Volcanoes for VP

jarcast2

Janitor Raccoon
Joined
Jan 10, 2018
Messages
568
Location
Terra Incognita
Volcanoes for VP

vvvvvvvv.png


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  • Compatible with any mapscript.
  • Volcanoes yield +1 :c5food: Food to adjacent tiles.
  • Goddess of Nature belief applies also to Volcanoes as well as existing and modded buildings, policies, traits involving mountains. However, due to VP dll shenanigans the bonus require actually working Volcano tiles, while only mountains have a code exception that doesn't require working the mountain tile. This applies to any table X_YieldPerXTerrainTimes100 and X_YieldPerXFeatureTimes100.
    As of v3: added a lua workaround for tables Belief_CityYieldPerXFeatureTimes100 and Building_YieldPerXFeatureTimes100 so that it count volcanoes without having to working their tiles.
  • 2 new World Wonders requiring a Volcano nearby: Pompeii, Tongariro National Park.
  • 2 new Buildings requiring a Volcano nearby: Obsidian Works, Volcano Observatory.
  • Natural Wonders Fuji, Krakatoa, Kilimanjaro count as Volcanoes for building requirements. If More Wonders for VP is enabled, also Mt. Paektu and Dallol.
  • 🆕removed existing eruption events from base VP and added 2 custom events (normal eruption and heavy eruption, the latter has less probability to happen), each with 2 choices. The first choice gives some :c5science:Science (scaling with era) but the improvements adjacent to the Volcano are pillaged, there's a chance buildings are destroyed and interested City loses 3 citizens (5 in case of heavy eruption). The second choice unlocks when the City constructs the Volcano Observatory building: the effects are the same except :c5science: Science yield is increased and City loses no population (the logic is the Observatory catches warning signs of volcanic activity allowing people to safely evacuate in time but buildings and improvements are still affected).
Spoiler Pompeii :
Screenshot_3.png

Spoiler Tongariro National Park :
Screenshot_4.png

Spoiler Obsidian Works :
Screenshot_1.png

Spoiler Volcano Observatory :
Screenshot_2.png

You can edit the rarity of volcanoes spawn by going to the mod folder and opening Jar_Volcano_GameDefines.sql with notepad
Code:
INSERT INTO COMMUNITY
        (Type,                            Value)
VALUES    ('JAR_VOLCANOES_PERCENT',        10), -- the higher the more volcanoes around
        ('JAR_VOLCANOES_MINDISTANCE',    5);  -- minimum tile distance between Volcanoes

Credits:
  • ghost_toast: volcano graphic model.
  • azum4roll: help and feedback.
 
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Looks awesome, but seems like there should be some kind of risk to settling next to a volcano. Maybe through the event system?
 
Very nice!

I wonder if Pompeii couldn't be represented and acquired through some event other than building it? It's a little odd to think of building an old ruin. In any case, just a nitpick.

How do the volcanoes themselves load into the game? Are they assigned at start or do they erupt mid-game?
 
Looks awesome, but seems like there should be some kind of risk to settling next to a volcano. Maybe through the event system?
Yes, I thought about adding events for cities near a volcano like the most obvious eruption event but I am not sure what kind of consequence to have beside building and population destruction and eventual damage to garrisoned unit.
The problem of bad events is that they can be annoying and the RNG can have a bad timing accruing the bother feeling, the larger the more important that city is to your empire.
However, if you guys have good ideas to better enjoy the related gameplay I can integrate them no problem. :thumbsup:
I wonder if Pompeii couldn't be represented and acquired through some event other than building it? It's a little odd to think of building an old ruin. In any case, just a nitpick.
Well see it like this: you spend production to carry out the archaeological excavations and to build annexed facilities for both research and touristic purposes. At the end of it you have an archaeological park that need maintenance to be preserved.
How do the volcanoes themselves load into the game? Are they assigned at start or do they erupt mid-game?
Volcanoes are assigned at start. Spawning them under some logic with RNG would require to loop over all the plots of the map once in every X turns, with the consequence of negatively affecting performance.
Also the bigger the map the more computation, so I preferred to carry it out just once after map creation.
 
Spawning them under some logic with RNG would require to loop over all the plots of the map once in every X turns
I think an alternative might work, you could just rng pick an x value and y value then evaluate the resulting plot for possibility of volcano. Repeat til as many are spawned as desired. Or a loop as you suggest, if it were only once every ten turns the resource hit wouldn't be so bad.

IMO the big problem is you'd have to make the graphic into improvement to show up dynamically, after the game start. Was just curious if maybe you'd found another way
 
It would be cool if you could apply Volcano's status to existing Natural wonders and wonders in Adans mod, so they would count as volcanos
 
I think an alternative might work, you could just rng pick an x value and y value then evaluate the resulting plot for possibility of volcano. Repeat til as many are spawned as desired. Or a loop as you suggest, if it were only once every ten turns the resource hit wouldn't be so bad.

IMO the big problem is you'd have to make the graphic into improvement to show up dynamically, after the game start. Was just curious if maybe you'd found another way
I checked and as I expected if you dynamically attempt to place a Volcano feature it is not visible on map, conversely to jungles and forests.
Indeed I can make a pseudo-improvement to make it visible as I did it for atolls with Nan Madol civ.
However, I am not much a fan of it because it's like a "dirty" workaround and I was conflicted when I did it for Nan Madol at the time.

It would be cool if you could apply Volcano's status to existing Natural wonders and wonders in Adans mod, so they would count as volcanos
The thing is that Volcano and natural wonders are features on its own but code-wise it would be much of a problem.
Beside Krakatoa, could you list in a reply here which natural wonders are volcanoes?
I wonder if we could find a way to make some sort of eruption with on-map effect -- can anyone think of any animation effect they've seen in game that might double as some kind of lava flow?
I was thinking about that, too.
We may repurpose ART_DEF_FEATURE_FALLOUT and make an improvement that overwrites the existing ones on tiles adjacent to a Volcano, so that they are totally destroyed instead of just pillaged.
As compensation for the negative eruption event I may increase the adjacency food bonus by +1 :c5food: Food for a certain amount of turns.
Also I would need to study how to code events because I definitely will add the eruption one at least.
 
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Yeah if we did eruption it would have to be the hacky improvement workaround but that works best when it's just a temporary thing, so it might fit. You could make a user option to toggle the eruption only into unimproved plots vs full destruction

We could even look a little deeper than ART_DEF_FEATURE_FALLOUT and make a new tile potentially -- what I was referring to are the animation effects. I'll try to dig up the link to the list of em all -- the lava at the top of the mountain is one of these, we could take that lava and just make it into a bare tile improvement with no mountain. But that lava isn't great to represent flowing lava, it's more suited to exactly what is being used for already. There are lots of different fire effects though, if we found one that was just some glowing embers or something we might have a winner.
 
