Villages in elevated terrain (Bluff/Gulch in 1.17.25)
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Villages in elevated terrain (Bluff/Gulch in 1.17.25)
Hi. I want to add to my add-on a terrain type which is a village on bluff/gulch. I can try copying and experimenting with original bluff/gulch terrain-graphics code but since I don't understand how terrain-graphics.cfg works - my attempts will probably end in ugly code. I have successfully done (copied) my own terrain code which is a village on bluff/gulch but it have broken original buff/gulch. Sorry for my bad English, I have a question:
Is it possible to create an overlay terrain which is a copy of existing terrain and modify it?
Something like this?
And then just add this?
Maybe there is some macro I can copy into terrain-graphics.cfg that is copying appearance of existing terrain?
Is it possible to create an overlay terrain which is a copy of existing terrain and modify it?
Something like this?
Code: Select all
[terrain_type]
symbol_image=elevation/village_on_a_bluff
id=village_on_a_bluff
editor_name= _ "Village on Bluff"
string=^QhhV
aliasof=_bas, Qhh
heals=8
gives_income=true
editor_group=wesgothic7_terrain_pack
[/terrain_type]
Code: Select all
{OVERLAY_RANDOM *^QhhV villages/village}
Re: Villages in elevated terrain (Bluff/Gulch in 1.17.25)
Probably the best thing is to use the bluff/gulch forest as a model, for example the
^^Qhhf
. Your [terrain_type] seems mostly OK, but it would be better make the aliasof=_bas, Vt
(like how the wooded bluffs use "Ft")You can ignore most of the associated rules in
terrain-graphics.cfg
if you stick with the "*^QhhV" pattern and don't want it to change depending on the neighboring hexes. You'd just adapt the lines near row 222 (without the A" typo, that should be fixed in mainline)
Code: Select all
{NEW:FOREST ("A*^Qhhf,A*^Qhuf") {SMALL_FOREST_FILTER} forest/deciduous-winter-snow}
{NEW:FOREST ("*^Qhhf,*^Qhuf") {SMALL_FOREST_FILTER} forest/deciduous-winter}
Code: Select all
{NEW:VILLAGE A*^QhhV village/drake-snow5} # this line only needed if you want snow variation
{NEW:VILLAGE *^Qhhv village/drake5}
BfW 1.12 supported, but active development only for BfW 1.13/1.14: Bad Moon Rising | Trinity | Archaic Era |
| Abandoned: Tales of the Setting Sun
GitHub link for these projects
| Abandoned: Tales of the Setting Sun
GitHub link for these projects
Re: Villages in elevated terrain (Bluff/Gulch in 1.17.25)
I tried your code but it's not working for me. I have a bit off-topic question: How I change village graphics at night?
Edit: Your code is placing villages without any elevation.
I think I can run event at night which is replacing all villages with another village terrain type but I think it's a bit overkill. Is it possible to make animation which is only played at night? If the only solution is replacing one village terrain type with another then where is best place to place this event? Is it possible to write events in [time]?
I want to have this village with light at night and without light at day.
Edit: Your code is placing villages without any elevation.
I think I can run event at night which is replacing all villages with another village terrain type but I think it's a bit overkill. Is it possible to make animation which is only played at night? If the only solution is replacing one village terrain type with another then where is best place to place this event? Is it possible to write events in [time]?
I want to have this village with light at night and without light at day.
Re: Villages in elevated terrain (Bluff/Gulch in 1.17.25)
I was wrong. Your code is working. Thanks.
I did mistake by copying/cloning terrain_type id of another existing terrain.
I did mistake by copying/cloning terrain_type id of another existing terrain.
Re: Villages in elevated terrain (Bluff/Gulch in 1.17.25)
No worries.
(TOD means Time Of Day - the exact rules are near row 4168 in
Many mainline villages do this, check out orc villages
*^Vo
for example
Code: Select all
{NEW:VILLAGE_TOD *^Vo village/orc}
core/terrain-graphics/new-macros.cfg
)BfW 1.12 supported, but active development only for BfW 1.13/1.14: Bad Moon Rising | Trinity | Archaic Era |
| Abandoned: Tales of the Setting Sun
GitHub link for these projects
| Abandoned: Tales of the Setting Sun
GitHub link for these projects
Re: Villages in elevated terrain (Bluff/Gulch in 1.17.25)
It's working great. Thank you.