View Full Version : Sea Cities


Derf
Jul 23, 2004, 07:08 PM
Before I start I'll make out a few things.
As you may of noticed I don't post a lot, and I submit even less. I also don't make units well, so I decided against doing them altogether.
Now then...
In this modpack you can build Sea Cities by using Sea Settlers and you can build Irrigation, Mining, Roads and Railroads (Not that they do a lot except add trade). I have had to make the coast, sea and Ocean terrain have at least a base production of 1 sheild\food\trade (or your city won't grow and you won't be able to build and improvments).
The Sea Settler and Worker I made available with Miniturization, since to irrigate any square without access to a river (Unless your Sea City is in the middle of a fresh water lake) you won't be able to irrigate. :(
I used the Transport anims for this since, as noted above, I don't make units very well. You're welcome to post your ideas as updates for it here if you really feel you must make a new unit.
Oh, one last thing: I won't post here often, but I will check now and then to see how things are going. Don't let that put you off posting though. ;)

(As mentioned in my latest post, and in the ptw post) I'm re-releasing this, so keep an eye out for the new version)

Derf
Jul 26, 2004, 01:16 PM
No replies yet? I did say that my repeated silences weren't there to stop you posting...
Anyway, just a quick one to let everyone know that I'm working on a PTW version of this. I'll upload ASAP - when it's done.

aaglo
Jul 26, 2004, 01:44 PM
Hi,

To be honest, I've never even thought about making sea-cities in civ3. I didn't know would the game-engine accept that kind of concept. Well, apparently it does :)

But how does the AI handle these types of cities? Also, does it know it can terraform sea too? I think I've heard, that someone once tried it by putting oil on the coastal water, and he made an unit which could make road on coastal waters. If I recall correctly, the AI didn't know how to do that.

So basically this would mean, that the human player would be the only one to benefit from this sea-city-concept.
But I have no proves to back up that statement. If you (or somebody else) knows better, then please speak up :hammer:

Nevertheless, this is an interesting concept - propably very usable in some MP-mods (should there emerge those :) )

And hey, don't keep yourself from posting, Derf :)

ibcoltscrew
Jul 26, 2004, 02:41 PM
The concept is very good in my opinion. You probably know that China and Japan are talking about that... building city on sea :D
http://www.tdrinc.com/nexus.html
Do you have a map for this mod or you will use the random from the game ?

Pfeffersack
Jul 26, 2004, 02:44 PM
I think the main problem with the AI is that you can't use the "terraform"- or "settler"-flag for sea units.So it will not use those units, at least not in the intended way.
Really sad that the CivIII engine is quite limited (remembering what was already in Alpha Centauri possible...), nevertheless a nice idea!

Anarki
Jul 26, 2004, 02:56 PM
Yar. I tried this recently. I had it so that you had to get a Tech in Modern Era to build Sea Cities. I decided to dump the idea, since it didn't work very well, and as you say, the AI didn't seem to know what to do.

Derf
Jul 27, 2004, 01:48 PM
aaglo, you're right, the AI doesn't know how to use these - I only put them on all civs availibility since I can't cater for everyone in a seperate scenario.
ibcoltscrew, the upload is a random map scenario, I don't make maps too well without the generater creating a base to work off.
Anarki, The AI CAN use these cities - it just has to capture them, which it can't do without marines.
Thanks for the feedback, a little more on the scenario itself and I'll be able to release the next version along with the PTW version.

Derf
Jul 27, 2004, 02:22 PM
...finally.
There are a few differences, however. (Full details in the Readme)
Fortresses, Airbases, Outposts and Radar Towers can now be built on water.
I have problems with creating a new unit in PTW (I'm experimenting with certain programs to help me in this) so the Civileopedia is the same as the transport.
Once again (I forgot to put this in post 1) the AI can't use these. They are set to be built on all civs so you can modifiy who builds it when you open it in the editor.
Anyone want to make a unit for these?
Edit 31/10/04: The Civ3 PTW mod is slighty wrong and I'm updating as soon as I can. Don't hold out because I've got a fair bit to do and very little Civ3 based!
Later edit: I'm going to re-release this and vanilla version soon, with a few additions. Keep an eye out for it!

skywalker
Jul 27, 2004, 03:49 PM
This just gave me an idea wrt sea resources and trading - if you remove the harbor's ability to allow sea trade, but build water-roads across the ocean, does that allow trading across the ocean?

