Well, since in the downloadable version roads can be created on it, there's not even a need for special units to traverse them.
Infact, I still think of this feature as redundant... but at least it gives me a save handle to switch to hilly terrain once I can figure out the moonmap python file.
yaha, you'll never be able to figure out the moonmap python file because I wrote it in such a way that only I will be able to understand itThis stuff wasn't touched after matthewv made the terrain and mapscript. It definitely needs work.
One year later and that same problem comes up again. I remember when we originally had it, it took us weeks to figure out what was going on.(we never really figured out why this bug occurred but we managed to make a workaround. There is a reason why we had the terrain xml file the way we did even though it may look odd to you guys now)Okay, that completes the testing.
The moment I put 0 or -1 on every single (used) terraintype in the mod, I got a huge score from turn 1, and will have a CTD for sure when I reach the edge of the map. And since mosttimes the first base is founded near the edge, this could be when I press "end turn".
Any response from Kael yet, Woodelf?
PS: the only way around it I can see is if we manage to put the focus on hammers (or commerce) instead of food. For whatever reason the game needs at least a single plot yield output of food.
Nobody dares to touch itmatthewv did the terrain 14 months ago and it's been the same ever since.
yaha, you'll never be able to figure out the moonmap python file because I wrote it in such a way that only I will be able to understand itJust Joking.
If I remember correctly the main reason I cut hill out of the terrain was because I couldn't texture them to look good on the moon.
One year later and that same problem comes up again. I remember when we originally had it, it took us weeks to figure out what was going on.(we never really figured out why this bug occurred but we managed to make a workaround. There is a reason why we had the terrain xml file the way we did even though it may look odd to you guys now)
Nobody dares to touch it![]()
lol, ya that defiantly works.I figured out a workaround.
Simply put one one plottype a yield, and the CTD seems solved.
ya, I remember trying to do that before. If I remember correctly I managed to delete/change all the reference to the old terrain in the other xml files but their are also a number of references in the python coding.(you should be able to tell for sure by the type of error your getting. Does it mention an xml file/files in the error? If it does it is just an xml problem and can easily be fixed by searching that xml file for the terrian references and changing them)I experimented a bit with the terrain file, but there's quite a number of errors popping up when I delete the original terrain entries. Too much references to other xml files I guess.
A maglev might have to wait for the BtS version, but I definitely want one.
I'm surprised the AI is expanding that much. Because we have no water almost 100% of the land is usable. That makes for a large land grab. I suggest adding civs to any map size you chose or this will happen until we have the new mapscript.
A maglev might have to wait for the BtS version, but I definitely want one.
I had been looking into doing a maglev with 3d graphics but there are problems with it so if we want one it will have to be flat like roads and railroad or it will look strange. it seems to use different rules for displaying those nifs. the route nifs are always displayed behind other terrain and game elements such as rivers, bonuses, improvements, and units. that makes he look very strange, especially in well developed areas.
So any maglev will need to be 2D.