View Full Version : Land transport!


Hankc
Aug 19, 2009, 02:20 PM
I remember there being discussions about land-based transport units for this mod a while ago, but that it was dropped since the AI wouldn't use it, and no-one knew how to make it do so.

I found this just a few minutes ago, and figured you guys might be interested.

http://forums.civfanatics.com/downloads.php?do=file&id=13060

davidlallen
Aug 19, 2009, 02:23 PM
Thanks, we have discussed in our current "version 1.4.6 feedback" thread.

Deliverator
Aug 19, 2009, 02:28 PM
People are already discussing in the 1.4.6 thread, but a new discussion thread is no bad thing.

It sounds good. Maniac seems to say that it doesn't address the hit-and-run pillaging problem though. If that's a big problem perhaps we could make pillage use up all the units remaining movement points?

Does this mean we'd no longer have the graphically lower level desert waste/deep desert? Or can we make the terrain behave differently with the same graphics? I actually would love someone to find a way to make unit graphics default level to be the sea bed rather than sea level when on those tiles, but I gather this is pretty deep in the game engine.

Ahriman
Aug 19, 2009, 02:33 PM
I really like the graphically lower deserts, I hope we can keep that.

It feels much more like the islands are actually raised areas of rock in a sea of desert, which is the feel that we want to capture.

davidlallen
Aug 19, 2009, 02:37 PM
One basic question is, should a normal unit with move 3 be allowed to pillage, move, pillage? This happens in vanilla with horsemen on roads. If so, then pillaging should not use up all movement points. I would be in favor of either loading or unloading using up all your remaining movement points, however.

Before we go off designing some new map graphics, let us make sure the land transport actually works. I still like the idea of deep desert, where normal units cannot walk or drive and you have to fly over it.

Ahriman
Aug 19, 2009, 02:45 PM
In vanilla it requires the horsemen to have the commando promotion for 2 move horsemen to pillage twice on roads.

Loading/unloading using all movement points would be good, but won't fix the pillage issue I think, since you don't even have to unload in order to use abilities like pillage.

I'd also add that I favor removing pillage abilities from thopters and suspensors, leave it for infantry and vehicles.

Another point; adding land transports the AI could use doesn't mean that you could get away without the Homeland movement promotion; the AI will still need that to be able to get missile troopers to successfully engage invading thopers and scorpions.

davidlallen
Aug 19, 2009, 02:50 PM
In vanilla it requires the horsemen to have the commando promotion for 2 move horsemen to pillage twice on roads.

Or, to be on public highways, ie outside anybody's cultural borders.

Loading/unloading using all movement points would be good, but won't fix the pillage issue I think, since you don't even have to unload in order to use abilities like pillage.

You can pillage while loaded? That is even a worse bug.

Another point; adding land transports the AI could use doesn't mean that you could get away without the Homeland movement promotion; the AI will still need that to be able to get missile troopers to successfully engage invading thopers and scorpions.

I agree.

keldath
Aug 19, 2009, 02:52 PM
hey guys,

no need for a thread, but...what the heck :) im experimenting with the new code, trying to merge it, so far im stuck with one file,

i like the low level desert aswell, but the first thing i thought biut was the old koma13s maps - of all land terrain...

Lord Tirian
Aug 19, 2009, 05:28 PM
Does this mean we'd no longer have the graphically lower level desert waste/deep desert? Or can we make the terrain behave differently with the same graphics? I actually would love someone to find a way to make unit graphics default level to be the sea bed rather than sea level when on those tiles, but I gather this is pretty deep in the game engine.Personally, I'd like keeping the lowered desert - having the raised rock just feels a bit "dune-ish" (as in the Westwood games) - and also makes the graphics more varied, which is rather neat, I think.

Cheers, LT.

Ahriman
Aug 19, 2009, 07:04 PM
Or, to be on public highways, ie outside anybody's cultural borders.

True, though there's usually not much to pillage on roads outside cultural borders.

You can pillage while loaded? That is even a worse bug.

I *think* so. I will doublecheck to confirm. I don't remember whether I had to unload first, pillage and then reload or whether I could do it without even unloading.

Obviously it doesnt' come up in vanilla because no land transports, few naval improvements, and high move naval units that can easily pillage.

Certainly you can have workers build improvements while loaded, I do this all the time in this mod for rapid spice harvesting. You can even do it when there is a worm on the adjacent tile; once you've got 2-3 workers loaded in the carryall or scout thopter, move them over the spice tile, have them build the harvester, then move the thopter away.