Derf
Jul 28, 2004, 12:02 PM
This just gave me an idea wrt sea resources and trading - if you remove the harbor's ability to allow sea trade, but build water-roads across the ocean, does that allow trading across the ocean?
I'm not entirely sure. In theory, if you can't trade over ocean, but you build a road from your capital overseas to the rival capital it should give a trade route.
I'll work on this and let you know of the results.

waldoa
Jul 28, 2004, 12:34 PM
I really like this concept and I might put it into a future mod i'm making where the human player would be the only one who got to use them anyway. Thanks for the hard work!

whennrome
Jul 29, 2004, 10:03 PM
hey i cant down load it its a zip but how do you change it?
to an mp file?

Sims2789
Jul 30, 2004, 12:08 AM
I did this before but I didn't figure out how to irrigate, build roades, ect. like you did. Good work! :goodjob:

Sims2789
Jul 30, 2004, 12:09 AM
hey i cant down load it its a zip but how do you change it?
to an mp file?

Download WinZip for free at www.winzip.com.

Note that after 28 or so days, it will say that you need to buy a liscense. You don't, just keep on using it and it will work (Note that this is not illegal).

Babbler
Jul 30, 2004, 01:31 AM
You know, a picture is worth a thousands words.

MDS
Jul 30, 2004, 07:21 AM
It s sound good. i can't tried because at this time i work oversea. But i think perhaps it would be better when you are not able to build irrigation or mines on the water perhaps it better when you make special buliding for Watercities like underwater farms or something else. And the settler who build the cities must have the ability when he create a watercity that this city get a building like when you build your captial there you get automaticly the palace. I think about a Construction platform or something different that helps the city with food and construction bonus to develop.

But when i am back home i must try this feature.
(I hope you know what i am trying to say)

Derf
Jul 30, 2004, 12:43 PM
My, I do need to check this more often.
whennrome, mp files are CivII as far as I know. This is for CivIII, and that doesn't use mp files.
Sims2789, the tile improvements are simple. Goto the Terrain tab in the editor and raise the irrigation, mine and road bonuses above 0. 0 means it can't have that improvement. As for Radar towers and other PTW and C3C imps, check them on the bottome of the same page.
Babbler, it's a random map game, so I can't do a lot on this with a picture. Other problems are the fact that the Sea Worker\Settler units are currently based of the Transport, mainly because I can't make units well (I gave up after a modified settler came out 4 times the size).
MDS, at the moment, I can't do a lot since I can't find C3C and my PTW has crashed, so I'm currently working on that instead. When I get some more feedback on this, I'll work on a second version and email Firaxis, see if they can't help a bit. Not hoping for anything though.
Pic of a sea city with terrain imps coming as soon as I get Civ3 working properly, and if anyoune wants to make unit graphics for these, go right ahead.
Well, I think that's all for now.

Derf
Jul 30, 2004, 02:54 PM
waldoa, did a quick experiment on your sea road idea, it turns out you're right. If your sea worker builds a road at sea from your capital to a rival capital, you get a trade route. Just keep an eye on the road, if one bit goes and your link is destroyed, you'd have to have an alternative way of trading.

didaskalia7
Aug 04, 2004, 04:18 PM
I just downloaded this and will give it a try tonite !
Looks interesting -- :twitch: :crazyeye:

The land of Cats, Big Cats, little cats, All Cats can do


You can use the edit button instead of making a new post.

The Omega
Aug 05, 2004, 04:52 AM
The land of Cats, Big Cats, little cats, All Cats can do

:nospam:
All I have too say.
Smilies! :cool: :xmas: :thanx: :ack: :satan: :nya: :spank: :banana:

Derf
Aug 05, 2004, 04:29 PM
I've got ptw working again, so it shouldn't bo too long - unless the computer stops working again - until a screenshot.

