Terrain modifiers

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IjonTihy
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Terrain modifiers

Post by IjonTihy » Mon Nov 25, 2013 12:33 pm

I think tterrains modifiers should be more diversified.
e.g. infantry (biological) and light vehicles should not have same bonuses in mountains or forest. Each terrain should be uniqe for some type of units.
Mountains - big bonus for Infantry, small penalty for Light and big penalty for Mechanical, can't use airborne
Hills - small bonus for Infantry, small penalty for Mechanical, small penalty for airborne
Forest - small bonus for Infantry, small penalty for Mechanical, big penalty for airborne
etc...

IjonTihy
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Re: Terrain modifiers

Post by IjonTihy » Tue Nov 26, 2013 8:08 pm

I've made some changes:

- new terrain's modifiers to increase tactical side of the game (was so lame!)
- new graphics for terrains
PFCfeatures1.GIF
PFCfeatures1.GIF (228.71 KiB) Viewed 5584 times
PFCfeatures2.GIF
PFCfeatures2.GIF (198.83 KiB) Viewed 5584 times
also for maniacs:
- faction's names, leader's names and leader's pictures from original Alpha Cenatauri! (faction's bonuses and storyline remain from Pandora)
PFCfactions.jpg
PFCfactions.jpg (170.89 KiB) Viewed 5584 times
The file is here (sorry, this stupid forum block urls), file is 3,3 MB:

sendfile.pl/101458/Data.rar

need to be unpack and place as Data directory in:
Windows Vista/7:
“C:\Users\<user>\AppData\Roaming\Proxy Studios\Pandora\”
Windows XP:
“C:\Documents and Settings\<user>\Application Data\Proxy Studios\Pandora\”
Mac OS X:
“/Users/<user>/Library/Application Support/Proxy Studios/Pandora/”
Linux:
“/home/<user>/.config/Proxy Studios/Pandora/”


Waiting for other suggestions... :)
Last edited by IjonTihy on Tue Nov 26, 2013 9:37 pm, edited 1 time in total.

jdmillard
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Re: Terrain modifiers

Post by jdmillard » Tue Nov 26, 2013 8:46 pm

Nice!

You can post URLs after you have posted 5 or 10 times (I don't know which one). There was a thread created for the sole purpose of spamming posts so you could enable this feature. Go there, spam, then come back and edit or post to be how you want it. They just don't want people creating accounts so they can post advertisements, so they require that you actually "participate" in the forums before unlocking all the possibilities.

Spam Here So You Can Post Links

SephiRok
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Re: Terrain modifiers

Post by SephiRok » Tue Nov 26, 2013 9:05 pm

That's so awesome!

Morgan would fit to yellow more though!
Rok Breulj
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Soheil
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Re: Terrain modifiers

Post by Soheil » Tue Nov 26, 2013 9:09 pm

HAHAH! OMG this is sooo cool! Nice job man!
Soheil Khaghani
Graphics Artist on Pandora: First Contact
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jdmillard
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Re: Terrain modifiers

Post by jdmillard » Tue Nov 26, 2013 9:17 pm

SephiRok wrote:That's so awesome!

Morgan would fit to yellow more though!
Yeah, I was just thinking this. It seems that you may have switched Yang and Morgan on accident.

And... Poor Lal.

IjonTihy
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Re: Terrain modifiers

Post by IjonTihy » Tue Nov 26, 2013 9:37 pm

jdmillard wrote:
SephiRok wrote:Morgan would fit to yellow more though!
Yeah, I was just thinking this. It seems that you may have switched Yang and Morgan on accident.
Maybe. But I want faction with "Industrious" in name to be industry :D

Peacekeeper Lal - yeah... but there is only 6 factions in Pandora. If someone find ALL files for faction I add new one. Including those from Alpha Centauri Alien Crossfire...

But now time for version 2 (the file is downloadable at first post, i've changed it):

- I double maintenance cost for all units (hope this prevents big units stacks)
- building improvmens now take longer: road 5 turns instead of 3, mine/farm 10 instead of 3, etc. (tactical issue: longer to build - longer to think where :) )
- cooldown for operations is longer too. Scan - 5 turns, Bombardment - 10, Nuke/EMP - 20, Black Hole - 40. (also tactical change)

jdmillard
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Re: Terrain modifiers

Post by jdmillard » Tue Nov 26, 2013 10:05 pm

IjonTihy wrote:Maybe. But I want faction with "Industrious" in name to be industry :D
To each his own. Everyone can mod the crap out of this thing the way they want. That's the beauty of it right?
IjonTihy wrote:Peacekeeper Lal - yeah... but there is only 6 factions in Pandora. If someone find ALL files for faction I add new one. Including those from Alpha Centauri Alien Crossfire...
No complaint. Just trying to be funny.

