Rising Sun
Jun 03, 2006, 03:29 PM
Right now im playing the Lanun "Dagon-custom" so i noticed there a pirate cove button on the settlers so i couldnt figured out where to make em. The Pedia say nothing. :confused:
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View Full Version : Pirate Cove? Rising Sun Jun 03, 2006, 03:29 PM Right now im playing the Lanun "Dagon-custom" so i noticed there a pirate cove button on the settlers so i couldnt figured out where to make em. The Pedia say nothing. :confused: Kael Jun 03, 2006, 03:36 PM This is from the improvements thread: The Pirate Cove is only available to civs that start with the seafaring tech (the Lanun). Allows workers to create a cove on a coast tile (owned by the player or unowned) that can be entered by ships. While in the cove the ships gain a defensive bonus, increased heal and a slightly better site range. If a cove is in an owned tile it provides a small amount of gold. A cove can't be built within 3 tiles of another cove. I went ahead and added it to the pedia too. loki1232 Jun 03, 2006, 03:37 PM What do you mean by Dagon-custom? The pirate coves are explained in the Improvements thread. Edit: Drat! Rising Sun Jun 03, 2006, 04:40 PM What do you mean by Dagon-custom? Edit: Drat! I named my Civ "Dagon" like that movie heh. Im using Hannah's trait though it seem pretty well balance. BeefontheBone Jun 04, 2006, 03:47 PM This is from the improvements thread: The Pirate Cove is only available to civs that start with the seafaring tech (the Lanun). Allows workers to create a cove on a coast tile (owned by the player or unowned) that can be entered by ships. While in the cove the ships gain a defensive bonus, increased heal and a slightly better site range. If a cove is in an owned tile it provides a small amount of gold. A cove can't be built within 3 tiles of another cove. I went ahead and added it to the pedia too. That should be a "sight range". Maniac Jul 04, 2006, 06:40 PM I can't build pirate coves. :confused: Looking through the XML files, while it's mentioned in ImprovementInfos, there is no worker order in BuildInfos, nor any unit in UnitInfos that has that worker order. :confused: Oh btw, with a coast tile, do you mean a sea tile or a land tile? Have checked both. Silverkiss Jul 04, 2006, 07:04 PM There is a land type named "Coast". Its all the sea that touches a land square. Maniac Jul 04, 2006, 07:10 PM I know. That's why I tried putting a worker on a boat to see if I could build a cove, but no result. (A worker on a boat can build a road though...) Maniac Jul 04, 2006, 07:25 PM LOL The Drown can walk double as fast on roaded waters. ;) Silverkiss Jul 04, 2006, 07:30 PM Hahaha I will make some bridges in my games now =P "Atlantic Tunnel" =P Kael Jul 05, 2006, 09:40 AM I can't build pirate coves. :confused: Looking through the XML files, while it's mentioned in ImprovementInfos, there is no worker order in BuildInfos, nor any unit in UnitInfos that has that worker order. :confused: Oh btw, with a coast tile, do you mean a sea tile or a land tile? Have checked both. Pirate coves were really really broke. I dont know how they got through testing. One of the problems with 21 civs, even if the testers play a dozen games, half the civs will still be untested. I spent all last night on them, and almost through them out entirely. But I slept on it and got them fixed this morning so they will be in and working correctly in 0.14. Maniac Jul 05, 2006, 10:09 AM Thanks nice to hear! Nikis-Knight Jul 05, 2006, 05:34 PM yeah, I never built any, but I really like the concept ;) VladTepes Jul 08, 2006, 02:41 PM Now there'll be more use for those one tile islands that fall within a city radius! :goodjob: Kael Jul 08, 2006, 04:48 PM Now there'll be more use for those one tile islands that fall within a city radius! :goodjob: Or outside of a city radius, a plot doesnt have to be inside your cultural borders to be made into a cove. |
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