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Altering frequency of certain terrain types?

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  • Altering frequency of certain terrain types?

    I have zero experience with the mod tools for this great new game, but I was wondering if anyone has any clue about this one.

    Just for argument's sake, assume I wanted to alter the frequency of a given terrain type. For instance, say I wanted to do a map with zero, or minimal, deserts and tundras. Any idea how to do that?

    For the future era, what would need to be altered to allow Call-To-Power-like "underwater" domed cities and tubes (roads) through the oceans?

    What about the ability to alter terrain tiles? I notice we cannot plant forests or change plains to grassland with sufficient technology. While CtP wasn't the greatest game, I really enjoyed the ability to completely alter the terrain as the game progressed.

  • #2
    Re: Altering frequency of certain terrain types?

    Originally posted by Ravenloff
    While CtP wasn't the greatest game, I really enjoyed the ability to completely alter the terrain as the game progressed.
    I totaly agree with you.
    The terraform ability in ctp and ctp2 was such a great thing, i already missed it in Civ3. But in Civ3 i figured out how to change something to add a water -> land and land -> water feature... but i'm absolut confused how to do this in civ4.
    Probably python is the way...
    Hope anyone find a solution.
    Last edited by Nevs23; November 2, 2005, 10:39.

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    • #3
      Mods are separate from the scripts that generate map types. I don't think there's a guide to writing map scripts yet, but you can find the ones that came with the game and experiment.

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      • #4
        Where would those be?

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        • #5
          Map scripts are in the PublicMaps directory. Copy one to the personal directory Civ made for you to do mods in, rename it, and go wild.

          Note that "water = 0" as an argument to the generator does not necessarily COMPLETELY eliminate water.

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