Anarki
Aug 15, 2004, 07:04 AM
Is it possible to change the Road Graphic to an underwater tunnel when placed on Coast, Sea and and ocean? If so I might come back to this idea.

White Elk
Aug 15, 2004, 09:05 AM
This idea intrigues me and I think I have an application for it the Colonial Space Mod. The sea cities would function as space stations.

Since posting the idea in both threads is considered spamming, I will have to link you to it, if your interested. Space Station sea cities (http://forums.civfanatics.com/showthread.php?p=2097418&=13) Post#13

Derf
Aug 15, 2004, 04:45 PM
Anarki, I don't know if it is possible to use two graphics for roads and railroad. Unless you use roads and convert Railroads to sea roads.

Splaetos
Aug 16, 2004, 08:25 PM
Cool mod. In a game traditionaly based on the journey to the stars, its kinda fitting to include SOME use of the rest of the 2/3 of the globe =) The ocean is the warm up for space. Should check out a book called 'The Millenial Project' very awesome read.

The Millennial Project (http://www3.sympatico.ca/n.rieck/docs/millennial_project.html)

http://images.snapfish.com/33%3B5936723232%7Ffp64%3Dot%3E232%3B%3D%3A73%3D%3A %3B8%3DXROQDF%3E23235%3A835%3A4%3A5ot1lsi

Now thats a floating City! =)

Derf
Aug 28, 2004, 01:40 PM
Since I can't find a way, other than marines and placing them under their control in the editor, for the AI to have these, I have decided to stop attemting to find ways for the AI to use them and begin making maps off this. I hpe to upload some sson.

Derf
Oct 31, 2004, 02:37 PM
I still around, for those wondering that.
Only a few bits to post here.
The AI in PTW can capture Sea Cities quite well, but only if the world settings are on archipelego and maxinmum water settings. That seems to make it use more amphibious units.
The maps are currently on hold, but I'm getting toward clearing a large workload I've been meaning to sort out.
Along with the maps, there might be some scenarios too. Both of which, when done, I'll post here.
I should be able to do more with this mod with some more feedback, but in this case it'd be easier just tell you that I'm after late game happenings, such as more amphibious takeovers.
And as a final word to the unit creators, would anyone care to create some unit anims for the Sea Settler and Worker?

Derf
Feb 04, 2005, 02:39 PM
It's been a while since I updated this, but now my computer is finally working correctly, I can upload a screenshot from my 'Atlantis' mod I'm working on.
Also, I need far more feedback before I can re-release a working PTW version.

BuckyRea
Feb 20, 2006, 05:51 PM
THAT is certainly a wild concept. If my swordsman defeats your regular hydra, does it turn into two veterans?

Weasel Op
Feb 20, 2006, 07:26 PM
The last post was a year ago. Please don't bump dead threads.

NeverMind
Feb 22, 2006, 05:24 PM
Somehow I didn't know about this mod before. So, thanks for bumping this "dead" thread, BuckyRea! :D

Derf
Feb 23, 2006, 03:13 AM
Nice to see someone still looks for odd concepts in this forums.
To be honest, I haven't done as much work as I'dv liked for this, so there's not much chance of an update soon.
And I talked with someone up at Firaxis a while ago regarding the AI probs - they don't reckon the Civ3 game engine will support it.

Bluemofia
Feb 26, 2006, 10:16 AM
Aww... I was thinking of using this idea a while ago, but never had time to test it. And I do hope your Atlantis mod gets released. It looks really nice! :)

Ustascha
Mar 25, 2006, 02:30 PM
Hello Derf !

You seem to be inventive in the liquid sphere..
Hope you can help me...

Can (and will) you make me a canal?

Boats/ships cannot enter a river,and when I have a landlocked city I would like to be able to sail into it through a canal. Can you make a mod that allows
a worker to "expand" a river into a navigable canal without disrupting the use of a land square...or any road/railroad/irrigation/mine that has been build
on that square?

I am also looking for a bridge/tunnel that can be built to allow passage
over/under a coast/lake square.

Hopefull greetings....

Derf
Mar 27, 2006, 01:52 AM
Hello Derf !

You seem to be inventive in the liquid sphere..
Hope you can help me...

Can (and will) you make me a canal?

