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  1. #1

    Default Trees in Cities

    Does anyone know how to change what the tree types are inside a city? I notive that Egyptian cities have deciduous trees that look they belong in northern Europe. I want to get them to change to palms. The city Seleucia has palms inside the city. Where is that stat that changes this? Thanks for any help.

  2. #2
    Ramashan's Avatar Artifex
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    Default Re: Trees in Cities

    You change these in the settlement_plans files. If you go into that folder you'll see a bunch of files called: Eastern_town, Barb_town, Egyptian_town, etc The plans are aside based on the culture and the coding at the bottom of descr_settlement_plans.

    So, if you want to change the egyptian settlements to have Seluecid trees go into data/settlement_plans and open the greek_town or what ever level you want to change. Copy one of the tree codes: Tree_F or what ever its called, so long as it doesn't exist in the plan you want to change. And then replace the trees in egyptian_town with the greek trees.

    Make sense?
    Under the Patronage of Lord Condormanius

  3. #3

    Default Re: Trees in Cities

    I switched the trees like you said, but I'm still getting no palms in the city. The trees have changed, they are the regular trees in Greek towns, but not palms like in Seleucia. Could it have something to do with climate the city is on? The terrain around Seleucia looks like sandy desert while the terrain around Memphis looks like semi-arid. Any other ideas?

  4. #4
    Ramashan's Avatar Artifex
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    Default Re: Trees in Cities

    Ah yes, you are correct. I just looked at the file and it seems trees are connected to geography. I just assumed the trees coded into the settlement plans were independent of the vegetation file.

    Go into descr_settlement_plans. Right at the top, after the list of buildings, is the climate_groups.

    I'd say, copy and paste group Tree_F and rename it Group Tree_G and change around which trees are in which climate group, then code Tree_G into your settlement plan. That should work.
    Under the Patronage of Lord Condormanius

  5. #5

    Default Re: Trees in Cities

    Marvelous Ramashan. Worked perfectly. What I did was add a new entry for each tree group like this...

    Code:
        group tree_A
        {
            default tree_A_deciduous_summer
            temperate_grassland_fertile winter tree_A_deciduous_winter
            temperate_grassland_infertile winter tree_A_deciduous_winter
            temperate_forest_open winter tree_A_deciduous_winter
            temperate_forest_deep winter tree_A_deciduous_winter
            highland winter tree_A_deciduous_winter                
            alpine winter tree_A_deciduous_winter
            sub_arctic winter tree_A_deciduous_winter
            semi_arid any tree_A_palm
            sandy_desert any tree_A_palm
            rocky_desert any tree_A_palm
    Since there was no semi_arid climate entry for any of the trees, the settlements in semi_arid zone were defaulting to the deciduous tree listed at the top of each entry. Thanks again for the fix!

  6. #6
    Ramashan's Avatar Artifex
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    Default Re: Trees in Cities

    Your welcome, glad it worked. Good call on the semi-arid. I'd probably never have noticed that. Going to go home and add that to my files tonight.
    Under the Patronage of Lord Condormanius

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