View Full Version : New Wonder: Trans-Siberian Express


AK47
Dec 06, 2003, 07:34 AM
Here's another one I made for the next release of The Missing Links (http://forums.civfanatics.com/showthread.php?s=&threadid=67659).

The Trans-Siberian Railway, built 1891-1905, connects Moskow in European Russia with Russian Far East provinces, all the way to Vladivostok. It is 9,289 kilometres (5,787 miles) long and spans 7 time zones, making it the world's longest continuous railroad.

Zip contains all graphs, including splash. If someone has any nice ideas of stats to give this in the game, let me know.

Enjoy !
AK.
:cool:

AK47
Dec 06, 2003, 07:34 AM
"building" (?) preview:

AK47
Dec 06, 2003, 07:35 AM
and the splash:

Rufus T. Firefly
Dec 06, 2003, 08:19 AM
+1 commerce in all squares and +1 culture.

Ozymandias
Dec 06, 2003, 09:27 AM
Looks very nice -- given the enormity of the r/w task, I'm tempted to have it be a "precursor" -- the effort to build the RR instead of the RR itself -- and maybe pump out 0-pop cost workers ... :hmm:

-Oz

Supa
Dec 06, 2003, 09:40 AM
Wow, beautiful graphics 8)

Kenta'arka
Dec 06, 2003, 09:49 AM
wow, awesome :goodjob:

Stats: Maybe creating every 10 turns a worker unit that just can build railroads/roads, but much faster than a normal worker?

Ozymandias
Dec 06, 2003, 10:21 AM
Originally posted by Kenta'arka
wow, awesome :goodjob:

Stats: Maybe creating every 10 turns a worker unit that just can build railroads/roads, but much faster than a normal worker?

Unfortunately, for the AI to use a unit as a worker at all in this fashion, the unuit must have ALL "Worker/Engineer" actions checked except for the last four (airfield, outpost, radar tower, barricade).

-Oz

Kenta'arka
Dec 06, 2003, 11:31 AM
Originally posted by ozymandias


Unfortunately, for the AI to use a unit as a worker at all in this fashion, the unuit must have ALL "Worker/Engineer" actions checked except for the last four (airfield, outpost, radar tower, barricade).

-Oz

Argh, damn AI... But I thought the AI understands that Legionaries can build Roads in Rise of Rome Scen?

Ozymandias
Dec 06, 2003, 11:35 AM
Originally posted by Kenta'arka


Argh, damn AI... But I thought the AI understands that Legionaries can build Roads in Rise of Rome Scen?

I haven't played that Conquest yet but I heard the same and plan to check the editor -- I suspect it was the only change made along those lines, as I can't imagine that modifying the AI's strategy code is that easy ... Still, there's always the hopeful possibility I'm mistaken :) -- undoubtedly, some experimenting is called for.

Best,

Oz

spincrus
Dec 06, 2003, 12:31 PM
Originally posted by ozymandias


Unfortunately, for the AI to use a unit as a worker at all in this fashion, the unuit must have ALL "Worker/Engineer" actions checked except for the last four (airfield, outpost, radar tower, barricade).

-Oz Oz, this changed. I tested this couple of times, hoping for the change.

As long as one AI flag is checked (no matter if it's terraform, attack, defense, or anything else), the AI will know the initial use for the unit.

However, if you give the unit a "build road" action (such as with the Legionary in the Rise of Rome conquest) but not check the Terraform flag, during peace time, the unit will be used to build roads.

With a worker which has no attack/defense ability, though, this might be a problem, since there has to be ONE flag checked for priority use purposes on the AI flags.


By the way, great wonder. AK47, congrats. Good job.

Ozymandias
Dec 06, 2003, 01:25 PM
Originally posted by SpincruS
Oz, this changed. I tested this couple of times, hoping for the change.

As long as one AI flag is checked (no matter if it's terraform, attack, defense, or anything else), the AI will know the initial use for the unit.

However, if you give the unit a "build road" action (such as with the Legionary in the Rise of Rome conquest) but not check the Terraform flag, during peace time, the unit will be used to build roads.