Also, do these images appear during diplomacy interactions? Because typically their face expressions reflect their mood. Would a simple image file cause some kind of error? or would the game know to simply display the plain image (and therefore no animations)?

IjonTihy
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Re: Terrain modifiers

Post by IjonTihy » Tue Nov 26, 2013 10:24 pm

I have no idea how developers done face's expressions cause I found only one leader's image for each faction. And just simply replace it :)

About Lal - sure, I know You are trying to be funny. But I'm trying to say that the game is so.... boring? simple? that need serious upgrades. I always thought that one super mod is better than many smallers. So I'm trying invite everybody to help and cooperate. Also I always like crowd - In every 4x game I used to play with maximum number of factions/civilizations/countries, so six is pretty weak...

I saw Your suggestions about changes in faction bonuses - I think I can implement it, but need clear suggestions - what to whom and when ;)

Unfortunately there is so many things to improve*, that most files should be copied to mod. So I hope that game developers visit here from time to time, and maybe some of ours ideas will be included in next game update.

* for example individual images for each technology and unit - like I've done with terrain. Also non-military side of the game is sooo bad. Truly - it does not exist. All technologies are for guns, armors etc. Only few not - and that's the exception that proves the rule. So there is place for new technologies, for more units, more devices, even more operations.

EDIT: short play and more errors:

- there can not be Forest and Savanna at the same tile! or Forest and Tundra etc. Every tile got two descriptions: kind of terrain (Plains, Hills, Mountains) and vegetation (Tundra*, Savanna**, Grassland, Forest; should be also - None). And let's say third - climate (Arctic, Tropical, Desert; but missing at least one - Moderate).
* tundra is a biome where the tree growth is hindered by low temperatures and short growing seasons
** savanna is a grassland ecosystem characterized by the trees being sufficiently widely spaced

- There are some special tiles with extra food/crystals (e.g. Garden of Eden). I think there can not be possible to build improvements on those tiles (only road). Every other improvment should destroy special tile.

- Combined from two above - if we assume that those specal tiles are kind of vegetation (Garden of Eden, also Xantic Flowers) there can't be Xantic Flower and Grassland together at the same tile! grass or flowers ;)

- cities should stop growing, when they reach their habitat limit. I'm not sure, but cities still grow, count habitat as "-".

- last but not least: there is error with counting movement points. When unit has 0.5 point it can move to a tile, although movement cost for this tile is 1 or higher (the same is when unit has 1 point, and cost is 2).

unsubstantiation
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Re: Terrain modifiers

Post by unsubstantiation » Thu Feb 27, 2014 1:51 am

Great job, I love the terrain modifiers. To get the images to be the correct faces for all diplomacy here is what you need to do:
Download photolapse 3 and freemakevideoconverter and mirovideoconverter
1. make sure images are .jpg
2. copy you image two times, for a total of three images
2. use photolapse, set fps to 1, create movie, use the microsoft video 1 compressor, at best quality.
3. use freemakevideoconverter to convert the .avi's to .mkv's
4. use mirovideoconverter to turn the .mkv's into webm's HD.
5. Find the appropriate folder, \Data\Cinematics\Clips\Factions and for each faction replace all 6 videos with the one you made. To replace them you will need to rename your files, so the name is the same and the file extension needs to be renamed to .mkv if you don't know how to file extension, look it up on google, it depends on your operating system.

mrowka
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Re: Terrain modifiers

Post by mrowka » Thu Feb 27, 2014 6:29 pm

I had kinda concept of no combat side but i did stuck on some basic :D
It looked mainly like that:
Terrain dont provide any bonuses, to get that bonuses you need to send a special unit like scientist to that square and reserach it via unit skill, so the unit will be on that square for a turn ( i think that month is engouh to get all the samples) and then player gets set of new research options in his research.
So let say we landed in artic plains our guy get us research like "Natural Cooling" that would privide a extra science( hot servers) and food bonus ( food conservation) on the city square, another research could be "Low-Temp Constructions" that would unlock some featurs to build by former on artic tiles. Similar method could be used on hills and moutians and diffrent ecosystem.
General goal is to make planet more alien, so when we land we dont know what we can eat or what we can mine.

Tanaka
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Re: Terrain modifiers

Post by Tanaka » Tue Mar 01, 2016 5:34 am

Possible to re-upload this mod?

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