Raw ressource commonality and map generated walls

Started by ethouiche, January 13, 2018, 11:34:26 PM

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ethouiche

Hello,

I added two raw ressources which walls can be made of.
Everytime i start a game the ancient danger is made of one them. I dont want these ressources to overlap iron or stone walls in the map generation as it seems to do too often.

I have found 2 properties called commonality and deepCommonality. I have tried to tweak them without any relevant result. I must be missing something.

Help please  :)


jamaicancastle

Unfortunately as best I can tell, the symbol resolver (the part of map generation that takes blueprints like ancient shrines and turns them into actual things on the map) doesn't take into account the commonality of materials when making walls. However, it won't make walls out of materials that:
- cost more than $5 per unit, or more than $.5 if it's a small-volume unit like silver or gold,
- or are more than 50% flammable.

If neither of those sounds appropriate for your material, your only option would unfortunately be to implement a C# patch.