Preview: Canals

Pounder

Phaethon was here
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Edit:updated preview
ingamecanalprev.jpg

Original post


Thinking of of using landmark terrain to make canals.

I just through this together as a demo. The final look could have possibly have locks, flags, better walls, etc...

Ideas and suggestions please.
 
Pounder said:
BTW, these are functional and ships can pass through them.
NO SH*T??? Suez here we come.
 
Wyrmshadow said:
NO SH*T??? Suez here we come.

I would be modifying the lxpgc.

So there will be a couple of requirements to make this work.

1) There would be grassland along the waterline of the canal (most of which will be covered by the graphic) and either plains or tundra behind the grassland. Will not work with desert or floodplains behind the grassland.

2) This will only work in a diagonal format (northeast-southwest or southeast-northwest), will not work North-South or East-West.

I'm sure that this can be workable even with these restrictions.

Edit: Actually any grassland family at the waterline, including: marshes, hills, mountains should also work. If I modify the lxtgc, lxggc, lxdgc and lxpgc then the only restrictions will be grassland type terrain on the waterline of the canal with any terrain type behind except grassland.
 
wow!

I suppose it is not possible to bridge them? IE: foot traffic?
If I could make a suggestion, make them smaller, especially in height. Right now it looks a little like castle walls being used as a dike.
Of course it is hard to be sure about size, since there is nothing in the image I can get scale from with any accuracy.

Very cool idea. I am looking forward to this one!
 
If you are willing to sacrifice one of the 5 races cities, you could design bridge graphics with a city on either side, this would allow for travel across the canal for land units and through it with ships. Nice idea, Pounder.

Edit: Just realised what a dumb idea this was...hehehe.
 
Excellent idea, excellent execution... however perhaps make the side walls a little shorter/smaller
 
Great Idea ! I think, the only way to bridge the canal is to build a city "in" the canal. This city should be a land-city, cause even as coast-, sea- or ocean-cities are possible, there is the problem, that you can´t conquer them. May be, you use an invisible city (land) with a resource looking like a bridge.

edited: Another way to cross the channel are of course ships. You can set for example an immobile bridge-unit (ship) at the place where you want to cross the canal. But this only works for the civ which owns that bridge-ship.
 
Bjornlo said:
wow!

I suppose it is not possible to bridge them? IE: foot traffic?
If I could make a suggestion, make them smaller, especially in height. Right now it looks a little like castle walls being used as a dike.
Of course it is hard to be sure about size, since there is nothing in the image I can get scale from with any accuracy.

Very cool idea. I am looking forward to this one!

canalprev2.jpg


Here is a more detailed preview.

I figure it you want foot traffic, best to do something like I have done here and have the ability to control the canal with a parallel land bridge.

As for the height and general design of the canal, I had just quickly through together a wall, as I was just trying to figure out the mechanics of making this work. Suggestions still welcome, locks and such.

Edit: spelling
 
Damn it pounder you jus keep rolling with these terrain ideas!
 
Civinator said:
Great Idea ! I think, the only way to bridge the canal is to build a city "in" the canal. This city should be a land-city, cause even as coast-, sea- or ocean-cities are possible, there is the problem, that you can´t conquer them. May be, you use an invisible city (land) with a resource looking like a bridge.

edited: Another way to cross the channel are of course ships. You can set for example an immobile bridge-unit (ship) at the place where you want to cross the canal. But this only works for the civ which owns that bridge-ship.

canalprev3.jpg


As Civinator said, this is another way it could work to have a city control the canal, it of course could have been a straight canal with the city mid way.
 
But what exactly would the benefit of controlling the canal be? i mean asopposed to just controlling the same area with the canal tiles being normal water tiles
 
That's a really cool design and idea there Pounder. I think I'll be downloading it when you're done.
 
I love this idea ! Great work.
 
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