Yes, I thought about adding events for cities near a volcano like the most obvious eruption event but I am not sure what kind of consequence to have beside building and population destruction and eventual damage to garrisoned unit.
The problem of bad events is that they can be annoying and the RNG can have a bad timing accruing the bother feeling, the larger the more important that city is to your empire.
However, if you guys have good ideas to better enjoy the related gameplay I can integrate them no problem. :thumbsup:
We could do a "trade event". The volcano erupts and pillages a bunch of stuff, maybe has a chance to break buildings, but in return you get +food on all your farms or +science on your academies, etc.
 
we can use any of the effects in this list to make a new "eruption" tile, potentially -- I tested close to half when I was looking for a good fire and smoke effect for TreeSuccession -- there are a lot of fires but most are more like flames than lava. I think there are some very low & wide fires ie very flat fires that fill the whole plot, these might fit. Also we can combine multiple effects, thats how I think we might create a lava effect, maybe... Its very tedious to test all of these, I don't think anyone's ever made a catalog with screenshot or anything like that unfortunately. I used to have a test modfile just for swapping these around quickly, I'll see if I can find it.

Spoiler :

ART_DEF_VEFFECT_TEST
ART_DEF_VEFFECT_IDLE_DEATH_SMOKE_MECH_A01
ART_DEF_VEFFECT_IDLE_DEATH_SMOKE_MECH_A02
ART_DEF_VEFFECT_IDLE_DEATH_SMOKE_01
ART_DEF_VEFFECT_IDLE_DEATH_SMOKE_02
ART_DEF_VEFFECT_IDLE_DEATH_SMOKE_ROCKET_ARTILLERY_01
ART_DEF_VEFFECT_IDLE_DEATH_SMOKE_ROCKET_ARTILLERY_02
ART_DEF_VEFFECT_ARTILLERY_DUST_TRAIL_SM
ART_DEF_VEFFECT_ANTIAIR_DUST_TRAIL_SM
ART_DEF_VEFFECT_SS_TRUCK_DUST_TRAIL_MD
ART_DEF_VEFFECT_DUST_TRAIL_MD
ART_DEF_VEFFECT_DUST_TRAIL_SM
ART_DEF_VEFFECT_CATAPULT_DUST_TRAIL_SM
ART_DEF_VEFFECT_TREBUCHET_DUST_TRAIL_SM
ART_DEF_VEFFECT_CHARIOT_DUST_TRAIL_SM
ART_DEF_VEFFECT_CHARIOT_DUST_TRAIL_MD
ART_DEF_VEFFECT_CANNON_DUST_TRAIL_SM
ART_DEF_VEFFECT_MECHINFANTRY_DUST_TRAIL_SM
ART_DEF_VEFFECT_MECHINFANTRY_DUST_TRAIL_MD
ART_DEF_VEFFECT_PANZER_DUST_TRAIL_SM
ART_DEF_VEFFECT_PANZER_DUST_TRAIL_MD
ART_DEF_VEFFECT_PANZER_DIRT_TRAIL_MD
ART_DEF_VEFFECT_ROCKET_ARTILLERY_DUST_TRAIL_SM
ART_DEF_VEFFECT_ROCKET_ARTILLERY_DUST_TRAIL_MD
ART_DEF_VEFFECT_ROCKET_ARTILLERY_DIRT_TRAIL_MD
ART_DEF_VEFFECT_TANK_DUST_TRAIL_SM
ART_DEF_VEFFECT_TANK_DUST_TRAIL_MD
ART_DEF_VEFFECT_TANK_DIRT_TRAIL_MD
ART_DEF_VEFFECT_PROJ_ARROW_ARCHER_HAND
ART_DEF_VEFFECT_PROJ_ARROW_ARCHER
ART_DEF_VEFFECT_CROSSBOW_BOLT
ART_DEF_VEFFECT_PROJ_CROSSBOW_BOLT
ART_DEF_VEFFECT_PROJ_CROSSBOW_BOLT_FIRE
ART_DEF_VEFFECT_PROJ_ARROW_IMPACT
ART_DEF_VEFFECT_PROJ_ARROW_FLAME_ARCHER
ART_DEF_VEFFECT_FIRE_ARROW_IMPACT_DIRT
ART_DEF_VEFFECT_FIRE_ARROW_IMPACT_CITY
ART_DEF_VEFFECT_FIRE_ARROW_SM
ART_DEF_VEFFECT_ARMOR_DEATH_SM_
ART_DEF_VEFFECT_ARMOR_DEATH_MD_
ART_DEF_VEFFECT_ARMOR_DEATH_SM_BLUNT
ART_DEF_VEFFECT_ARMOR_DEATH_MD_BLUNT
ART_DEF_VEFFECT_ARMOR_DEATH_SM_METAL
ART_DEF_VEFFECT_ARMOR_DEATH_MD_METAL
ART_DEF_VEFFECT_SPARK_METAL_HIT_SM
ART_DEF_VEFFECT_SPARK_METAL_HIT_MD
ART_DEF_VEFFECT_BLUNT_HIT_MD
ART_DEF_VEFFECT_BLUNT_HIT_SM
ART_DEF_VEFFECT_BALLISTA_BOLT_PROJECTILE
ART_DEF_VEFFECT_BALLISTA_BOLT_IMPACT
ART_DEF_VEFFECT_BALLISTA_FIERY_BOLT_PROJECTILE
ART_DEF_VEFFECT_CATAPULT_ROCK
ART_DEF_VEFFECT_CATAPULT_ROCK_INCUP
ART_DEF_VEFFECT_CATAPULT_ROCK_PROJECTILE
ART_DEF_VEFFECT_CATAPULT_ROCK_IMPACT_DIRT
ART_DEF_VEFFECT_CATAPULT_ROCK_IMPACT_SNOW
ART_DEF_VEFFECT_CATAPULT_ROCK_IMPACT_SAND