With a worker which has no attack/defense ability, though, this might be a problem, since there has to be ONE flag checked for priority use purposes on the AI flags.


Excellent! :goodjob: -- Thx for the info.

-Oz

spincrus
Dec 06, 2003, 01:52 PM
You're more than welcome.

CCJ39
Dec 06, 2003, 02:55 PM
wow AK47, much better than the existing versions of trans-siberian


BTW: today I've written my last exam, so I'm ready for any testing ;) :goodjob:

AK47
Dec 06, 2003, 03:15 PM
huh ???
I didn't even know this already existed...:confused:
Damn, so far for having an original idea...:(
AK.

hetairoi22
Dec 06, 2003, 04:06 PM
Don't worry, AK. The more the merrier! :D And as long as you didn't know about the other one, this was still an original idea...or? :)

What can we look forward to next, by the way? This one looks magnificent!

Supa
Dec 06, 2003, 04:26 PM
>> With a worker which has no attack/defense ability, though, this might be a problem, since there has to be ONE flag checked for priority use purposes on the AI flags.


Here comes the new attack animation for the worker :))
I'll probably give him a very low attack and defense stats, so I could set a flag.

Edit : In fact.. the Explore flag should suffice, no ?

spincrus
Dec 06, 2003, 05:44 PM
Originally posted by Supa
>> With a worker which has no attack/defense ability, though, this might be a problem, since there has to be ONE flag checked for priority use purposes on the AI flags.


Here comes the new attack animation for the worker :))
I'll probably give him a very low attack and defense stats, so I could set a flag.

Edit : In fact.. the Explore flag should suffice, no ? True, the explore flag should do it. Totally forgot about that.

AK47
Dec 06, 2003, 06:31 PM
Originally posted by Rufus T.Firefly
+1 commerce in all squares and +1 culture.
Actually, I read somewhere that about 25-30% of Russia's export goes over (part of) the Trans-Siberian. So this would make a lot of sense.
:goodjob:

AK47
Dec 08, 2003, 09:15 AM
Originally posted by hetairoi22
Don't worry, AK. The more the merrier! :D And as long as you didn't know about the other one, this was still an original idea...or? :)

What can we look forward to next, by the way? This one looks magnificent!

right now, I'm working on finalizing and releasing The Missing Links v2. Should be ready around X-mas. I'll put it under the tree:D
So no new wonders immediately, but I have about 5 ideas in the fridge that I'll start working on around Newyear.
AK.

hetairoi22
Dec 08, 2003, 10:34 AM
Sounds good! :D

Straczynski
Dec 08, 2003, 12:57 PM
Originally posted by AK47
I didn't even know this already existed...:confused:
Damn, so far for having an original idea...:(
AK.

:D

Yeah, it was my original idea... But mine looked horrible and Rufus made a much better one... Follow the link on my signature and you'll find it.

Anyway, one can always use both Rufus' and yours, there are plenty of railroads arround... ;)

AK47
Dec 08, 2003, 02:06 PM
Originally posted by Straczynski


:D
Yeah, it was my original idea... But mine looked horrible

euh... I checked it out and would have to agree with you :D
no offense, mate.;)
AK.

Kal-el
Dec 10, 2003, 10:06 PM
nicely done!

Mobilize
Dec 13, 2003, 12:57 AM
Nice nice.. this is fantastic. For those people earlier who wanted this to create a road/railroad creating person every 5 turns.. you can make a new unit called Railroad Engineer and have him only allowed to create railroads or whatever. That'd be the best solution.

Rufus is correct when it comes to what this wonder should do.

Somebody should either make the American Trans-Continental RR and/or a generic Trans-Continental RR for a wonder/small wonder.

Unexisted
Dec 13, 2003, 02:46 AM
Awesome Wonder Splash! :thumbsup:
Where did you get that? :)

AK47
Dec 13, 2003, 04:13 AM
... thanks to you..., with kind permission of the artist :goodjob:

Unexisted
Dec 13, 2003, 01:05 PM
:D Your welcome