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.