ART_DEF_VEFFECT_CATAPULT_ROCK_IMPACT_MUD
ART_DEF_VEFFECT_CATAPULT_ROCK_IMPACT_LEAVES
ART_DEF_VEFFECT_CATAPULT_ROCK_IMPACT_AIR
ART_DEF_VEFFECT_CATAPULT_ROCK_IMPACT_WATER
ART_DEF_VEFFECT_CATAPULT_FIERY_ROCK_PROJECTILE
ART_DEF_VEFFECT_FIERY_CATAPULTROCKHIT_DIRT
ART_DEF_VEFFECT_FIERY_CATAPULTROCKHIT_CITY
ART_DEF_VEFFECT_CATAPULT_DEATH
ART_DEF_VEFFECT_CHARIOT_DEATH
ART_DEF_VEFFECT_TREBUCHET_ROCK
ART_DEF_VEFFECT_TREBUCHET_ROCK_INCUP
ART_DEF_VEFFECT_TREBUCHET_ROCK_PROJECTILE
ART_DEF_VEFFECT_TREBUCHET_FIERY_ROCK_PROJECTILE
ART_DEF_VEFFECT_CANNON_DEATH
ART_DEF_VEFFECT_CANNON_FIERY_DEATH
ART_DEF_VEFFECT_FIRE_QTIP
ART_DEF_VEFFECT_CANNON_SMOKE
ART_DEF_VEFFECT_CANNON_IGNITE
ART_DEF_VEFFECT_CANNON_IMPACT_DIRT
ART_DEF_VEFFECT_CANNON_IMPACT_CITY
ART_DEF_VEFFECT_CANNON_IMPACT_SAND
ART_DEF_VEFFECT_CANNON_IMPACT_MUD
ART_DEF_VEFFECT_CANNON_IMPACT_SNOW
ART_DEF_VEFFECT_CANNON_IMPACT_LEAVES
ART_DEF_VEFFECT_CANNON_IMPACT_WATER
ART_DEF_VEFFECT_CANNON_IMPACT_AIR
ART_DEF_VEFFECT_CAVALRY_RIFLE_SMOKE
ART_DEF_VEFFECT_COSSACK_RIFLE_SMOKE
ART_DEF_VEFFECT_INFANTRY_MUZBLAST_01
ART_DEF_VEFFECT_MUSKET_IGNITE
ART_DEF_VEFFECT_MUSKET_SMOKE
ART_DEF_VEFFECT_MUSKET_SMOKE_02
ART_DEF_VEFFECT_MUSKET_IGNITE_JAN
ART_DEF_VEFFECT_MUSKET_SMOKE_JAN
ART_DEF_VEFFECT_RIFLE_SMOKE
ART_DEF_VEFFECT_ANTI_AIR_MUZBLAST_01
ART_DEF_VEFFECT_ANTIAIR_IMPACT_CITY
ART_DEF_VEFFECT_ANTIAIR_IMPACT_DIRT
ART_DEF_VEFFECT_ANTIAIR_IMPACT_AIR
ART_DEF_VEFFECT_ANTI_TANK_MUZBLAST_01
ART_DEF_VEFFECT_ARTILLERY_IGNITESMOKE_01
ART_DEF_VEFFECT_ARTILLERY_DEATH_01
ART_DEF_VEFFECT_ARTILLERY_MUZBLAST_01
ART_DEF_VEFFECT_ARTILLERY_IMPACT_DIRT
ART_DEF_VEFFECT_ARTILLERY_IMPACT_CITY
ART_DEF_VEFFECT_ARTILLERY_IMPACT_SNOW
ART_DEF_VEFFECT_ARTILLERY_IMPACT_SAND
ART_DEF_VEFFECT_ARTILLERY_IMPACT_LEAVES
ART_DEF_VEFFECT_ARTILLERY_IMPACT_MUD
ART_DEF_VEFFECT_ARTILLERY_IMPACT_WATER
ART_DEF_VEFFECT_ARTILLERY_IMPACT_WATER_CITY
ART_DEF_VEFFECT_ARTILLERY_IMPACT_AIR
ART_DEF_VEFFECT_NUCLEAR_BOMB_01
ART_DEF_VEFFECT_NUCLEAR_FALLOUT_01
ART_DEF_VEFFECT_NUKE_DUST_01
ART_DEF_VEFFECT_NUKE_FIREDOME_01
ART_DEF_VEFFECT_ATOMIC_BOMB_01
ART_DEF_VEFFECT_ATOMIC_BOMB_DUST_01
ART_DEF_VEFFECT_ATOMIC_BOMB_FIREDOME_01
ART_DEF_VEFFECT_GUNSHIP_ROCKET_PROJECTILE
ART_DEF_VEFFECT_GUNSHIP_LAUNCH_SMOKE
ART_DEF_VEFFECT_JET_FIGHTER_LAUNCH_SMOKE
ART_DEF_VEFFECT_GUNSHIP_MACHINE_GUN_MUZZLE
ART_DEF_VEFFECT_GUNSHIP_MACHINE_GUN_HIT_DIRT
ART_DEF_VEFFECT_GUNSHIP_MACHINE_GUN_HIT_SNOW
ART_DEF_VEFFECT_GUNSHIP_MACHINE_GUN_HIT_SAND
ART_DEF_VEFFECT_GUNSHIP_MACHINE_GUN_HIT_LEAVES
ART_DEF_VEFFECT_GUNSHIP_MACHINE_GUN_HIT_MUD
ART_DEF_VEFFECT_GUNSHIP_MACHINE_GUN_HIT_WATER
ART_DEF_VEFFECT_GUNSHIP_MACHINE_GUN_HIT_CITY
ART_DEF_VEFFECT_GUNSHIP_MACHINE_GUN_HIT_AIR
ART_DEF_VEFFECT_GUNSHIP_AIRWAKE_DIRT
ART_DEF_VEFFECT_GUNSHIP_AIRWAKE_SNOW
ART_DEF_VEFFECT_GUNSHIP_AIRWAKE_SAND
ART_DEF_VEFFECT_GUNSHIP_AIRWAKE_LEAVES
ART_DEF_VEFFECT_GUNSHIP_AIRWAKE_MUD
ART_DEF_VEFFECT_GUNSHIP_AIRWAKE_WATER
ART_DEF_VEFFECT_FIGHTER_MACHINE_GUN_MUZZLE
ART_DEF_VEFFECT_MACHINE_GUN_MUZZLE
ART_DEF_VEFFECT_FIGHTER_MACHINE_GUN_HIT_DIRT
ART_DEF_VEFFECT_FIGHTER_MACHINE_GUN_HIT_CITY
ART_DEF_VEFFECT_FIGHTER_MACHINE_GUN_HIT_SNOW
ART_DEF_VEFFECT_FIGHTER_MACHINE_GUN_HIT_SAND
ART_DEF_VEFFECT_FIGHTER_MACHINE_GUN_HIT_LEAVES
ART_DEF_VEFFECT_FIGHTER_MACHINE_GUN_HIT_MUD
ART_DEF_VEFFECT_FIGHTER_MACHINE_GUN_HIT_WATER
ART_DEF_VEFFECT_FIGHTER_MACHINE_GUN_HIT_AIR
ART_DEF_VEFFECT_MECH_GUN_MUZZLE
ART_DEF_VEFFECT_TRAIL_RAILGUN_PROJ
ART_DEF_VEFFECT_RAILGUN_IMPACT_DIRT
ART_DEF_VEFFECT_RAILGUN_IMPACT_SNOW
ART_DEF_VEFFECT_RAILGUN_IMPACT_SAND
ART_DEF_VEFFECT_RAILGUN_IMPACT_LEAVES
ART_DEF_VEFFECT_RAILGUN_IMPACT_MUD
