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Topic: cREATING LAKES AND EXTENDING SHORELINES |  |
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Alpha Wolf Chieftain Chicago Illinois Nov 2000
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posted December 12, 2000 18:40
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I figured there had to be a way tocreate lakes and extend shorelines, so I started playing around with the tileimp.txt file. I figured no one would ever terraform into a white_mountain so i used it since I'm not sure of all the places I have to add new names. I modified it as follows: TILEIMP_TERRAFORM_WHITE_MOUNTAIN { Icon ICON_TILEIMP_FARMS Tooltip TOOLTIP_TILEIMP_SELECT_WHITE_MOUNTAIN_BUTTON Statusbar STATUSBAR_TILEIMP_SELECT_WHITE_MOUNTAIN_BUTTON TerraformTerrain TERRAIN_WATER_BEACH Level 3 Column 3 Class:Terraform GLHidden ConstructionTiles 1 ConstructionTiles 1 ConstructionTiles 1 CantBuildOn TERRAIN_WATER_DEEP CantBuildOn TERRAIN_WATER_KELP CantBuildOn TERRAIN_WATER_REEF CantBuildOn TERRAIN_WATER_RIFT CantBuildOn TERRAIN_WATER_SHALLOW CantBuildOn TERRAIN_WATER_SHELF CantBuildOn TERRAIN_WATER_TRENCH CantBuildOn TERRAIN_WATER_VOLCANO Excludes:ATM Excludes:Farm Excludes:LandDetector Excludes:Mine Excludes:OceanATM Excludes:OceanDetector Excludes:OceanFarm Excludes:OceanMine Excludes:OceanRoad Excludes:Road Excludes:Structure1 Excludes:Structure2 TerrainEffect { Terrain TERRAIN_WATER_BEACH EnableAdvance ADVANCE_EXPLOSIVES TilesetIndex 1 } } And I can now make inland lakes and extend the shore. Best part is that CtP2 is smart enough to modify the tiles surrounding the new beach so that it still looks contiguous. These new tiles can be built on and are treated as if they had always been that way. The only thing I wish is that I could increase the cost somewhat. If someone knows how to change all the constants to make them more consistant with this being a beach, please let me know. As for now, I'm off to build my canals  ------------------ History is written by the victor. |
wheathin Prince Charming Apr 99
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posted December 12, 2000 18:48
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Cool!If you modify a 3x3 grid of beaches, do you get that odd looking beach square in the middle - the beach square that is not adjacent to any land (which I think ought to be re-done to resemble a small atoll)? |
Alpha Wolf Chieftain Chicago Illinois Nov 2000
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posted December 12, 2000 19:26
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from my playing, you can only extend a shoreline. I tried to stick land out that wasnt connected to land and it wouldnt let me. Dont forget that you can only terraform within your borders.------------------ History is written by the victor. |
Alpha Wolf Chieftain Chicago Illinois Nov 2000
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posted December 12, 2000 19:28
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quote:
 Originally posted by Alpha Wolf on 12-12-2000 07:26 PM from my playing, you can only extend a shoreline. I tried to stick land out that wasnt connected to land and it wouldnt let me. Dont forget that you can only terraform within your borders. I did create the an island that looked perfect.

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Jerk Settler Green Bay, WI, United States Nov 2000
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posted December 13, 2000 14:05
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I attempted to make the exact modification you detailed in your post and all I recieved was a pretty looking page fault which ended my game promptly. The crash occurred immediately when I select tile improvements and then hit the terraform button. [This message has been edited by Jerk (edited December 13, 2000).] |
Jerk Settler Green Bay, WI, United States Nov 2000
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posted December 13, 2000 15:38
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Ok, after fooling around I managed to make changes to some files allowing the building of beaches or the filling in of beaches to create land. The only problem I have encountered so far is land that has rivers on it. Creating a beach out of a piece of land that has a river on it creates that weird looking 'unconnected' river square in the middle of the beach. If it does complete the river the river will flow thru the shallow water. I haven't really found anything in any of the text files or any slic commands for toggling the river on/off so i wouldnt mess with land that has rivers on it. The modifications are:In terrain.txt modify the TERRAIN_WATER_BEACH to: TERRAIN_WATER_BEACH { TilesetIndex 13 Icon ICON_TERRAIN_BEACH InternalType: WaterBeach AddAdvance ADVANCE_AGRICULTURE TransformAdd { Time 1 Materials 10 } RemoveAdvance ADVANCE_AGRICULTURE TransformRemove { Time 1 Materials 10 } EnvBase { Score 90 Food 10 Shield 10 Gold 10 Defense 0 Movement 100 Freight 33 DeadFood 0 DeadShield 0 DeadGold 0 } EnvRiver { Score 30 Food 5 Shield 5 Gold 5 Movement 100 Freight 33 } MovementType: Air MovementType: Sea MovementType: ShallowWater } In tileimp.txt delete the TILEIMP_TERRAFORM_WHITE_MOUNTAIN section and replace it with: TILEIMP_TERRAFORM_WATER_BEACH { Icon ICON_TILEIMP_FARMS Tooltip TOOLTIP_TILEIMP_SELECT_WHITE_MOUNTAIN_BUTTON Statusbar STATUSBAR_TILEIMP_SELECT_WHITE_MOUNTAIN_BUTTON TerraformTerrain TERRAIN_WATER_BEACH Level 3 Column 3 Class:Terraform GLHidden ConstructionTiles 1 