New terrain features

theres is something that bugged me about barren. What represents barren in the game. For me its just infertile area but with enough water and a moderate climate. that means you cant farm there, but i should be able to build factories ore workshops there, maybe even windmills because the wind can blow over the area without interrupting of trees ore any other kind of plant. the cottage line should be allowed on barren after you researched maybe railroad, because at this stage the inhabitants dont have to farm there own food any moore. They are able to take the train to the next citty and buy everything they need

oh and a nother thing is, why cant i build cities on caves ? i dont get it

thanks for this great mod
 
theres is something that bugged me about barren. What represents barren in the game. For me its just infertile area but with enough water and a moderate climate. that means you cant farm there, but i should be able to build factories ore workshops there, maybe even windmills because the wind can blow over the area without interrupting of trees ore any other kind of plant. the cottage line should be allowed on barren after you researched maybe railroad, because at this stage the inhabitants dont have to farm there own food any moore. They are able to take the train to the next citty and buy everything they need

oh and a nother thing is, why cant i build cities on caves ? i dont get it

thanks for this great mod

I have tried to let cottages and other improvements be built on barren but I have not succeeded. I'll try again.

Caves are new so may need some work. However you are right, Canberra is built on caves, although "they" may not have known it until a pylon 'they" were hammering in disappeared.
 
just a though, is it possible that if you settle youre city on a cave that this city would get a speacial fake building that would boost the production of every underground building? subbways winneries, bunkers,vaults, sewer system and so on. at least buildings like the catacombs ore the dungeon.
 
@Dancing: You can use your Great Farmer and put a Horse, or Cow or something on them, then they can be worked.

@Kreatur: Game is not programed to allow buildings to effect buildings unfortunately.

Edit: Now, thinking about it, if they made Caves a resource (Which I do not think they should do), then having caves in your city limits would be able to add bonuses to buildings. But I don't really like that idea.
 
@Dancing: You can use your Great Farmer and put a Horse, or Cow or something on them, then they can be worked.

I'm the "programmer" that sets these things up and it should be letting you build cottages on barren but it isn't, unless there is a river or a terrain feature there.:lol:
 
I'm the "programmer" that sets these things up and it should be letting you build cottages on barren but it isn't, unless there is a river or a terrain feature there.:lol:

I would have to guess that it is the PrereqNatureYields set to 1 for food that is blocking putting a cottage on a barren plot. If the plot has fresh water access, I guess the cottage's bFreshWaterMakesValid overrides that.
 
Phoenix area!

Well... if a Thunderbrd ever heads out to Phoenix (lol) I'll have to look you up for a cuppa coffee meet and greet or something.

My wife's forum group is meeting in Vegas soon... got me thinking maybe the team should gather for a Vegas convention one of these days.
 
@Dancing Hoskuld

I was looking at the Planetfall mod and noticed it had some cool improvements we could use. Here are my proposals.

Sea Windmill
Graphic: Planetfall Sea Mill
Req Tech: Ecology
Req Terrain: Coast, Tropical Coast or Polar Coast
  • +4 :commerce:
  • +1 :hammers: with Wireless Electricity
  • +1 :commerce: with Wireless Electricity
  • +1 :hammers: with Weather Control
  • +2 :commerce: with Weather Control
  • +2 :commerce: with Green Civic
  • Pillage +10:gold: On Average

Notes: Based on Desert Windmill

Tidal Harness
Graphic: Planetfall Tidal Harness
Req Tech: Ecology
Req Terrain: Coast, Tropical Coast or Polar Coast
  • +2 :commerce:
  • +2 :hammers:
  • +1 :hammers: with Wireless Electricity
  • +1 :commerce: with Wireless Electricity
  • +1 :hammers: with Weather Control
  • +2 :commerce: with Weather Control
  • +2 :commerce: with Green Civic
  • Pillage +10:gold: On Average

What do you think?
 
I wouldn't think caves would STOP a city site though... just because they are there doesn't mean the villagers are comfortable living in them yet. I'm thinking about the first city here... bad to limit the initial city site possibilities, especially if you're starting on a map with fewer rivers and the only good spot is messed up by a cave of all things.
 
I can understand that but in my test game tonight I ended up having trouble with initial city placement due to that feature and it was... unpleasant. Otherwise I can see where you're thinking is at least. And its not TOO important. Just something I felt compelled to mention was a bit of a pain.
 
On the subject of caves, was it too difficult for them to be placed on hill terrain vs grassland (flat)?

JosEPh
 
They should be appearing on both already.

Hmm..., is this post SVN version 4507? That's the version my current game/map was generated from. And the reason for the question. I've not encountered any caves on hills just flat terrain and mostly grassland.

JosEPh
 
I've been getting them in both - they look good on hills. I'll have another look.

@Dancing Hoskuld

I was looking at the Planetfall mod and noticed it had some cool improvements we could use. Here are my proposals.

Sea Windmill
Graphic: Planetfall Sea Mill
Req Tech: Ecology
Req Terrain: Coast, Tropical Coast or Polar Coast
  • +4 :commerce:
  • +1 :hammers: with Wireless Electricity
  • +1 :commerce: with Wireless Electricity
  • +1 :hammers: with Weather Control
  • +2 :commerce: with Weather Control
  • +2 :commerce: with Green Civic
  • Pillage +10:gold: On Average

Notes: Based on Desert Windmill

Tidal Harness
Graphic: Planetfall Tidal Harness
Req Tech: Ecology
Req Terrain: Coast, Tropical Coast or Polar Coast
  • +2 :commerce:
  • +2 :hammers:
  • +1 :hammers: with Wireless Electricity
  • +1 :commerce: with Wireless Electricity
  • +1 :hammers: with Weather Control
  • +2 :commerce: with Weather Control
  • +2 :commerce: with Green Civic
  • Pillage +10:gold: On Average

What do you think?

I assume these would replace the buildings we currently have.
 
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