New terrain features

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
That is a remnant of the time when the new terrains were optional. Probably now it would be better to move the new terrain version to the plant file (and remove it from the new terrain file).
 
That is a remnant of the time when the new terrains were optional. Probably now it would be better to move the new terrain version to the plant file (and remove it from the new terrain file).

Or we should consolidate them all into one. ;) Precursor to moving them into the core files with version 19 or so.
 
Or we should consolidate them all into one. ;) Precursor to moving them into the core files with version 19 or so.

I know it isn't a critical thing to do, but I do agree that eventually having just one file for those core elements is best so it's easier to keep track. I wasn't sure which value was the one being used and they weren't identical. :confused:

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.

I think understand what you mean, but some of them listed say, TERRAIN_PLAINS twice. I would have just thought that if you wanted the bonus placed on a Feature, you would just list the Feature, and if you want it on the raw Terrain AND/OR Feature, you would list them both, without listing Terrain twice.
 
I know it isn't a critical thing to do, but I do agree that eventually having just one file for those core elements is best so it's easier to keep track. I wasn't sure which value was the one being used and they weren't identical. :confused:



I think understand what you mean, but some of them listed say, TERRAIN_PLAINS twice. I would have just thought that if you wanted the bonus placed on a Feature, you would just list the Feature, and if you want it on the raw Terrain AND/OR Feature, you would list them both, without listing Terrain twice.
If you want a bonus placed on plain plains or plains with forest, you would have plains both as terrain and as featureterrain so it would be listed twice.
 
If you want a bonus placed on plain plains or plains with forest, you would have plains both as terrain and as featureterrain so it would be listed twice.

Ah, I see. I had thought it was a simpler boolean check, where if PLAINS and FOREST were set to TRUE, it would place the Bonus on plain Plains and Forest Plains. But I suppose there could be instances where you don't want the Bonus placed on empty Plains, but you DO want it on Forest Plains.

Good info. Thanks! :goodjob:
 
When did you'll add the Swamp and that grass (i dont agree on this one, looks weird, so far from the coast, at least to me, way in the water?), but the swamp, nice touch.

:confused:

There should be five features for marsh terrain - none, swamp, peat bog, sword grass(bad name), mangrove (not done yet). With perhaps papyrus(not done yet) to round it off.

Unfortunately 90% of all marsh is technically peat bog. So I defined the features as:-

Peat bog = cold climate.
Sword Grass = cool temperate
Swamp = warm temperate to tropical.

Mangrove would replace any coastal marsh feature from cool temperate to tropical.
Papyrus would be when there was desert or equivalent next to the marsh.
Should change "sword grass" to "fen" or similar.
 
One thing i am seeing ALOT of, is this NEW terrain is all over the place and LOTS of it, but then in these cases hardly any animals wonder in these climates? Thus trying to subdue animals almost impossible? I believe the terrain features of the new terrain needs to be toned DOWN alittle, just my opinion, its your stuff, feel free to fit what you want with this info, btw, it does look good.;)
 
One thing i am seeing ALOT of, is this NEW terrain is all over the place and LOTS of it, but then in these cases hardly any animals wonder in these climates? Thus trying to subdue animals almost impossible? I believe the terrain features of the new terrain needs to be toned DOWN alittle, just my opinion, its your stuff, feel free to fit what you want with this info, btw, it does look good.;)
In your case that is mainly the PW2 climate model liking to create big onion shaped deserts in the heart of continents. If you want you can modify the amount of different terrains the map script produces by changing the value of some map constants near the start of the script.

Another option is to add more animals for the dry climates but then desert is in reality not a climate for lots of big animals.
On the other hand you don't start next to huge deserts every time so it is a change from game to game that gives some variety as long as that does not harm too much.
 
Tar Pit is supposed to add 1:hammers: to terrain, but it actually removes terrain yields because it is impassable.
 
Is there a limit (like with Resources) on features one can have?

Regardless I do have a suggestion regarding features and resources.

Right now there's a Dates feature which in some ways acts as a resource as well as one is able to build a Dates Plantation on it. With Desert in City Vicinity too one can build a Dates Plantation building too.
Wouldn't it alleviate a bunch for the C2CTeam concerning the limited number of available Resources (or at least the difficulty in surmounting that cap) if several of the current resources were removed and set as uncommon features instead that can or can not spread depending on your fancy on each, where the buildings those features unlock give a corresponding Good with the current resources bonuses?

Examples:

Prime Timber: with Lumber Camp built and Prime Timber Feature in City Vicinity a Master Lumber Camp is available to build, giving Good (Prime Timber) (faster production of Wooden Ships, and whatever other bonuses Prime Timber currently grants).

Bananas: Can build a Banana Plantation, giving Good (Banana) which gives +1 Health.

This would probably work best with plant type resources though isn't limited to those. What could become a problem would be trade with foreign nations until or unless Goods become tradable.

Though it also opens up some possibly interesting scenarios if tweaking it even further:
Rice as a Feature (wetland type feature). Required to build a Rice Farmer building in city. Rice Farmer gives Good (Rice). Good (Rice) enables training of Rice Farmer (worker) unit only able to build feature Rice (kills worker). How do you trade rice? By trading/giving them a Rice Farmer unit.
Thus you can't simply take your Rice Resource back whenever it suits you, they've already learned how to produce it themselves, making trading "resources" more of a strategic question (AI trading might be iffy though, will they be able to learn to trade resources this way?) and could give a better and longer lasting happy relation between nations that have traded resources this way.

Cheers
 
@BlueGenie

I have thought about this too and the down side would be you could not trade them. In addition Corporations would have to be changed to work without the resource. Not to mention the Great Farmer would need to be altered to "plant" terrain features.

In addition I do not see why we could not add more types that are not included yet such as ...

- Squash
- Pomegranate
- Pumpkin
- Pistachio
- Papaya
- Mango

And so on. However then it comes to how much room is there on the map for all that stuff.

And if you make it into a feature what happens if you have a resource on a terrain feature?
 
Thought plans were in motion to change corps around anyway and to fade out the great farmer, who wouldn't be needed then anyway.

As for resources on features I don't think that would be a problem. Plant resources/features would come in early enough to start spreading it in your nation anyway so would be a simple matter for the player to "move" it so the resource would be usable.

Space wouldn't be a problem really. Shouldn't be many of them on the map anyway, about as many as the resources removed really.

Anyway, I did know that it would be hard to implement and lots of coding to embark upon to make it possible. Maybe to version 25 or so. *grin*

Cheers
 
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