ConstructionTiles 1 ConstructionTiles 1 CantBuildOn TERRAIN_WATER_DEEP CantBuildOn TERRAIN_WATER_KELP CantBuildOn TERRAIN_WATER_REEF CantBuildOn TERRAIN_WATER_RIFT CantBuildOn TERRAIN_WATER_SHALLOW CantBuildOn TERRAIN_WATER_SHELF CantBuildOn TERRAIN_WATER_TRENCH CantBuildOn TERRAIN_WATER_VOLCANO Excludes:ATM Excludes:Farm Excludes:LandDetector Excludes:Mine Excludes:OceanATM Excludes:OceanDetector Excludes:OceanFarm Excludes:OceanMine Excludes:OceanRoad Excludes:Road Excludes:Structure1 Excludes:Structure2 TerrainEffect { Terrain TERRAIN_WATER_BEACH EnableAdvance ADVANCE_AGRICULTURE TilesetIndex 1 } } This will replace the ability to ADD a white mountain and give you the ability to add beach or remove beach and replace it with another allowable tile (depends on what you have researched at the time). You will still be able to remove white mountain terrain and replace it. I made this mod quickly and left it cheap and easy so i could test it quickly. If you want realism I would sugggest changing the terrain.txt water_beach part to be much more expensive and also change the enabling advances something like explosives. I would also change the time it takes as well. I intend to make explosives the allowing advances, making its materials (PW) something like 10000, and time 8 turns. Perhaps even stricter would be appropriate. Building canals isn't an easy task nor is filling in lakes/oceans.
[This message has been edited by Jerk (edited December 13, 2000).] |
Alpha Wolf Chieftain Chicago Illinois Nov 2000
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posted December 13, 2000 19:17
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Thank you for the catch. that night I had originally been modifying beaches so that they didnt get river bonuses when it occurred to me how easy it should be to terraform beaches.I whole heartedly agree that explosives is enabling advance based on the panama canal and the dutch dykes. To my embarassment, I wanted to increase the cost and time to terraform but could not remember how to modify those. I think the EnvRiver might be the toggle you are looking for to get rid of rivers. Since I removed it from beach, I havent seen a single river/beach combination tile generated. ------------------ History is written by the victor. |
OmniGod Warlord Philadelphia, PA, USA --> Really Canadian Dec 1999
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posted December 13, 2000 20:01
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So is this as close as we are going to get to canals? It works nicely but just graphically doesn't look just right... need to get access to those tiles next... nice work guys... teamwork is always the way to go oh and the env_river once removed works perfectly.. I teraformed right over a river and it disappeared... very nicely I might add... and the rest of the tiles connected to it... not a prob seen yet...Omni |
Alpha Wolf Chieftain Chicago Illinois Nov 2000
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posted December 13, 2000 22:45
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I've been looking at the 2 extra tiles and wondering if theres a way to modify them so that they look like land but act like water. but then I saw a post somewhere that says those arent editable, not to mention how to get the ends of each tile to line up properly. For as simple as terraforming beach was, I'm amazed that it wasnt included in the game since so many people asked for it in CtP1.------------------ History is written by the victor. |
Jerk Settler Green Bay, WI, United States Nov 2000
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posted December 14, 2000 00:59
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Thanks for the tip about the mysterious water rivers. I must have cut and paste out of the wrong terrain type before using it . I agree with OmniGod that it's not the ideal way to do canals. A big problem I see is that you can extend your border with fortifications and then continue to fill in or remove ocean which is not realistic. The only thing keeping one from doing it is a lack of PW (a reason to keep it expensive). The ideal senario would have to really be an offical patch creating an additional tileimprovement that would keep the land itself the same but have a slight graphic change and grant movement for sea units. |
Alpha Wolf Chieftain Chicago Illinois Nov 2000
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posted December 14, 2000 02:40
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I agree about the new tile improvement. I've jumped the creation of a lake up to 5000, and the creation of land up to 10000 (now that my brain is working and i remembered how). I wasnt exactly sure what Omni meant by it not looking right. If its in the fog, it'll look strange until you get close enough to actually see it, then you cant tell whether it was terraformed or was originally a beach. Unless its a diaginal canal, then it just looks like a chain of lakes.I dont think its as unrealistic these days to create beach or land. The Japanese built an island just for an airport. Plus the most famous land grab would be the Dutch. If i remember my history, the Panama canal required extensive modifications to lakes to make them deep enough. I've been playing around with the ShallowWater terrain and movement types to see what I might be able to come up with. i had turned my swamps into shallowwater, but when i discovered a swamp city, it disbands into a sea engineer.......OOOPS. ------------------ History is written by the victor. |