Terrain

Never seen it, but that might be because I have only a 32 meg videocard.
Btw, your screenshot shows you're having graphic issues as well with trees: their trunks are in the ground.
 
Yeah, on the computer I'm at right now all of my trees are under the ground, even in plain old Vanilla. The jungles are even worse.

The trees don't sway on this machine either, but I have seen it on other, newer graphics cards, such as my home gaming PC.
 
Nope. In the vanilla XML the features don't call any .nif files. That info is stored in the unalterable .exe files as well.

Any additional features will only be able to use a single file for every repetition of the feature, thus it would look really boring.


Sometime when I'm at a computer that displays the trees properly I will test to see if i can get the craters to not sway. then we will know if it will work to replace jungle or not.
 
Maybe using the ice feature isn't that bad at all. It could be used to depict the north -and southpole as cratered terrain + as an overlay as you intend.
 
In the immortal words of Sgt Schultz "I know nothing, nothing!"

matthewv did the terrain 14 months ago and it's been the same ever since.
 
Hogan's Heroes, tv show. Is Stalag 13 the movie name? I used to watch that as an 8-10 year old since Bob Crane came from about 40 minutes from where my grandma lived.
 
That's the name. Stalag 13 ( at least in french version ) is the name of the particular building where they live. Did you notice what was the production of Schultz's enterprise (he was even the owner) prior to the war ?
 
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.
This stuff wasn't touched after matthewv made the terrain and mapscript. It definitely needs work.
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 it :p Just 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.

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.
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)

matthewv did the terrain 14 months ago and it's been the same ever since.
Nobody dares to touch it:crazyeye:
 
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 it :p Just 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:crazyeye:

I figured out a workaround. :p
Simply put one one plottype a :food: yield, and the CTD seems solved.
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.
 
I figured out a workaround.
Simply put one one plottype a yield, and the CTD seems solved.
lol, ya that defiantly works.
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.
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 just played a game of ver 0.24 and noticed the AI was building cities at twice the rate I was. the lack of an effective means of transport across a vast empire is the primary reason I did not grow so many cities.

I highly suggest maglev as the moon's version of terran railroads finally be implemented if the intent if for the civs to spread out across the entire map. some of the tile improvements currently mention maglev as giving further commerce, but this boost also has never been coded.
 
A maglev might have to wait for the BtS version, but I definitely want one.
 
A maglev might have to wait for the BtS version, but I definitely want one.

you had originally mentioned you wanted the new versions of this mod to make the moon a much harsher mistress.

was this just for pre isolation event time, or for the entire game?

as currently coded, nothing is stopping the AI from spreading out with fifteen cities by 162 AD. (I only had seven cites as that time.)
 
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.
 
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.

I selected low dust sea level because I knew the naval craft are not coded, nor are ever likely to be coded.

I was playing with a standard size map with one civ killed off fairly early on by myself.

strangely enough my own first city tile had good nearby resources, but was entirely surrounded by eight dust sea tiles.
 
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.
 
2D might not be too bad AA. Maybe a white road or something? Or a clear glassy material?
 
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.

I Know a secret that will fix this problem and enable us to have 3d maglevs:D ;)
 
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