View Full Version : Questions & requests by praxisdying
praxisdying Apr 06, 2008, 01:18 PM I need a few graphics (and some knowledge) for a mod(or mods) I'm working on.
[•=question answered{for those too lazy to look}]
questions
1) is it possible to have a road or railroad on water, if so, how?•
2)[if that isn't possible]What are the files for forest and pine forest?(I havent had the time to look yet)•
requests
1)road graphis that look like some form of electricity or energy(even a dark blue normal road will work)•
2)futuristic cities that float or would just look good in space(A sphere would work)
i will update these questions as i run into more problems
Virote_Considon Apr 06, 2008, 01:37 PM I need a few graphics (and some knowledge) for a mod(or mods) I'm working on.
questions
1) is it possible to have a road or railroad on water, if so, how?
Yep. Just go to Rules->Edit Rules->Terrain, then go to the terrain you want to be able to road and increase the "Road (Commerce)" dial to any number above zero.
However, there are two problems you should be aware of: one is that the AI will be completely unaware, and two is that as soon as a single water tile is roaded, harbours loose their ability to trade across water tiles.
2)[if that isn't possible]What are the files for forest and pine forest?(I havent had the time to look yet)
Civilization III\Art\Terrain
Their names are pretty self-explanatory :)
Civinator Apr 06, 2008, 02:48 PM as soon as a single water tile is roaded, harbours loose their ability to trade across water tiles.
Interesting, I havenīt known this yet. :)
Varlin Saliptor Apr 06, 2008, 03:00 PM Yeah. It looks interesting graphically, but wreaks havoc with gameplay.
Derf Apr 06, 2008, 03:08 PM I experimented with this when I was making the Sea Cities mods... it seems the only way around it is to build airports instead. So far, airports don't seem to be affected by building roads or RR over water.
praxisdying Apr 06, 2008, 04:39 PM Thank you for clearing that up.
The mod dosen't have harbours anyway, so that issue dosen't matter.
BadKharma Apr 06, 2008, 05:37 PM If you do not have harbors do you only have airports to allow trade?
Leaven Apr 06, 2008, 10:08 PM Something else worth mentioning is that Roads and RR's at sea still won't allow land units to cross water squares (that is, you can't build a "bridge" from one piece of land to another and move your units across).
Now that I think about it, can boats use Roads/RR if they're build at sea?
About your blue road request, I have two solutions for you:
1. Find the roads used in NavyDawg's Space Opera (I don't know who originally made them, but I don't think it was him...) They look kinda like straight blue dotted lines.
2. Open the regular roads in an image editor and mess with the palette a little bit, changing brown to blue (be sure of course not to change the last two colors in the palette, or the first two in Photoshop).
Derf Apr 07, 2008, 04:54 AM If you do not have harbors do you only have airports to allow trade?
As far as I'm aware, yes. Though if you wanted, you could build a trans-continental road/RR from you to them, which would also work until someone bombards a bit and destroys the link... im my experiments, the AI does this quite often.
Now that I think about it, can boats use Roads/RR if they're build at sea?
No. Sea units get nothing from them. Cities, on the other hand, do get bonuses from roaded sea tiles, which is equal to whatever value you set in the editor. Since RRs don't give any bonus but movement, RRs on water are pretty much useless.
BadKharma Apr 07, 2008, 05:21 AM As far as I'm aware, yes. Though if you wanted, you could build a trans-continental road/RR from you to them, which would also work until someone bombards a bit and destroys the link... im my experiments, the AI does this quite often.
Well of course different civs can be linked if they share land but in a space scenario you need to link areas that would be separated by space (ocean) so a spaceport could act as either a replacement for the airport or harbor. Replacing the harbor would be better because you cannot "blockade" airports.
Derf Apr 07, 2008, 04:36 PM I didn't actually mean if they share land as such; if you assign build road command to a sea (or space, in your example) unit, and built a road over the ocean it'd work. But as I said, the AI tends to destroy these quite often, especially the bits in their own territory... which makes no sense, since it gives them an increase to commerce...
Then again, the AI is wonderfully illogical at the best of times, so...
praxisdying Apr 07, 2008, 07:48 PM about the roads-
1) I just opened the roads i had in GIMP and changed the colors to white.(Select by color is the greatest tool ever!!)it looks pretty cheap, but it is fine for 10 minutes each.
2) If you built enough roads, it would be harder for the link to be destroyed also, I was only going to use the roads for bonus commerce and maybe a trade route if allowed
3) one way around the problem that i was going to try if the water couldn't be roaded was to rename the space graphic to replace land and make all the former "land" units immobile. (i only want them to defend my cities)
I hope that something here helps. If anyone wants to see the cheapness of my "roads", just ask....
EDIT:roads here (http://forums.civfanatics.com/showthread.php?t=271130)
praxisdying Apr 13, 2008, 01:44 PM to answer the question about if i just have airports- yes, i only have "airports" (actually their more like spaceports since so far ive only implemented this for a sci-fi mod)
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