sephi, are you sure about this? i looked at the mazatl xml and the trail does not even reference a art define. this is really strange, how does the trail know what it is supposed to look without an artdefine reference?you can add as many route types to the game, as you want. for example the mazatl trails are a new route type
<Civ4RouteInfos xmlns="x-schema:MAZATL_CIV4MiscSchema.xml">
<RouteInfos>
<RouteInfo>
<Type>ROUTE_TRAIL</Type>
<Description>TXT_KEY_ROUTE_TRAIL</Description>
<iValue>1</iValue>
<iAdvancedStartCost>-1</iAdvancedStartCost>
<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
<iMovement>60</iMovement>
<iFlatMovement>60</iFlatMovement>
<BonusType>NONE</BonusType>
<PrereqOrBonuses/>
<Yields/>
<TechMovementChanges>
<TechMovementChange>
<PrereqTech>TECH_SWAMPDWELLING</PrereqTech>
<iMovementChange>-30</iMovementChange>
</TechMovementChange>
</TechMovementChanges>
<Button>Art/Interface/Buttons/Builds/BuildRoad.dds</Button>
</RouteInfo>
</RouteInfos>
</Civ4RouteInfos>
with the basic terrain fully set up, i will no go and make some doodads.
eh, tesb, I don't mind with one or two rows of moving mountains... we can renamed it as Mountain of Sorrow or something to fits the lore better![]()
i did and what is really strange that within this file there is no ROUTE_TRAIL, but i did not find another modular Civ4RouteModelInfos.Check Civ4RouteModelInfos.
you say that now, but if you see it, you will freak outactually, the moving mountains are very very nice
freak = good reaction in hell, right?![]()
no they are too distracting.I still think moving mountains look freaking cool
i don't know. i just create art assets primarily, what i will do with them comes later.feature or improvement?
please keep in mind that i want to create a hell terrain that has its own stuff, i.e. it will not just replace certain features/terrain/improvements of normal terrain, but create its own sphere. (at least that is planned according to sephi)