ART_DEF_VEFFECT_RAILGUN_IMPACT_WATER
ART_DEF_VEFFECT_RAILGUN_IMPACT_AIR
ART_DEF_VEFFECT_MECH_ROCKET_PROJECTILE
ART_DEF_VEFFECT_MECH_ROCKET_IMPACT_DIRT
ART_DEF_VEFFECT_MECH_ROCKET_IMPACT_CITY
ART_DEF_VEFFECT_MECH_LAUNCH_SMOKE
ART_DEF_VEFFECT_MECH_LAUNCH_SMOKE_FRONT
ART_DEF_VEFFECT_MECH_FOOT_DUST_DIRT
ART_DEF_VEFFECT_MECH_FOOT_DUST_LEAVES
ART_DEF_VEFFECT_MECH_FOOT_DUST_MUD
ART_DEF_VEFFECT_MECH_FOOT_DUST_SAND
ART_DEF_VEFFECT_MECH_FOOT_DUST_SNOW
ART_DEF_VEFFECT_MECH_FOOT_DUST_WATER
ART_DEF_VEFFECT_MECH_FOOTPRINT
ART_DEF_VEFFECT_MECH_DEATH_A_01
ART_DEF_VEFFECT_MECH_DEATH_B_01
ART_DEF_VEFFECT_MECH_EYE_GLOW_GREEN
ART_DEF_VEFFECT_MECH_EYE_GLOW_RED
ART_DEF_VEFFECT_MECHINFANTRY_EXPLOSION_DEATH
ART_DEF_VEFFECT_MECHINFANTRY_MUZBLAST_01
ART_DEF_VEFFECT_MECHINFANTRY_DUST_RING_MD
ART_DEF_VEFFECT_TANK_DEATH_01
ART_DEF_VEFFECT_TANK_MUZBLAST_01
ART_DEF_VEFFECT_TANK_DUST_RING_MD
ART_DEF_VEFFECT_PANZER_MUZBLAST_01
ART_DEF_VEFFECT_PANZER_DUST_RING_MD
ART_DEF_VEFFECT_TANK_IMPACT_DIRT
ART_DEF_VEFFECT_TANK_IMPACT_CITY
ART_DEF_VEFFECT_TANK_IMPACT_SNOW
ART_DEF_VEFFECT_TANK_IMPACT_SAND
ART_DEF_VEFFECT_TANK_IMPACT_LEAVES
ART_DEF_VEFFECT_TANK_IMPACT_MUD
ART_DEF_VEFFECT_TANK_IMPACT_WATER
ART_DEF_VEFFECT_TANK_IMPACT_AIR
ART_DEF_VEFFECT_GUIDED_MISSILE_TRAIL
ART_DEF_VEFFECT_GUIDED_MISSILE_IMPACT_DIRT
ART_DEF_VEFFECT_GUIDED_MISSILE_IMPACT_CITY
ART_DEF_VEFFECT_GUIDED_MISSILE_IMPACT_SNOW
ART_DEF_VEFFECT_GUIDED_MISSILE_IMPACT_SAND
ART_DEF_VEFFECT_GUIDED_MISSILE_IMPACT_LEAVES
ART_DEF_VEFFECT_GUIDED_MISSILE_IMPACT_MUD
ART_DEF_VEFFECT_GUIDED_MISSILE_IMPACT_WATER
ART_DEF_VEFFECT_GUIDED_MISSILE_IMPACT_AIR
ART_DEF_VEFFECT_MOBILE_SAM_LAUNCH_SMOKE
ART_DEF_VEFFECT_MOBILE_SAM_ROCKET_PROJECTILE
ART_DEF_VEFFECT_MOBILE_SAM_ROCKET_STATIC
ART_DEF_VEFFECT_MOBILE_SAM_LAUNCH_RINGOUT
ART_DEF_VEFFECT_MOBILE_SAM_MACHINE_GUN_MUZZLE
ART_DEF_VEFFECT_MOBILE_SAM_MACHINE_GUN_GLOW
ART_DEF_VEFFECT_NUCLEAR_MISSILE_TRAIL
ART_DEF_VEFFECT_ROCKET_ARTILLERY_EXPLOSION_DEATH
ART_DEF_VEFFECT_ROCKET_ARTILLERY_LAUNCH_SMOKE
ART_DEF_VEFFECT_ROCKET_ARTILLERY_LAUNCH_SMOKE_FRONT
ART_DEF_VEFFECT_ROCKET_ARTILLERY_LAUNCH_RINGOUT
ART_DEF_VEFFECT_ROCKET_ARTILLERY_ROCKET_NO_TRAIL
ART_DEF_VEFFECT_ROCKET_ARTILLERY_ROCKET_PROJECTILE
ART_DEF_VEFFECT_ROCKET_ARTILLERY_LG_PROJ
ART_DEF_VEFFECT_ROCKET_ARTILLERY_IMPACT_DIRT
ART_DEF_VEFFECT_ROCKET_ARTILLERY_IMPACT_CITY
ART_DEF_VEFFECT_ROCKET_ARTILLERY_MACHINE_GUN_MUZZLE
ART_DEF_VEFFECT_ROCKET_ARTILLERY_MACHINE_GUN_GLOW
ART_DEF_VEFFECT_AIR_FLAK_01
ART_DEF_VEFFECT_AIR_DEATH_01
ART_DEF_VEFFECT_AIR_DEATH_02
ART_DEF_VEFFECT_ATOMICBOMBER_BLADES_01
ART_DEF_VEFFECT_BOMBER_BLADES_01
ART_DEF_VEFFECT_HELICOPTERGUNSHIP_BLADES_01
ART_DEF_VEFFECT_HELICOPTERGUNSHIP_BLADES_02
ART_DEF_VEFFECT_PARADROP_BLADES_01
ART_DEF_VEFFECT_PARADROP
ART_DEF_VEFFECT_PARATROOPER_01
ART_DEF_VEFFECT_PARATROOPER_02
ART_DEF_VEFFECT_PARATROOPER_03
ART_DEF_VEFFECT_PARATROOPER_04
ART_DEF_VEFFECT_PARATROOPER_05
ART_DEF_VEFFECT_PARATROOPER_06
ART_DEF_VEFFECT_TRAIL_PLANE_DEATH_01
ART_DEF_VEFFECT_TRAIL_PLANE_DEATH_02
ART_DEF_VEFFECT_JET_WINGTIP_TRAIL_01
ART_DEF_VEFFECT_PARADROP_WINGTIP_TRAIL_01
ART_DEF_VEFFECT_JET_ENGINE_FIRE_01
ART_DEF_VEFFECT_JET_ENGINE_FIRE_02
ART_DEF_VEFFECT_FIGHTER_BOMB_PROJECTILE
ART_DEF_VEFFECT_BOMBER_PROJECTILE
ART_DEF_VEFFECT_STEALTHBOMBER_PROJECTILE
ART_DEF_VEFFECT_ATOMIC_BOMB_PROJECTILE
ART_DEF_VEFFECT_MELEE_TORCH_PROJECTILE
ART_DEF_VEFFECT_MELEE_TORCH_PROJECTILE_LEFT
ART_DEF_VEFFECT_UNIT_CLUB_TRAIL_01
ART_DEF_VEFFECT_UNIT_PIKE_TRAIL_01
ART_DEF_VEFFECT_UNIT_STAFF_TRAIL_01
ART_DEF_VEFFECT_UNIT_STONECLUB_TRAIL_01
ART_DEF_VEFFECT_UNIT_STONECLUB_TRAIL_02
ART_DEF_VEFFECT_UNIT_SWORD_TRAIL_01
