainBoolean>
<TerrainType>TERRAIN_PERMAFROST</TerrainType>
<bFeatureTerrain>1</bFeatureTerrain>
</FeatureTerrainBoolean>

</FeatureTerrainBooleans>
 
There should not duplicate terrain booleans. However it may be an artifact of us having some of the terrain features in modules and not the core area.

I was sure it was TERRAIN_HILLS but I do have TERRAIN_HILL everywhere I should.
 
There should not duplicate terrain booleans. However it may be an artifact of us having some of the terrain features in modules and not the core area.

I was sure it was TERRAIN_HILLS but I do have TERRAIN_HILL everywhere I should.

It does appear that way as one set is just "Terrain" and the other is "FeatureTerrain." Maybe it has to do with map scripts not being converted? AIAndy may have left the old values for those maps. That's my guess anyway. :D
 
I came across some Features that are defined in separate XML files. Didn't make any changes as I'm not sure if this is a problem or not. Appears the file in the Plant folder is the older.


FEATURE_BAMBOO
Assets\Modules\Resources\NewTerrains\C2CTerrain_CIV4FeatureInfos.xml <- Terrains for placement defined in this one.

Assets\Modules\Resources\NewTerrainFeatures\Plant\Plant_CIV4FeatureInfos.xml <- No Terrain placement defined.

<Located in the same files as above>
FEATURE_BARREL_CACTUS
FEATURE_COCONUT
FEATURE_DATE_PALM
FEATURE_PRICKLY_PEAR
FEATURE_SAVANNA
FEATURE_SWORD_GRASS
 
TERRAIN_HILL is not really a terrain that is used as terrain. Hills have a terrain type from one of the other terrains and then the hills in addition. That is why there are extra booleans to specify if you want the bonus to spawn on flatlands or hills.

The duplicates you mention are not really duplicates. If you specify a terrain for the bonus, that means a terrain without a feature.
Featureterrains on the other hand are for plots with features.

An example:
<TerrainBooleans>
<TerrainBoolean>
<TerrainType>TERRAIN_PLAINS</TerrainType>
<bTerrain>1</bTerrain>
</TerrainBoolean>
</TerrainBooleans>

<FeatureBooleans>
<FeatureBoolean>
<FeatureType>FEATURE_SAVANNA</FeatureType>
<bFeature>1</bFeature>
</FeatureBoolean>
</FeatureBooleans>

<FeatureTerrainBooleans>
<FeatureTerrainBoolean>
<TerrainType>TERRAIN_SCRUB</TerrainType>
<bFeatureTerrain>1</bFeatureTerrain>
</FeatureTerrainBoolean>
</FeatureTerrainBoolean>

That would mean that the bonus can be placed on plains without any feature on them or on scrub with savanna.
 
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