Boats/ships cannot enter a river,and when I have a landlocked city I would like to be able to sail into it through a canal. Can you make a mod that allows
a worker to "expand" a river into a navigable canal without disrupting the use of a land square...or any road/railroad/irrigation/mine that has been build
on that square?

I am also looking for a bridge/tunnel that can be built to allow passage
over/under a coast/lake square.

Hopefull greetings....

I think that was tried before.
Rivers, as far as I know, don't change anything for most units - except to raise the move cost.
Landlocked cities I came accross a solution for. Add airlift to the ship. Thought I don't see why you want a ship inland.
The only way for workers to modify terrain is the Plant Forest - unless there's something in C3C that I don't know about, since i don't have C3C still. I don't care to start fiddling with the code for that yet.
Finally, the closest I think you'll get is to make it an moving air unit. I will look into alternatives, but I have quite a bit of work to do, so it might take some time.

William GBTW
Mar 27, 2006, 07:47 AM
This is canals; this can be.

Cheezy the Wiz
Apr 22, 2006, 12:20 AM
sea cities? all i hear is LAG LAG LAG as if it wasnt bad enough on a 180x180 when you hit the industrial ages!

GermanRuler
May 21, 2006, 08:41 AM
GOOD...... now start work on space!, na i'm just kiddin, don't see how you could do that, but very interesting concept

GermanRuler
May 21, 2006, 08:43 AM
I think that was tried before.
Rivers, as far as I know, don't change anything for most units - except to raise the move cost.
Landlocked cities I came accross a solution for. Add airlift to the ship. Thought I don't see why you want a ship inland.
The only way for workers to modify terrain is the Plant Forest - unless there's something in C3C that I don't know about, since i don't have C3C still. I don't care to start fiddling with the code for that yet.
Finally, the closest I think you'll get is to make it an moving air unit. I will look into alternatives, but I have quite a bit of work to do, so it might take some time.

Inland ships would be awsome! you could move your battleships, or transports in and start the bombarding/invasion!(sorry for double post)

Plotinus
May 22, 2006, 10:36 AM
It would be very nice, but it's completely impossible.

Alpha Killer II
Sep 16, 2006, 10:35 PM
Just a Screenshot
Wow that terrain mod looks useful what is it? Tell me please!

Derf
Sep 26, 2006, 10:08 AM
Wow that terrain mod looks useful what is it? Tell me please!

That's one of Snoopies terrain graphs. I find they look more realistic.
I'll look up what one it is excatly when I next dig out my C3 PTW discs again. At the mo they're buried in work. Again.

JFJ
Sep 30, 2006, 04:45 PM
This looks like an awesome idea. I might try out the Atlantis mod idea on my own :)

jokada
Dec 23, 2006, 02:56 PM
I downloaded the file for the original Civ III and its not workin for me... I have no clue what I am doing wrong. Do you mind givin me some more detailed instructions cause it just aint workin for me... I feel stupid

Thanks in advance:confused:

Derf
Dec 24, 2006, 08:12 AM
jokada,

Not to put you of getting it, but I'm re-working the whole mod for the moment. I'm just finishing off the last things and posting unit graphics requests to finish off my Atlantis (no, not stargate atlantis) mod along with this.

But to install this version, you just extract the scenario to the scenario folder (naturally) and the graphics to art\units. Or, just make a copy of the transport folder and rename it sea settler, and another one sea worker. That should solve most problems.

And since I've lost my C3C disc, there won't be a C3C release yet. So if anyone feels up to it after I re-release this, go ahead and use the PTW one to create it.

TTFN

jokada
Dec 24, 2006, 04:49 PM
Hey, thanks Derf

I thought I was doin it right at first... Turns out I was... I was suspicious that something wrong might have happened with the download when I tried loading it. It didnt work. Said it wasnt a valid scenario file. Ill try downloading it again and see if it works.

:thanx: Thanks again :badcomp:

And Merry Christmas everyone! :xmassign: :newyear: :snowgrin: :snowlaugh: :snowcool:
:stupid:

JFJ
Dec 31, 2006, 02:57 PM
It should work in C3C, the PTW file works on mine...