I wanted to get rid of mountains in the pangea map so I edited the script in dlc/expansion 2/maps
Before the end of the GenerateMap() function I added this:
What this does is go through every single tile, check if the tile is a mountain, if it is convert it to hill
However I'm getting a really strange bug, this is how lakes appear in the world:
I can build farms/mines/districts on those tiles and they count as fresh water too!
Before the end of the GenerateMap() function I added this:
Spoiler :
Code:
local x;
local y;
for x = 0, g_iW - 1 do
for y = 0, g_iH - 1 do
local i = y * g_iW + x;
pPlot = Map.GetPlotByIndex(i);
TerrainBuilder.SetTerrainType(pPlot, ConvertMountainToHills(terrainTypes[i]));
end
end
What this does is go through every single tile, check if the tile is a mountain, if it is convert it to hill
Spoiler ConvertMountainToHills() function :
Code:
function ConvertMountainToHills(type)
print("ConvertMountainToHills running");
local rtnValue = type;
if (type == g_TERRAIN_TYPE_SNOW_MOUNTAIN) then
rtnValue = g_TERRAIN_TYPE_SNOW_HILLS;
elseif (type == g_TERRAIN_TYPE_TUNDRA_MOUNTAIN) then
rtnValue = g_TERRAIN_TYPE_TUNDRA_HILLS;
elseif (type == g_TERRAIN_TYPE_DESERT_MOUNTAIN) then
rtnValue = g_TERRAIN_TYPE_DESERT_HILLS;
elseif (type == g_TERRAIN_TYPE_GRASS_MOUNTAIN) then
rtnValue = g_TERRAIN_TYPE_GRASS_HILLS;
elseif (type == g_TERRAIN_TYPE_PLAINS_MOUNTAIN) then
rtnValue = g_TERRAIN_TYPE_PLAINS_HILLS;
end
return rtnValue;
end
However I'm getting a really strange bug, this is how lakes appear in the world:
Spoiler :
I can build farms/mines/districts on those tiles and they count as fresh water too!
Spoiler :