ART_DEF_VEFFECT_UNIT_SHORT_SWORD_TRAIL_01
ART_DEF_VEFFECT_IDLE_WATER_WAKE_LG_01
ART_DEF_VEFFECT_IDLE_WATER_WAKE_MD_01
ART_DEF_VEFFECT_IDLE_WATER_WAKE_SM_01
ART_DEF_VEFFECT_IDLE_WATER_WAKE_LONG_01
ART_DEF_VEFFECT_IDLE_WATER_WAKE_LONG_SM_01
ART_DEF_VEFFECT_WAKE_TRAIL_SM_01
ART_DEF_VEFFECT_WAKE_TRAIL_MD_01
ART_DEF_VEFFECT_WAKE_TRAIL_LG_01
ART_DEF_VEFFECT_WATER_DEATH_MD_01
ART_DEF_VEFFECT_WATER_DEATH_BACK
ART_DEF_VEFFECT_WATER_DEATH_FRONT
ART_DEF_VEFFECT_WATER_DEATH_LEFT
ART_DEF_VEFFECT_WATER_DEATH_RIGHT
ART_DEF_VEFFECT_WATER_DEATH_BACK_02
ART_DEF_VEFFECT_BOAT_SINKING_MD_01
ART_DEF_VEFFECT_BOAT_SINKING_LG_01
ART_DEF_VEFFECT_BOAT_SINKING_LONG_01
ART_DEF_VEFFECT_WOOD_SHIP_DEATH_MD_01
ART_DEF_VEFFECT_PROJ_ARROW_BOAT
ART_DEF_VEFFECT_BOAT_CANNON_SMOKE_MD
ART_DEF_VEFFECT_BOAT_CANNON_SMOKE_SM
ART_DEF_VEFFECT_SHIP_OF_THE_LINE_01
ART_DEF_VEFFECT_SHIP_OF_THE_LINE_04
ART_DEF_VEFFECT_IDLE_WATER_WAKE_MD_01_SHIP_OF_THE_LINE
ART_DEF_VEFFECT_IDLE_WATER_WAKE_MD_01_GALLEON
ART_DEF_VEFFECT_EXP_IRONCLAD_DEATH_01
ART_DEF_VEFFECT_IRONCLAD_CANNON_SMOKE_SM
ART_DEF_VEFFECT_IRONCLAD_CANNON_SMOKE_REAR
ART_DEF_VEFFECT_TRANSPORT_CANNON_SMOKE
ART_DEF_VEFFECT_SUB_TRAIL_SM_01
ART_DEF_VEFFECT_TORPEDO_PROJECTILE
ART_DEF_VEFFECT_UNDERWATER_EXPLOSION
ART_DEF_VEFFECT_BATTLESHIP_CANNON_SMOKE_SM
ART_DEF_VEFFECT_BOAT_ANTIAIR
ART_DEF_VEFFECT_BOAT_ANTIAIR_SINGLE
ART_DEF_VEFFECT_CARRIER_ANTIAIR
ART_DEF_VEFFECT_CARRIER_CANNON
ART_DEF_VEFFECT_BOAT_SINKING_LONG_DESTROYER
ART_DEF_VEFFECT_DESTROYER_ANTIAIR
ART_DEF_VEFFECT_DESTROYER_CANNON_SMOKE_SM
ART_DEF_VEFFECT_DESTROYER_CANNON_SMOKE_SM_02
ART_DEF_VEFFECT_MISSILE_CRUISER_ANTI_AIR
ART_DEF_VEFFECT_MISSILE_CRUISER_ANTI_AIR_02
ART_DEF_PEFFECT_EXP_METAL_SHIP_DEATH_XSM_01
ART_DEF_PEFFECT_EXP_METAL_SHIP_DEATH_SM_01
ART_DEF_PEFFECT_EXP_METAL_SHIP_DEATH_MD_01
ART_DEF_VEFFECT_IDLE_WATER_WAKE_LONG_01_MISSILECRUISER
ART_DEF_VEFFECT_MODERN_BOAT_CANNON_SMOKE_SM
ART_DEF_VEFFECT_CITY_BUILD_DUST_01
ART_DEF_VEFFECT_CITY_BUILD_DUST_RING_01
ART_DEF_VEFFECT_AXE_HIT
ART_DEF_VEFFECT_MINING_SPARK
ART_DEF_VEFFECT_HAMMER_HIT
ART_DEF_VEFFECT_RAKING_DIRT
ART_DEF_VEFFECT_SHOVELING_DIRT_01
ART_DEF_VEFFECT_SHOVELING_DIRT_02
ART_DEF_VEFFECT_ROMAN_LEGION_SHOVELING_DIRT_01
ART_DEF_VEFFECT_ROMAN_LEGION_SHOVELING_DIRT_02
ART_DEF_VEFFECT_GREAT_ENGINEER_SMOKE
ART_DEF_VEFFECT_SCIENTIST_DUST_TRAIL_SM
ART_DEF_VEFFECT_ENGINEER_DUST_TRAIL_SM
ART_DEF_VEFFECT_OAR_SPLASH_MD_01
ART_DEF_VEFFECT_OAR_SPLASH_MD_02
ART_DEF_VEFFECT_WORKBOAT_HOIST_SPLASH_01
ART_DEF_VEFFECT_WATER_DRIPPING_01
ART_DEF_VEFFECT_BOAT_CAST_NET_01
ART_DEF_VEFFECT_WATER_WAKE_SHRINK_MD_01
ART_DEF_VEFFECT_GREAT_PERSON_CULTURE_GLOW
ART_DEF_VEFFECT_GREAT_PERSON_GOLD_GLOW
ART_DEF_VEFFECT_GREAT_PERSON_PRODUCTION_GLOW
ART_DEF_VEFFECT_GREAT_PERSON_MILITARY_GLOW
ART_DEF_VEFFECT_GREAT_PERSON_SCIENCE_GLOW
ART_DEF_VEFFECT_GLITTERING_GEMS_01
ART_DEF_VEFFECT_GLITTERING_GEMS_02
ART_DEF_VEFFECT_GLITTERING_SILVER_01
ART_DEF_VEFFECT_GLITTERING_SILVER_02
ART_DEF_VEFFECT_GLITTERING_GOLD_01
ART_DEF_VEFFECT_GLITTERING_GOLD_02
ART_DEF_VEFFECT_GLITTERING_URANIUM_01
ART_DEF_VEFFECT_SELECTION_GOD_RAY
ART_DEF_VEFFECT_LOOK_AT
ART_DEF_VEFFECT_LOOK_AT_BAD
ART_DEF_VEFFECT_OIL_RESOURCE
ART_DEF_VEFFECT_OIL_HEAVY_RESOURCE
ART_DEF_VEFFECT_URANIUM_GLOW
ART_DEF_VEFFECT_URANIUM_GLOW_01
ART_DEF_VEFFECT_URANIUM_GLOW_SM
ART_DEF_VEFFECT_FISH_TRAIL_01
ART_DEF_VEFFECT_FISH_WAKE_01
ART_DEF_VEFFECT_WHALE_BLOW
ART_DEF_VEFFECT_WHALE_BREACH_SPLASH_01
ART_DEF_VEFFECT_WHALE_BREACH_SPLASH_02
ART_DEF_VEFFECT_WHALE_TAIL_SPLASH_01
ART_DEF_VEFFECT_WHALE_TAIL_SPLASH_02
ART_DEF_VEFFECT_WHALE_TAIL_SPLASH_03
ART_DEF_VEFFECT_WHALE_TAIL_SPLASH_04
