Sea Terraforming?

4X strategy game from Proxy Studios

Moderators: Pandora Moderators, Slitherine Core

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mugged
Lance Corporal - Panzer IA
Lance Corporal - Panzer IA
Posts: 10
Joined: Sun Jan 05, 2014 8:03 pm

Sea Terraforming?

Post by mugged »

Is there any plan to implement this? I think it might be impossible to implement through modding because Teraformer is a Unit type instead of a weapon/package that can be added to any chassis... forgive my use of smac lingo. I read in another thread about fish being somewhere in the code but that it wasn't implemented.

edit: after a deeper look, I think it might be possible... to create a terraformer unit that has field="water" amd attribute="Waterbourne"

but I'm wondering how the engine would deal with trying to terraform water tiles. It might be possible given that the functionality seems present à la the Seafood feature (even though I've never seen it...). Also, does anyone know if it is possible to add feature art? As in, Seafarms would look different than landfarms... Sea tiles would need bonuses other than food too, but that probably has a lot to do with world generation which if I'm not mistaken isn't very moddable at least in this manner...
mugged
Lance Corporal - Panzer IA
Lance Corporal - Panzer IA
Posts: 10
Joined: Sun Jan 05, 2014 8:03 pm

Re: Sea Terraforming?

Post by mugged »

I don't additional units can be added through editing the xml files alone... .dlls and .exes are beyond my abilities...
mugged
Lance Corporal - Panzer IA
Lance Corporal - Panzer IA
Posts: 10
Joined: Sun Jan 05, 2014 8:03 pm

Re: Sea Terraforming?

Post by mugged »

Would anyone be interested in a Modding Discussion thread?

So far I've been marginally successful with editing feature tiles. I changed the forests to behave more like smac and hotsprings to have a credit bonus. The credit bonus is probably unbalanced but with only base facilities and the market to earn extra credits, it seemed necessary to me. It behaves oddly though. The hotspring tile displays a percentage, but only adds the number specified in add="x"
I've been using <creditsPerTurn> but it displays like <creditsPerTurnMultiplier> I have also wondered, to percentage bonuses on whatever stack or is just the highest percentage used?

edit: Changing the color in the "faction name".xml works. I tried black, purple and indigo. The former two worked, the latter did not.
Note: you have to create a new file structure in the /AppData/ folders with new copies of the xml files. These files take precedence over those in the installation directory. Manual & readme have complete destination. You might need to make hidden files visible.
yuurei
Private First Class - Wehrmacht Inf
Private First Class - Wehrmacht Inf
Posts: 5
Joined: Thu Dec 12, 2013 6:07 pm

Re: Sea Terraforming?

Post by yuurei »

mugged wrote:I don't additional units can be added through editing the xml files alone... .dlls and .exes are beyond my abilities...
This is not true.
You have to add a xml file in Units, corresponding one in Technology and in Data/Core/Language add entries in proper files. The new unit will be fully playable with all the bonuses that you enter in xml file :) You can even make unique unit for a single faction, but not unique technology... however solution is simple, one technology could give different things to different fractions (one faction could get unique unit, another one some unique bonuses and so one)
I managed to do it ... But now I have no time to continue...

PS. Sorry I don't have Pandora on my computer now so I write this from memory. When I find some time I could explain more if necessary...
mugged
Lance Corporal - Panzer IA
Lance Corporal - Panzer IA
Posts: 10
Joined: Sun Jan 05, 2014 8:03 pm

Re: Sea Terraforming?

Post by mugged »

You were right. I figured out how to add a Sea Former, it has the option to build a farm but it can't. I've messed with the farm and coast feature xml files to try to enable seafarms but no dice so far (I'm trying to make it possible to build farms on coast tiles but not in ocean tiles). I'm going to look through other xml files but maybe a new feature would be required? Or it might not be possible to build modifications in sea tiles at all yet.
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