Comments (3)
I believe "Occurs in groups around high elevations"
triggers your displeasure - you're asking for the specialized generator that knows Hill is a TerrainFeature... See raiseMountainsAndHills
. You'll need to remove that unique and thereby decouple it from elevation, and find a humidity/temperature niche for it or there won't be any.
Or rewrite raiseMountainsAndHills
, cellularHills
and possibly cellularMountainRanges
too for consistency.
(raiseMountainsAndHills
has a horrifying bug - it logs the found mountain terrain's name when it intends to log the hill name!)
from unciv.
I had hoped that the unique for occurring in groups would work like the unique for occurring in chains, but I guess not. Do you think it's even feasible doing all that rewriting, to say nothing of whether or not it's desirable?
from unciv.
would work like the unique for occurring in chains
It does, in that it's hardcoded to expect a specific terrain type. Chains1 will probably fail miserably should you attach it to a TerrainFeature...
I experimented yesterday trying a generalization for both that uses dynamically built lambdas for the actual terrain modification, so both could work with both terrain types, but it got endlessy complicated very quickly. Might be better as "ElevationAgent" class hierarchy... Anyway, not much fun in coding.
Footnotes
-
Not the 'Kill Six Billion Demons' character ↩
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