Scrubs... again

Alzara

Emperor
Joined
Jan 2, 2008
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Hey guys

I still don't see scrubs in my game. I'm using the planet generator map script. Is it something to do with that? If so how can I correct this?

I'd love to see these things ingame!

Al
 
It seems that nothing has changed for scrubs. Tell me if i'm wrong. If it's the same with the version 0 31 , you should just have some in your first ring on starting location when you have some desert (flood plains, oasis replaced). I don't know how Kael want the scrubs to be generated. But i can take a look at that when i'll finished the new AO mod.

Tcho !

Edit : There is no default generation in the feature generator. iAppearance = 0 so it's not spread like oasis. normalizeAddGoodTerrain add some scrub on desert just because it have one hammer (without checking if the plot already have a feature (oasis or flood plains))
 
Hey guys

I still don't see scrubs in my game. I'm using the planet generator map script. Is it something to do with that? If so how can I correct this?

I'd love to see these things ingame!

Al
Generation varies per mapscript. Rainforest will generate it, and I'm currently using planet generator .68 and it did generate Scrubs. (Much to my annoyance, now that I discover it's pretty worthless and you can't chop it. Has to be burned off.) There are a few other specialized map scripts from Firaxis that will generate them (I think Inland Sea is one), but I don't remember them offhand. They are rare or non-existent on the most used scripts like Hemispheres, Pangaea, continents.
 
Generation varies per mapscript. Rainforest will generate it, and I'm currently using planet generator .68 and it did generate Scrubs. (Much to my annoyance, now that I discover it's pretty worthless and you can't chop it. Has to be burned off.) There are a few other specialized map scripts from Firaxis that will generate them (I think Inland Sea is one), but I don't remember them offhand. They are rare or non-existent on the most used scripts like Hemispheres, Pangaea, continents.

I'll confirm this - I found that feature generation can be quite varied across mapscripts when I was working on the Deep Jungle issue for the lizardman civs. In the end I had to resort to brute-force removing all the Deep Jungle that some maps would generate at game start.
 
I'll confirm this - I found that feature generation can be quite varied across mapscripts when I was working on the Deep Jungle issue for the lizardman civs. In the end I had to resort to brute-force removing all the Deep Jungle that some maps would generate at game start.
That would explain why the Fantasy Realm mapscript included with Warlords generates Sheut Stones like there's no tomorrow. Isn't that supposed to be created by an event?

Nikis-Knight said:
It's sparse desert plants, intended for graphical variety in scenarios mostly. Designed to be similar to forests but without the chop bonus.
Initially I was excited to see it, since I had not actually played on a map with them. (Previously, I went through most of the official map scripts to see which ones generate mana nodes after a debacle with Great Plains with no nodes or reagents, but I did not play those.) Once I discovered they actually hampered me, I lost my enthusiasm for them. Nothing really wrong with the graphics per se though.
 
Once I discovered they actually hampered me, I lost my enthusiasm for them.
Hampered because you couldn't build something else there, or because they took up the place of flood plains?
I think those would be problems if so...
Actually, I don't see why they shouldn't be choppable in retrospect, but they should definately not allow lumbermills.
 
Hampered because you couldn't build something else there, or because they took up the place of flood plains?
I think those would be problems if so...
Actually, I don't see why they shouldn't be choppable in retrospect, but they should definately not allow lumbermills.
Both. They could be roaded, and once I cast Spring on them, I could build Cottages, but they did cost me four flood plains which could have been used from the early game on.

As for lumbermills, agreed. If this is supposed to be desert or chaparral vegetation, it won't be much use for construction.
 
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