ART_DEF_VEFFECT_COLOSSUS_TORCH
ART_DEF_VEFFECT_GREAT_LIGHTHOUSE
ART_DEF_VEFFECT_ANCIENT_LIGHTHOUSE
ART_DEF_VEFFECT_INDUSTRIAL_LIGHTHOUSE
ART_DEF_VEFFECT_GEYZER_BLOWING_01
ART_DEF_VEFFECT_GEYZER_BLOWING_02
ART_DEF_VEFFECT_REEF_CAUSTICS
ART_DEF_VEFFECT_VOLCANIC_ERUPTION
ART_DEF_VEFFECT_FUJI_CLOUDS
ART_DEF_VEFFECT_BARBARIAN_FIRE_PIT_01
ART_DEF_VEFFECT_BARBARIAN_FIRE_PIT_SM_01
ART_DEF_VEFFECT_CITY_DAMAGED_SMOKE_FIRST_01
ART_DEF_VEFFECT_CITY_DAMAGED_SMOKE_FIRST_02
ART_DEF_VEFFECT_CITY_DAMAGED_SMOKE_FIRST_03
ART_DEF_VEFFECT_CITY_DAMAGED_SMOKE_SECOND_01
ART_DEF_VEFFECT_CITY_DAMAGED_SMOKE_SECOND_02
ART_DEF_VEFFECT_CITY_DAMAGED_SMOKE_SECOND_03
ART_DEF_VEFFECT_CITY_DAMAGED_SMOKE_THIRD_01
ART_DEF_VEFFECT_CITY_DAMAGED_SMOKE_THIRD_02
ART_DEF_VEFFECT_CITY_DAMAGED_SMOKE_THIRD_03
ART_DEF_VEFFECT_PILLAGED_SMOKE_01
ART_DEF_VEFFECT_PASTURE_PILLAGED_SMOKE_01
ART_DEF_VEFFECT_PASTURE_PILLAGED_SMOKE_02
ART_DEF_VEFFECT_PASTURE_PILLAGED_SMOKE_03
ART_DEF_VEFFECT_FARM_PILLAGED_SMOKE_01
ART_DEF_VEFFECT_OIL_RIG_PILLAGED_SMOKE_01
ART_DEF_VEFFECT_MULTIPLAYER_UNIT_DEATH_01
ART_DEF_VEFFECT_ASKIA_ASH_01
ART_DEF_VEFFECT_ASKIA_EMBERS_01
ART_DEF_VEFFECT_ASKIA_EMBERS_02
ART_DEF_VEFFECT_ASKIA_EMBERS_03
ART_DEF_VEFFECT_ASKIA_SMOKE_F_01
ART_DEF_VEFFECT_ASKIA_CITYFIRESMOKE_01
ART_DEF_VEFFECT_ASKIA_CITYFIRESMOKE_02
ART_DEF_VEFFECT_ASKIA_CITYFIRESMOKE_03
ART_DEF_VEFFECT_ASKIA_CITYFIRESMOKE_04
ART_DEF_VEFFECT_ASKIA_CITYFIRESMOKE_05
ART_DEF_VEFFECT_ASKIA_CITYFIRESMOKE_06
ART_DEF_VEFFECT_ASKIA_CITYFIRE_LOW_01
ART_DEF_VEFFECT_ASKIA_CITYFIRE_LOW_02
ART_DEF_VEFFECT_CAESAR_BRAZIER_01
ART_DEF_VEFFECT_NEBUCHADNEZZAR_TORCH_01
ART_DEF_VEFFECT_CANDLE_FLAME_01
ART_DEF_VEFFECT_CANDLE_FLAME_02
ART_DEF_VEFFECT_CANDLE_FLAME_03
ART_DEF_VEFFECT_MONTEZUMA_BRAZIER_01
ART_DEF_VEFFECT_MONTEZUMA_TORCH_01
CITY_BOMBARD_EARLY
CITY_BOMBARD_MID
CITY_BOMBARD_LATE
ART_DEF_VEFFECT_FINDING_FLARE_01
ART_DEF_VEFFECT_SPACESHIP
ART_DEF_VEFFECT_SPACESHIP_LAUNCH_FIRE
ART_DEF_VEFFECT_SPACESHIP_LAUNCH_FIRE_CENTER
ART_DEF_VEFFECT_SPACESHIP_LAUNCH_SMOKE
ART_DEF_VEFFECT_SPACESHIP_LAUNCH_SMOKE_SM
ART_DEF_VEFFECT_SPACESHIP_GANTRY_C02_01
ART_DEF_VEFFECT_SPACESHIP_GROUND_SMOKE_01
ART_DEF_VEFFECT_SPACESHIP_GROUND_SMOKE_02
ART_DEF_VEFFECT_SPACESHIP_GROUND_SMOKE_03
ART_DEF_VEFFECT_UNIT_SLING_TRAIL_01
ART_DEF_VEFFECT_UNIT_SLING_FIRE_TRAIL_01
ART_DEF_VEFFECT_SLING_ROCK_IMPACT_CITY
ART_DEF_VEFFECT_SLING_ROCK_IMPACT_DIRT
ART_DEF_VEFFECT_SLING_ROCK_IMPACT_SNOW
ART_DEF_VEFFECT_SLING_ROCK_IMPACT_SAND
ART_DEF_VEFFECT_SLING_ROCK_IMPACT_MUD
ART_DEF_VEFFECT_SLING_ROCK_IMPACT_LEAVES
ART_DEF_VEFFECT_SLING_ROCK_IMPACT_AIR
ART_DEF_VEFFECT_SLING_ROCK_IMPACT_WATER
ART_DEF_VEFFECT_TIPI_FIRE_PIT_01
ART_DEF_VEFFECT_TIPI_FIRE_PIT_02
ART_DEF_VEFFECT_ATLATL_STATIC
ART_DEF_VEFFECT_ATLATL
ART_DEF_VEFFECT_ATLATL_FIRE
ART_DEF_VEFFECT_CW_CANNON_DEATH
ART_DEF_VEFFECT_CW_CANNON_FIERY_DEATH
ART_DEF_VEFFECT_CW_CANNON_SMOKE
ART_DEF_VEFFECT_CW_CANNON_IGNITE
ART_DEF_VEFFECT_CW_CANNON_DUST_TRAIL_SM
ART_DEF_VEFFECT_PACAL_SMOKE_START_LEFT
ART_DEF_VEFFECT_PACAL_SMOKE_START_RIGHT
ART_DEF_VEFFECT_UNIT_BERSERKER_AXE_TRAIL_01
ART_DEF_VEFFECT_UNIT_BERSERKER_AXE_TRAIL_02
ART_DEF_VEFFECT_SKI_INFANTRY_SKI
ART_DEF_VEFFECT_SKI_INFANTRY_RIFLE_SMOKE
ART_DEF_VEFFECT_UNIT_HUSCARL_AXE_TRAIL_01
ART_DEF_VEFFECT_HWACHA_ARROW_STATIC
ART_DEF_VEFFECT_HWACHA_ARROW
ART_DEF_VEFFECT_HWACHA_ARROW_CITY_ATTACK
ART_DEF_VEFFECT_HWACHA_FIRE_QTIP
ART_DEF_VEFFECT_HWACHA_LAUNCH_RINGOUT
ART_DEF_VEFFECT_HWACHA_ARROW_IMPACT
ART_DEF_VEFFECT_HWACHA_DEATH
ART_DEF_VEFFECT_HWACHA_LAUNCH_SMOKE
ART_DEF_VEFFECT_HWACHA_LAUNCH_SMOKE_FRONT
ART_DEF_VEFFECT_HWACHA_FUSE_SPARKS
ART_DEF_VEFFECT_SEJONG_LAMP
