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Topic: So you want to create a bridge? or a town? |  |
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OmniGod ACS CtP2 Database Manager Philadelphia, PA, USA --> Really Canadian Dec 1999
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posted December 13, 2000 23:40
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Well I was tooling about... little frustrated about the no roads on my large earth or atlantic maps... (the pacific is on hold til a fix is found) and I decided to address the issue of the extra terrains found in the sumarai scenario... not sure if anyone has investigated or posted it... but here it is and it works in every day maps too..For a workable bridge... (land units can cross) D-B-B D= desert, B=bridge(special2) For a broken bridge D-B-D For a single hut town X-J-X X-S-H J-X-X or X-X-H X-S-J G-X-X X=anytile, H=hills, S=special 1, G=grassland For a multiple hut town W-W-W W-S-W W-W-W J-H-X J-S-H J-J-J For the coveted tower X-F-X F-S-F X-G-X F= forest For the Huge Mt. Fuji H-J-F-J H-S-S-J H-S-S-J X-H-H-F I know there's more combos for the multi hut village but do you need more? So the next thing is to convert the bridge into something passable by boats and land alike... shouldn't be too tough but with the B-B there's the chance that boats would be able to pass across the second B... not good.. But there it is.. new or not... Okay... I edited the special2 to allow sea and shallowwater movements... the boats can pass... only prob is you can't string multiple bridges side-by-side... was hoping for a canal... but I was to be rejected... Omni [This message has been edited by OmniGod (edited December 14, 2000).] [This message has been edited by OmniGod (edited December 14, 2000).] |
Alpha Wolf Settler Prince of the Barbarians Feb 2001
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posted December 14, 2000 03:00
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I wonder if we could use a river graphic as our canal and come up with a tile that allowed both land and sea movement. But we would have to modify the increased movement factor for ships, in fact would probably have to slow them down. It would have to look like a river but not connect to any nearby rivers.kinda on that subject, I wonder if we can make rivers shallowwater so that the early boats could navigate them. Or if that would even be useful. ------------------ History is written by the victor. |
GasmanT Settler KS Nov 2000
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posted December 14, 2000 20:54
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So this would allow Moats around castles then? One bridge which we could guard?Make the map. Build the moats on it then its up to the player to find the coveted spots? Still sucks that user created maps can't be used in MP. (Missed a bunch of posts) is someone working on this? |
OmniGod ACS CtP2 Database Manager Philadelphia, PA, USA --> Really Canadian Dec 1999
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posted December 14, 2000 20:57
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To the best of my knowledge, mp isn't being worked on by anyone here... the patch from activision will correct the problem then maybe something will come out maybe a conversion of the world map to mp.... fingers crossed...Omni |
Hannibal Ad Portas Settler IOW UK Feb 2001
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posted February 28, 2001 14:26
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Thanks omni,Really helpfull stuff damn shame id not seen it earlier. |
Flash Settler Carbondale, Illinois, USA May 99
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posted March 01, 2001 00:55
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Omni, In your combo list, What is the J?Flash |
OmniGod ACS CtP2 Database Manager Philadelphia, PA, USA --> Really Canadian Dec 1999
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posted March 01, 2001 07:45
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Jungle |
dennis_caver Settler Beaverton, OR Jan 2001
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posted March 02, 2001 14:52
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Omnigod,Did you post a download for your final edit on the functional bridge. Or do you have an editing text for the bridge to include it in a regular game.? Spelelunk forever, Dennis |
OmniGod ACS CtP2 Database Manager Philadelphia, PA, USA --> Really Canadian Dec 1999
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posted March 02, 2001 18:23
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The change is very minor... it's just adding a movement type to the special 2 terrain... I could have gone along and tried to make sense of it all and make it available for the game as a terraform option, but alas I didn't.... ############################################################ TERRAIN_SPECIAL2 { TilesetIndex 26 Icon ICON_TERRAIN_DESERT InternalType: Special CanDie GLHidden AddAdvance ADVANCE_AGRICULTURE TransformAdd { Time 1 Materials 10 } RemoveAdvance ADVANCE_AGRICULTURE TransformRemove { Time 1 Materials 10 } EnvBase { Score 10 Food 0 Shield 0 Gold 5 Defense 0 Movement 200 Freight 100 DeadFood 0 DeadShield 0 DeadGold 0 } EnvCity { Score 0 Food 10 Shield 15 Gold 15 Movement 50 Freight 50 } MovementType: Air MovementType: Land MovementType: ShallowWater #added } ############################################################ |