New terrain features

Not totally sure what is the diff between normal map or mapscript.
But since codes are done in cveventmanager, rather than the map python file itself, it doesn't care which map you choose, they will just spawn.
However, beside the spawnrate code dh mentioned, even without that certain nw will not spawn in certain maps simply because terrain not present.
Certain maps are totally land, which will exclude all water ones.
Certain ones require snow like Fuji or Everest which again will not spawn in maps without a single snow tile.
 
Doesn't make a difference.
The codes run only after the game started
At least that was how it was :)
 
Not totally sure what is the diff between normal map or mapscript.
But since codes are done in cveventmanager, rather than the map python file itself, it doesn't care which map you choose, they will just spawn.
However, beside the spawnrate code dh mentioned, even without that certain nw will not spawn in certain maps simply because terrain not present.
Certain maps are totally land, which will exclude all water ones.
Certain ones require snow like Fuji or Everest which again will not spawn in maps without a single snow tile.

I am sure you are completely wrong here. Self made maps need to be "self refrigerated." I have never known anything that has changed that??

Look at the GEM map, everything there needs to be done "Manually."
 
Doesn't make a difference.
The codes run only after the game started
At least that was how it was :)

Not the way I implemented it in C2C. :)

Custom maps like GEM need to place the natural wonders in their correct place whereas mapscripts (ie random maps) don't. So I moved your placement code from cveventmanager.py into CvMapGeneratorUtil.py.
 
Ah I see.
I didn't bother to explore that file, since the initial idea is that NWs should not be spawned at starting plots so Jamie parked the codes onGameStart, which I then shifted to onCityBuilt

But unless you set the codes such that they do not spawn within walking distance from starting point, you may have a problem unless you removed the discover bonus codes.

The discovery bonus in my version was +1 global happiness with gold for first player.
If you move your scout during the first turn and discover a NW, you get the bonus.

But if you regenerate the map then, you get a new map but you keep the bonus.
 
Ah I see.
I didn't bother to explore that file, since the initial idea is that NWs should not be spawned at starting plots so Jamie parked the codes onGameStart, which I then shifted to onCityBuilt

But unless you set the codes such that they do not spawn within walking distance from starting point, you may have a problem unless you removed the discover bonus codes.

The discovery bonus in my version was +1 global happiness with gold for first player.
If you move your scout during the first turn and discover a NW, you get the bonus.

But if you regenerate the map then, you get a new map but you keep the bonus.

Yes I turned off the code in the generation for giving the bonuses. I had forgotten about the possibility that the wonders are in "range" of the first units. I will add something to the onCityBuilt function for the first city built to discover the wonder.
 
When trying to come up with a fix for the discovery of Natural Wonders before you have cities I realised that this situation will be usual when we get the Nomadic Start component in the game. This means that a +1:) for discovering a wonder is not the correct thing to do in C2C. Any ideas what we should do instead? I thought a quarter sized golden age might work.
 
When trying to come up with a fix for the discovery of Natural Wonders before you have cities I realized that this situation will be usual when we get the Nomadic Start component in the game. This means that a +1:) for discovering a wonder is not the correct thing to do in C2C. Any ideas what we should do instead? I thought a quarter sized golden age might work.

The way its looking, IF is a BIG word, i really dont think NS is going to get finished?? Look its been there for what 8 months, and nothing?? "I'm Just Sayin":mischief::p
 
The way its looking, IF is a BIG word, i really dont think NS is going to get finished?? Look its been there for what 8 months, and nothing?? "I'm Just Sayin":mischief::p

And I am saying I have it working 99.9% in C2C as if C2C was BtS which it is not. Currently on discovering a Natural Wonder you get +1 happiness in all your cities but if you don't have any cities what then. This only occurs at the start of the game for a few turns in BtS and other mods but it is likely to happen for many turns in C2C and when we get Nomadic Start it will be an era before you get cities. What is discovering of the Natural Wonders to provide you with since you can't have happiness?
 
And I am saying I have it working 99.9% in C2C as if C2C was BtS which it is not. Currently on discovering a Natural Wonder you get +1 happiness in all your cities but if you don't have any cities what then. This only occurs at the start of the game for a few turns in BtS and other mods but it is likely to happen for many turns in C2C and when we get Nomadic Start it will be an era before you get cities. What is discovering of the Natural Wonders to provide you with since you can't have happiness?

As you stated, i believe a small GA is appropriate (maybe 5 turns). I believe that is how Heroic II is done?)
 
Actually, the happiness bonus is not an issue since it is granted to the player rather than his cities.
Even if he build his cities 10 turns after he discovered 5 NWs, they will all benefit from 5 happiness.

The bigger issue is that by placing the codes in mapgeneration files, NWs are placed right at the start of the game I believe. If a player managed to discover any of them, he earns the discovery bonus which will be carried forward if he regenerates the map which can be done on first turn
 
The uses of a Quarter Sized Golden Age (or perhaps any % length against the normal one) are growing in application. I'm needing this for some things myself. I may well then generate a function for it and expose it for you for python which might make things a bit easier for ya.
 
Sounds like a challenge. Maybe I could??? I'm actually pretty good with playing around with graphics. Hmmm...


Finally have a couple days off. New PC up, Civ IV & C2C installed. Time for modding.
 
Sounds like a challenge. Maybe I could??? I'm actually pretty good with playing around with graphics. Hmmm...


Finally have a couple days off. New PC up, Civ IV & C2C installed. Time for modding.

Well DANG, its about time!!!:p:lol:
 
Any ideas on what these features should provide? Yields, buildings, improvements?

Currently we have a Nature Preserve land improvement that can be put on scenic terrain features like craters and rock formations. It gives extra commerce on the plot with more commerce the better the route.

GREAT_BARRIER - yield +:food:, +:hammers:, +:commerce:

EVEREST -

FUJI -

AURORA - (Note: I don't liek this one as it should be a latitude North and South not just a plot.

BAIKAL -

BARRINGER_CRATER -

BASALT_ORGAN -

DEVILS_TABLE -

SOPKA -

KRAKATOA -

NGORONGORO_CRATER - +:food: +:hammers: increased chance of animal spawn

NUKUORO -

PAMUKKALE -

PRAVCICKA_BRANA -

SHARK_BAY -

SINAI -

SUGARLOAF -

ULURU -

VICTORIA_FALLS -

[/INDENT]
 
Not sure if its been discussed early in thread or even feasible, but I think it would be neat to have certain natural wonders be a result of a random event.

For instance, a meteor storm creates Barringer Crater. If it happens within a civ's borders they get a substantial :science: boost towards the next tech on the great scientist path.
 
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