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Topic: Sea City sprite bug observations |  |
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kaan Chieftain Denmark Mar 2001
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posted April 09, 2001 16:26
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It seems that this bug has nothing to do with age.txt citystyle.txt or agecitystyle.txt because it appears only when nano assembly is discovered (and that is also the tech that enables sea engineer). if you change the tech required for sea engineer the bug still only appears with nano assembly. does anyone have any idea how to fix this?how to try it out: start a new game with no mods. goto scenario editor and give yourself virtual democracy (diamond tech). give yourself two sea engineers and use one to build a sea city right away. goto scenario editor and give yourself nano assembly. build the second sea city and see the difference. -klaus |
Martin Gühmann Warlord Berlin, Germany Mar 2001
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posted April 10, 2001 03:08
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I knew it that it has to do with some of the techs. I in CityMod the bug appears also in the diamond age but it is age six not five.-Martin [This message has been edited by Martin Gühmann (edited April 10, 2001).] |
Martin Gühmann Warlord Berlin, Germany Mar 2001
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posted April 12, 2001 13:30
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Now I tried it. I moved the undersea tunnels to an extra advance. Therefore the problem doesn't lie in the advance.txt, in the unit.txt either. It has to do with the undersea tunnels. If you replace enabling advance of undersea tunnels by another advance, nano assembly won't cause the problem anymore, but the undersea tunnel enabling advance.-Martin |
kaan Chieftain Denmark Mar 2001
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posted April 13, 2001 13:16
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well i did some experimenting with tileimp.txt and i found out that if you remove the terraintypes kelp and reef from underwater tunnels the bug is gone !!!! as a side note: it doesnt matter what tilesetindex you use for undewater tunnels, i set them to 400 instead of 500 and it still display correctly. well thats a day gone with finding that out ;-) ill continue tomorrow. -klaus |
Martin Gühmann Warlord Berlin, Germany Mar 2001
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posted April 13, 2001 16:58
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Klaus: I wasn't able to remove the bug. How did you it exactly? I removed TERRAIN_WATER_KELP and TERRAIN_WATER_REEF from undersea tunnels the effect is that every city that is build on theese terrains isn't effected by the bug. On other terrains the bug still appears. I also saw that a undersea tunnel put next to a ocean city on a kelp is directed to the city, but the city itself is not on an undersea tunnel.There is another idea the problem can also be located in the terrain.txt, but I have no proof only the hint that gives me the behaviour of the seacities. A reply to a side note: Actual every road type use something like 17 or 18 single tilesetindices, not only the one that can be found in the tileimp.txt. -Martin |
kaan Chieftain Denmark Mar 2001
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posted April 13, 2001 18:04
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hmmm you are right about that, that is strange, ill look at it tomorrow |
Martin Gühmann Warlord Berlin, Germany Mar 2001
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posted May 09, 2001 10:25
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Now I tried the same thing with FixMod. The bug appears also there FixMod doesn't fix the problem. We thougt it is a bug related to the diamond age. But the real bug could be called undersea tunnel bug, because every seacity built on a tile on that a undersea tunnel can't be build is not affected by this bug. It seems that a abilty of building a undersea tunnel on a sea tile turns this sea tile into a land tile.We were all cheated by the cheat editor.  -Martin |