In the weeds and inelegant solutions to problems

Try as I might I did not find a solution for the Helper AI mucking about on field 10. My original plan was to release as is and find a way to let the player know that they would need to clean up after the helper on F10 but seemed like a cop out and I don’t think it would have sat well with me so I hammered out a different solution, it’s not very elegant but it works.

This is the shoddy level of commitment you would have come to see from the AI

This is the shoddy level of commitment you would have come to see from the AI

The AI No Work Zone circled in red. What to do?

The AI No Work Zone circled in red. What to do?

Rezone! (Simcity flash back). Field 10 and 11 are down on size a bit, but field 12 grew by a like amount so end of the day its all good.

Rezone! (Simcity flash back). Field 10 and 11 are down on size a bit, but field 12 grew by a like amount so end of the day its all good.

Nagce Valley after the rezoning 

Nagce Valley after the rezoning 

Now we can move on to the PDA problem that I couldn't solve and the sketchy work around I came up with. Looking at the PDA below should inform you where the woodchip sell point and Nagce Grain, one of the crop sell points can be found. The Map01.xml clearly says that it should, but look at the PDA and nada on finding either of those locations. Not to mention the markers at the vehicle sales and the stock yard are a jumbled mess.

map01.xml telling the PDA to display the wood chip sellpoint

map01.xml telling the PDA to display the wood chip sellpoint

1 wood chip sell point  2 vehicle sales  4 Nagce Valley Grain  5 stockyard

1 wood chip sell point

2 vehicle sales

4 Nagce Valley Grain

5 stockyard

pda_map_H.jpg

Version 3 of BulletBills Coldborough Park Farm hit the modhub today. Bill wasn't content with simply adding a snow mask to optimize CPF for Seasons. Bill went a step beyond changing tree and bush textures with the seasons and found a way to change the texture of the weeds as well. OK, weeds may be a stretch, I believe the editor refers to them as Eisenhut. In true American fashion I'll just assume that’s German for weeds without actually bothering to verify it’s so. The weeds do add to the realism of the map but that realism has fallen of a bit with the release of Seasons as summer weeds tend to look a bit out of place in the winter. Bill’s fixed all that and graciously allowed me to use his textures on Nagce Valley.

Incorporating the textures however did turn out to be a bit more of a challenge than I had originally thought it would be. The problem is that CPF used a single additional foliage layer called Eisenhut while the starter map that Nagce Valley was based on used six or seven additional foliage layers with enchanting names lie bush1, bush3 and grass2. Actually, it was a pretty simple fix, add the Eisenhut foliage layers and textures and get rid of the other stuff. I soon found that there was another advantage to making the change. With the multiple weed foliage layers that I had previously the only way to get some variety was to paint a bit of bush1, and bit of grass2, a bit of bush4. It was time consuming, The Eisenhut has a variety of textures built in so painting the one foliage layer creates a few different weeds, not the variety I had with the old weeds but pretty good and much less time consuming. The move to Eisenhut also cleared up another minor issue. Overlapping bush2 and bush3 could cause a black flickering effect. Since I’m no longer overlapping the textures the issue is no more. It may take me the better part of the night to paint in all of the Eisenhut textures but I think the results will be worth it.

Spring weeds

Spring weeds

Sumer weeds

Sumer weeds

Autumn weeds

Autumn weeds

Winter weeds

Winter weeds

Previous low tech winter weeds

Previous low tech winter weeds