ART_DEF_VEFFECT_UNIT_MAORI_WARRIOR_SWORD_TRAIL
ART_DEF_VEFFECT_KAMEHAMEHA_SAND_TRAIL_01
ART_DEF_VEFFECT_KAMEHAMEHA_SAND_KICK
ART_DEF_VEFFECT_TRUFFLE_DIRT_01
ART_DEF_VEFFECT_CAROLEAN_RIFLE_SMOKE
ART_DEF_VEFFECT_MEHAL_RIFLE_SMOKE
ART_DEF_VEFFECT_MARINE_MUZBLAST_01
ART_DEF_VEFFECT_WW2_INFANTRY_MUZBLAST_01
ART_DEF_VEFFECT_HUSSAR_RIFLE_SMOKE
ART_DEF_VEFFECT_PROJ_HUNS_ARROW_ARCHER_HAND
ART_DEF_VEFFECT_BATTERING_RAM_DEATH
ART_DEF_VEFFECT_HAMMER_BATTERING_RAM_HIT
ART_DEF_VEFFECT_AFRICAN_FOREST_SPEAR_STATIC
ART_DEF_VEFFECT_AFRICAN_FOREST_SPEAR
ART_DEF_VEFFECT_UNIT_HAKKAPELITTA_SWORD_TRAIL
ART_DEF_VEFFECT_DROMON_FLAME
ART_DEF_VEFFECT_DROMON_FLAME_TRAIL
ART_DEF_VEFFECT_DROMON_IMPACT
ART_DEF_VEFFECT_DROMON_FLAME_TRAIL_CITY
ART_DEF_VEFFECT_DROMON_IMPACT_CITY
ART_DEF_VEFFECT_DROMON_IDLE_SMOKE
ART_DEF_VEFFECT_MACHINEGUN_MUZBLAST_01
ART_DEF_VEFFECT_LANDSHIP_MUZBLAST_03
ART_DEF_VEFFECT_GATLING_GUN_MUZBLAST_01
ART_DEF_VEFFECT_WW1_BOMBER_PROJECTILE
ART_DEF_VEFFECT_TANK_TREADS
ART_DEF_VEFFECT_TANK_TREADS_02
ART_DEF_VEFFECT_TANK_DUST_TRAIL_FRONT
ART_DEF_VEFFECT_WW1_TANK_MUZBLAST_01
ART_DEF_VEFFECT_WW1_TANK_DIRT_TRAIL_MD
ART_DEF_VEFFECT_CAVALRY_PISTOL_SMOKE
ART_DEF_VEFFECT_IRONCLAD_WAKE_TRAIL_SM_01
ART_DEF_VEFFECT_HOLY_SITE_01
ART_DEF_VEFFECT_RELIGION_ACTIVATE
ART_DEF_VEFFECT_RELIGION_ACTIVATE_FLASH
ART_DEF_VEFFECT_RELIGION_ACTIVATE_FOLLOWERS
ART_DEF_VEFFECT_ATILLA_TORCH_FLAME
ART_DEF_VEFFECT_GUSTAVUS_FIREPLACE_01
ART_DEF_VEFFECT_GUSTAVUS_FIREPLACE_02
ART_DEF_VEFFECT_DIDO_STAR_01
ART_DEF_VEFFECT_DIDO_STAR_02
ART_DEF_VEFFECT_DIDO_STAR_03
ART_DEF_VEFFECT_BOUDICCA_WOOD_CHUNK
ART_DEF_VEFFECT_LANDSHIP_MUZBLAST_01
ART_DEF_VEFFECT_LANDSHIP_MUZBLAST_02
ART_DEF_VEFFECT_AIRSHIP_MUZBLAST_1
ART_DEF_VEFFECT_LANDSHIP_DIRT_TRAIL_MD
ART_DEF_VEFFECT_AIRSHIP_IDLE_SMOKE_01
ART_DEF_VEFFECT_LANDSHIP_IDLE_SMOKE_01
ART_DEF_VEFFECT_LANDSHIP_IDLE_SMOKE_02
ART_DEF_VEFFECT_LANDSHIP_IDLE_STEAM
ART_DEF_VEFFECT_LANDSHIP_IDLE_STEAM_02
ART_DEF_VEFFECT_STEAM_FIGHTER_BLADES
ART_DEF_VEFFECT_FIGHTER_RUN_SMOKE
ART_DEF_VEFFECT_FIGHTER_IDLE_SMOKE
ART_DEF_VEFFECT_BOAT_CAST_CRAB_TRAP_01
ART_DEF_VEFFECT_WORKBOAT_CRAB_TRAP_SPLASH_01
ART_DEF_VEFFECT_SIEGE_TOWER_DEATH
ART_DEF_VEFFECT_HAMMER_SIEGE_TOWER_HIT
ART_DEF_VEFFECT_PRACINHA_MUZBLAST_01
ART_DEF_VEFFECT_BAZOOKA_LAUNCH_SMOKE
ART_DEF_VEFFECT_BAZOOKA_LAUNCH_SMOKE_FRONT
ART_DEF_VEFFECT_BAZOOKA_ROCKET_PROJECTILE
ART_DEF_VEFFECT_ATOMIC_BOMB_01_NEW
ART_DEF_VEFFECT_ROTATING_AXE_IMPACT
ART_DEF_VEFFECT_ROTATING_AXE_PROJECTILE
ART_DEF_VEFFECT_IMPI_SPEAR
ART_DEF_VEFFECT_CASIMIR_TORCH
ART_DEF_VEFFECT_ALMANSUR_FIRE
ART_DEF_VEFFECT_BROADWAY_LIGHTS
ART_DEF_VEFFECT_EXPLORER_RIFLE_SMOKE
ART_DEF_VEFFECT_CIVIL_WAR_RIFLE_SMOKE
ART_DEF_VEFFECT_XCOM_DROP
ART_DEF_VEFFECT_XCOM_TROOPER_01
ART_DEF_VEFFECT_XCOM_TROOPER_02
ART_DEF_VEFFECT_XCOM_TROOPER_03
ART_DEF_VEFFECT_PLASMA_RIFLE_PROJ
ART_DEF_VEFFECT_PLASMA_RIFLE_IMPACT
ART_DEF_VEFFECT_JETPACK_TRAIL
ART_DEF_VEFFECT_JETPACK_TRAIL_SM
ART_DEF_VEFFECT_DUST_KICKUP
ART_DEF_VEFFECT_SKYRANGER_ENGINE
ART_DEF_VEFFECT_SKYRANGER_ENGINE_LG
ART_DEF_VEFFECT_SKYRANGER_AIRWAKE_DIRT
ART_DEF_VEFFECT_TRUCK_DUST_TRAIL_MD
ART_DEF_VEFFECT_TRUCK_DIRT_TRAIL_MD
ART_DEF_VEFFECT_ARCHAEOLOGIST_MINING_SPARK
ART_DEF_VEFFECT_ARCHAEOLOGIST_SHOVELING_DIRT_01
ART_DEF_VEFFECT_ARCHAEOLOGIST_SHOVELING_DIRT_02
ART_DEF_VEFFECT_EXPLORER_SHOVELING_DIRT_01
ART_DEF_VEFFECT_EXPLORER_SHOVELING_DIRT_02
ART_DEF_VEFFECT_LAKE_VICTORIA
ART_DEF_VEFFECT_SMALL_BULLET_HIT_DIRT
ART_DEF_VEFFECT_FOUNTAIN_OF_YOUTH_WATERFALL
ART_DEF_VEFFECT_FOUNTAIN_MIST
ART_DEF_VEFFECT_EL_DORADO_GLITTER
ART_DEF_VEFFECT_EL_DORADO_GLITTER_SM
ART_DEF_VEFFECT_CERRO_DE_POTOSI_GLITTER
 
