New terrain features

Dose coral appear in maps? Or should map scripts be updated?

EDIT: Currently Wood Gatherer line can be built on Savanna. Do you think it's good?
It was a rather rushed decision made only by me (I thought Savanna needs some kind of improvements and.. there wasn't the one which seems perfect). So I want to hear opinions.
 
Dose coral appear in maps? Or should map scripts be updated?

It appears on some random maps but not the perfect world maps or any of those which place things specifically. I need to edit the post map script to get it in game. Corals themselves can be found in all but the hottest climates. However they form reefs mostly in the tropics and sub-tropics. The graphic is more a coral reef.

I also need to get the beckon and light house improvements to work on them.

Edit you can only build improvements on barren terrain if there is a feature like sword grass on it. is this intended?
 
It appears on some random maps but not the perfect world maps or any of those which place things specifically. I need to edit the post map script to get it in game. Corals themselves can be found in all but the hottest climates. However they form reefs mostly in the tropics and sub-tropics. The graphic is more a coral reef.

I also need to get the beckon and light house improvements to work on them.

Edit you can only build improvements on barren terrain if there is a feature like sword grass on it. is this intended?

Haven't really found anything terribly useful buildable on barren yet, but I'm still in the middle ages, so maybe later...?
 
You mean you can't build improvements even when resources are on Barren tile?
If not.. Well, it's "barren". :p
There is no improvement which can be built on it currently AFAIK, and I think it's right.
Barren tile doesn't have yields anyway.
 
It appears on some random maps but not the perfect world maps or any of those which place things specifically. I need to edit the post map script to get it in game. Corals themselves can be found in all but the hottest climates. However they form reefs mostly in the tropics and sub-tropics. The graphic is more a coral reef.
It has an appearance chance so it should be placed by the PW map scripts.
 
You mean you can't build improvements even when resources are on Barren tile?
If not.. Well, it's "barren". :p
There is no improvement which can be built on it currently AFAIK, and I think it's right.
Barren tile doesn't have yields anyway.

I would hope factories could be at the least
 
Dose coral appear in maps? Or should map scripts be updated?

EDIT: Currently Wood Gatherer line can be built on Savanna. Do you think it's good?
It was a rather rushed decision made only by me (I thought Savanna needs some kind of improvements and.. there wasn't the one which seems perfect). So I want to hear opinions.

Wood Gatherer on the Savanna is a good idea, as would be the workshop/factory line without destroying the Savanna. Might even be interesting if the Savanna could be farmed without destroying the Savanna. (I wouldn't include the townships without destroying it though.)

So far as I understood, the food cost on the workshop line caps at 0 food on the terrain... I believe we used to build it on foodless ice spots so long as it was next to a river and it just ended up with 0 food didn't it? And if it makes the terrain -1 food... why not? I have a hard time thinking we couldn't put such industry on otherwise unusable land... wouldn't that validate spots for industry making a terrain that industry seems as well fitted for as mines are for hills?

Also... noticed that the lumberjacks can now be put on bamboo... I suppose I agree.

Swordgrass seems to be torn down by just about everything but I'd be really happy to see Watermills not destroy forests and Swordgrass and such so that there becomes spaces on the map where the watermill becomes the best improvement to place.

And shouldn't we have a 'digsite' improvement for the fossils?
 
Swordgrass seems to be torn down by just about everything but I'd be really happy to see Watermills not destroy forests and Swordgrass and such so that there becomes spaces on the map where the watermill becomes the best improvement to place.

Interesting idea. If players don't build watermills, it may be a good idea.
Do you build watermills? If so, how many times? I usually don't.
 
I don't know if its the good tread for that but I think city ruins should not be razed when pilled and maybe give a commerce and/or hammer bonus on the tile.
 
I've had a hard time figuring out where the redheaded stepchild called watermills should go.

Always used to put them on the desert and ice tiles next to rivers usually. Back in vanilla anyhow... I don't usually use them here. When playing AND straight a number of years back I used to put them in forests where they bordered rivers because they didn't destroy the woods and were a bit of gold with the same production benefit as a lumbermill. Now, silly enough, they remove the forest so I haven't found much use for them anywhere.

And yeah, maybe we should...
 
I've had a hard time figuring out where the redheaded stepchild called watermills should go.

Always used to put them on the desert and ice tiles next to rivers usually. Back in vanilla anyhow... I don't usually use them here. When playing AND straight a number of years back I used to put them in forests where they bordered rivers because they didn't destroy the woods and were a bit of gold with the same production benefit as a lumbermill. Now, silly enough, they remove the forest so I haven't found much use for them anywhere.

And yeah, maybe we should...

Riverside desert tiles are 100% Flood Plains and I always build cottages there. Cottage line is too good imo.
I've thought removing forests is for balance. So I think the opposite can be considered for balance. Of course, if people agree. :)

In late game I can make farm on Salt Flats, looks odd.

Hmm.. That's weird. It should not be.
 
@Dancing Hoskuld

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Ever since you added those new terrains there are now no terrain in World Builder.
 
Are you sure it isn't the xml files I changed as I merge the v18 terrains and features into the core files? Delete the two new folders in the art folder and see, please.
 
Are you sure it isn't the xml files I changed as I merge the v18 terrains and features into the core files? Delete the two new folders in the art folder and see, please.

I am not sure anymore since ALL the buildings and units are missing too.

EDIT: Now the menu of world builder will not go way when you exit out of it.

EDIT2: Nothing when I take out those files. Very weird!
 
Are you sure it isn't the xml files I changed as I merge the v18 terrains and features into the core files? Delete the two new folders in the art folder and see, please.
Did you change the order of terrains while merging them in?

EDIT: Seems like you did not merge in the terrain XML yet so it can't be what I was thinking of now.
 
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