View Full Version : Substitute the Marsh.pcx
imperator1961 Jan 25, 2008, 05:59 AM A question:
I want utilize the Ideal city location concept by cubsfan6506. The idea is to permit to build cities only in marsh terrain. So I want change the graphic of marsh terrain in order to not have cities foundet on marshes. But the first problem is that I dont' found any marsh.pcx in the terrain folder of my conquest game, nor I find this in the terrain folder of CIV III or PTW. But in game the marsh terrain is present with original graphic (CIV III). If I put in the terrain folder (Conquest) a marsh.pcx (for example the work of pounder) and with GIMP I modify the graphic adding normal plains terrain the thing is possible? Thanks
The Last Conformist Jan 25, 2008, 07:16 AM It should work, but the situation you describe is certainly strange - there is no such thing as original Civ III marsh graphics - marsh was added only in Conquests. :confused:
cubsfan6506 Jan 25, 2008, 08:51 AM I didn't come up with Ideal cities Cheezy the Wiz did. By the way I misunderstood before. Just make a copy of the plains.pcx and rename it marsh.
Goldfool Jan 25, 2008, 08:59 AM I didn't come up with Ideal cities Cheezy the Wiz did. By the way I misunderstood before. Just make a copy of the plains.pcx and rename it marsh.
That won't work because they are different size, shape, etc.... and there is no file called plains.
Plus , there are several files that make up the plains.
againsttheflow Jan 25, 2008, 10:11 AM ^Yeah that's the problem. There is one tile that is completely plains that you could paste individually over each marsh graphic but in the game it would come out w/ perfectly straight edges and no "morphing" between it and its surrounding tiles. Depending on what you want this could work as you'll be covering them up w/ cities anyway but unless you make your own tiles it's pretty much you're only option. One thing that is cool about replacing the marsh graphics is all your cities will get a minor sickness from time to time (since the marsh effects are still flagged) and that seems to fit the colonization age just fine. :) Note: iirc, there is a bug w/ the flag to turn off marsh disease, it doesn't work.
Civinator Jan 25, 2008, 10:24 AM The Cityspot-marsh terrain is attached to that post. Simply unzip it into the terrain folder of your scenario. The trick is easy: Set all marsh graphics to transparency and you get green base-terrain.:) I choosed marsh terrain for that job as this terrain was introduced lately to Civ 3 and therefore a lot of existing maps could be used for this idea without problems.
Here are some links, where I explained this idea to Cheesy and others:
http://forums.civfanatics.com/showpost.php?p=4765894&postcount=7
http://forums.civfanatics.com/showpost.php?p=4014387&postcount=66
Donīt forget to remove the desease flag ( donīt know about the bug described above with that flag but at least it canīt do any harm) and to set the worker job as described.
againsttheflow Jan 25, 2008, 10:42 AM Neat. So just erasing all the tiles and leaving the sheat gives you grassland?
I'm fairly sure about the bug, but it could be that it just applies to floodplains. Like I said though, for this scenario it shouldn't hurt anything.
Civinator Jan 25, 2008, 10:55 AM Neat. So just erasing all the tiles and leaving the sheat gives you grassland?
Yes, I noticed that when experimenting with the possibilities of setting graphics to transparency. You can simply try this yourself. If you place the terrain above in the terrain folder of any C3C scenario, the normal marsh will dissapear and green base land appear. This is the first step in a special section of modding Civ 3 by transparency tricks.
And I meant the "causes disease"-flag directly in the terrain settings, not the "disable disease"-flag for floodplains in the advances settings. This flag is obsolete cause of the special "causes disease"-flag you can set for each terrain in the editor.
And one thing I forgot in my last post:
After the zip-file I have attached in that post is unzipped in the terrain folder of that scenario, of course the name must be marsh and nothing else. :)
againsttheflow Jan 25, 2008, 11:14 AM It makes sense thinking about it 'cause some of the marsh graphics are smaller than a tile and whenever this happens there's grassland around them.
Spacer One Jan 25, 2008, 11:51 AM The Marsh and Jungle pcx files do not sit the same on the map as Hills/Plains/Grass/Desert/Tundra/Ocean/Sea/Coast...they work the same as Pollution/Hills/Mountains/Jungle...IIRC the second set is all overlayed on the first, and sits half a tile offset from standard terrain...
My question is "Can you still 'improve' the 'invisi-swamp'??"
Civinator Jan 25, 2008, 12:32 PM My question is "Can you still 'improve' the 'invisi-swamp'??"
Should the "invisi-swamp" be more invisible? :lol:
The Marsh and Jungle pcx files do not sit the same on the map as Hills/Plains/Grass/Desert/Tundra/Ocean/Sea/Coast...they work the same as Pollution/Hills/Mountains/Jungle...IIRC the second set is all overlayed on the first, and sits half a tile offset from standard terrain
Thatīs true and in my eyes this gives a very nice special effect to cities on such a terrain:
http://forums.civfanatics.com/showpost.php?p=4863067&postcount=15
imperator1961 Jan 26, 2008, 02:55 AM OH guys, thak you wery much for the informations! I go to modify my Mod. I tell you the results!
Blue Monkey Jan 26, 2008, 01:56 PM The clear wetlands flag, at least default, functions for both jungle & marsh. The 0-era (& unavailable) setting Civinator recommends means that jungle also will not be clearable, if I understand correctly.
:hmm: Given that that is so, jungle could also be invisible & can be made impassable to certain kinds of units which opens up a whole new set of possibilities.
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