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Thread: Getting rid of tree tiles

  1. #1
    Finder of Little Oddities Senior Member Makanyane's Avatar
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    Default Getting rid of tree tiles

    I'm trying to adapt the temperate_grassland_infertile climate to something nasty for a small area of my campaign map, that isn't going too badly. It needs a lot of tweaking but I think I at least know which bits need changing.

    However:


    I'm having a little bit of trouble getting rid of the ambient tree tiles (or whatever you call them), I'm sure I should know this but I can't find where they are referenced / linked to climate....

    any ideas?
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  2. #2
    Axebitten Modder Senior Member Dol Guldur's Avatar
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    Default Re: Getting rid of tree tiles

    I can't remember - are they not associated with the settlement plans? Gah, my memory is fading :(
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  3. #3
    Finder of Little Oddities Senior Member Makanyane's Avatar
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    Default Re: Getting rid of tree tiles

    Quote Originally Posted by Dol Guldur
    Gah, my memory is fading :(
    that could be a symptom of age or just rust - you should start modding again
    apparently failing memory is still working though, thanks

    turns out to be descr_landscape_ambient_settlements.txt
    ambient_settlement clump_of_palm_trees_A
    {
    type natural

    plan clump_of_palm_trees_A
    }
    was slightly thrown by where it was getting the decidedly non-palm trees from, I still need to figure that relationship out as I thought I'd edited the relevant bit, but anyway can get rid of tile by using
    ambient_settlement clump_of_palm_trees_A
    {
    type natural
    climate temperate_grassland_fertile
    climate sandy_desert

    plan clump_of_palm_trees_A
    }
    think, on very rough test, you can list the climates you want to have it that way, trying to put more than one on first climate line makes it ignore the restriction though.
    Last edited by Makanyane; 10-02-2007 at 22:18.
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