We could do a "trade event". The volcano erupts and pillages a bunch of stuff, maybe has a chance to break buildings, but in return you get +food on all your farms or +science on your academies, etc.
taking_notes.gif

I used to have a test modfile just for swapping these around quickly, I'll see if I can find it.
If you can find it, that would help immensely so in my free time I can go through the list of visual fx you posted and see if there's a suitable one.
If also you would like to help check it'd be a lot appreciated because I have no experience with this stuff.

I have a question about obsidian does it need to have Even More Resources modmod enabled or can appear without it?
I copied the obsidian from Even More Resources mod so you don't need to enable it just for that resource.
 
The thing is that Volcano and natural wonders are features on its own but code-wise it would be much of a problem.
Beside Krakatoa, could you list in a reply here which natural wonders are volcanoes?
Fuji and Kilimanjaro in original game and Mauna Kea, Mt. Paektu (volcanic lake) , Dallol (Volcanic lake) in adans mod
 
Basic volcano has no yields but gives +1 :c5food: to adjacent tiles.
I fear that applying that to volcanic natural wonders, which already have good tile yields on their own, would make them too op and create unbalance. 🤔
 
Basic volcano has no yields but gives +1 :c5food: to adjacent tiles.
I fear that applying that to volcanic natural wonders, which already have good tile yields on their own, would make them too op and create unbalance. 🤔
maybe atleast make buildings available?
 
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If you can find it, that would help immensely so in my free time I can go through the list of visual fx you posted and see if there's a suitable one.
If also you would like to help check it'd be a lot appreciated because I have no experience with this stuff.
Yes, though it's possible I scrapped it. If I did I will make a new one and post it here. Alternatively you could find where the veffect tag is applied to your current volcanoes and just swap it with some of those others -- that lava effect at the top will be replaced with something else.

If you do this, you'll notice that some are always on and some only play once quickly -- not sure what this means for features assigned at start. Anyway I think the ones to look at first are the geyser animation and the askia fires and smoke etc.

Also, have you ever seen the faerun modpack? The terrain in there has kind of a charred look, I wonder if it could be applied temporarily as we're thinking here... Can see it in this vid
 
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Little update.

Changelog:
- fixed bug whereby Volcanoes spawn on Ancient Ruins;
- Natural Wonders Fuji, Krakatoa, Kilimanjaro count as Volcanoes for building requirements. If More Wonders for VP is enabled, also Mt. Paektu and Dallol.
(Mauna Kea is not yet added to adan_eslavo's mod)
 
Yes, though it's possible I scrapped it. If I did I will make a new one and post it here. Alternatively you could find where the veffect tag is applied to your current volcanoes and just swap it with some of those others -- that lava effect at the top will be replaced with something else.

If you do this, you'll notice that some are always on and some only play once quickly -- not sure what this means for features assigned at start. Anyway I think the ones to look at first are the geyser animation and the askia fires and smoke etc.

Also, have you ever seen the faerun modpack? The terrain in there has kind of a charred look, I wonder if it could be applied temporarily as we're thinking here... Can see it in this vid
ghost_toast did some similar terrain textures. Unfortunately changing terrain requires reloading the save in order to be visible in game.

Spoiler pic :
apoc_volc_1-jpg.669599
 
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