why is "ignore terrain cost" checked for SEA for many units

Lee_Dailey

Chief Geek & Bottle Washer
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Nov 27, 2001
Messages
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terra, north america, tx, bedford
howdy y'all,

was wandering thru the standard c3c BIQ file looking at unit stats [yes, i, too, am _not_ normal!] when i noticed that MANY of the units have "ignore terrain cost" for SEA tiles checked. just about all the land units do. none of the air units seem to have it chosen and ONLY dromon seems to have it selected for sea units.

for instance, Keshik has hills, mountains and sea checked while conquistador has sea checked.

from what i can tell, SEA ought not to be selected for either of those. [*grin*]

is there some reason for it being ON for those units? perhaps some peculiar game option uses it in some very-typical-of-firaxis way that others would call "bug" and firaxis calls "feature"?

take care,
lee
 
Areas where it happens, like the ignore terrain part and flavors part are the new editor features that were added in PTW/C3C. This way you can tell it's a rather irrelevant bug resulting from updates to the BIC/BIQ file structure and the editor.
 
Areas where it happens, like the ignore terrain part and flavors part are the new editor features that were added in PTW/C3C. This way you can tell it's a rather irrelevant bug resulting from updates to the BIC/BIQ file structure and the editor.

howdy embryodead,

that makes some rather dismaying - but consistent with firaxis attitude on quality - sense. [*sigh ...*]

so, do you think that means i otta be safe in clearing those SEA tags?

take care,
lee
 
howdy embryodead,

that makes some rather dismaying - but consistent with firaxis attitude on quality - sense. [*sigh ...*]

so, do you think that means i otta be safe in clearing those SEA tags?

take care,
lee

Sure you can, it'll have no effect. I did it myself in my mods because I'm pedantic and it just annoyed me ;)
 
Sure you can, it'll have no effect. I did it myself in my mods because I'm pedantic and it just annoyed me ;)

howdy embryodead,

i will be fixing that asap. i'm also annoyed by silly things like that. [*grin*] i'll pro'ly also be "fixing" the upgrade paths since i find "upgrading" a UU to something a civ is NOT allowed to build to be ... moderately irritating.

thanks for the help, i appreciate it.

take care,
lee
 
howdy embryodead,

i will be fixing that asap. i'm also annoyed by silly things like that. [*grin*] i'll pro'ly also be "fixing" the upgrade paths since i find "upgrading" a UU to something a civ is NOT allowed to build to be ... moderately irritating.

thanks for the help, i appreciate it.

take care,
lee

Upgrade paths work fine and by "fixing" them this way you might break them - if a civ is not allowed to build something the unit upgrades to, the unit will upgrade to the next one in the path instead, and in-game it'll look like a direct upgrade. This functionality is essential to maintain proper, continuous unit lines with UUs.
 
Upgrade paths work fine and by "fixing" them this way you might break them - if a civ is not allowed to build something the unit upgrades to, the unit will upgrade to the next one in the path instead, and in-game it'll look like a direct upgrade. This functionality is essential to maintain proper, continuous unit lines with UUs.

howdy embryodead,

i had suspected something like that might be the case. [*sigh ...*] is there any documented info on the problem? not that i am doubting you ... i am curious as can be, tho.

take care,
lee
 
Yes, beware of the upgrade path for unit, this one is a designed system, not a bug.

And it works. I'm using it for my hull concept for instance.

A building produces a hull. The hull can upgrade to French Galley, which upgrade British Galley, which upgrade to German Galley, etc.

As Germany has the German Galley, but not the French not the British, the end result is that afer a hull has been produced, France can upgrade it to French galley, Germany to German galley, etc.

If it's not broken, don't fix it.
 
Yes, beware of the upgrade path for unit, this one is a designed system, not a but.

And it works. I'm using it for my hull concept for instance.

A building produces a hull. The hull can upgrade to French Galley, which upgrade British Galley, which upgrade to German Galley, etc.

As Germany has the German Galley, but not the French not the British, the end result is that afer a hull has been produced, France can upgrade it to French galley, Germany to German galley, etc.

If it's not broken, don't fix it.

howdy steph,

now THAT makes it clear! thanks, dude.

take care,
lee
 
howdy embryodead,

i will be fixing that asap. i'm also annoyed by silly things like that. [*grin*] i'll pro'ly also be "fixing" the upgrade paths since i find "upgrading" a UU to something a civ is NOT allowed to build to be ... moderately irritating.

thanks for the help, i appreciate it.

take care,
lee

I have tampered with the upgrade paths, and it is not easy to get everything right. You have to do a progression plot of all of the upgrades to see what the effects are of changing one. Without doing that, you get some really odd results. Even with doing it, you can still get some weird results. The primary effects are in the Ancient and Medieval periods. Once you hit the Industrial and Modern Eras, those upgrade paths pretty much disappear except for a few late Unique Units.

My experience after trying it is that it is possible if you REALLY want to put the time in, but getting everything to upgrade correctly is extremely time consuming. Time is the one thing that I am always short of.
 
howdy timerover51,

yep, i will pro'ly let it be. i suspect, tho, that i'll give it a shot again the next time i try laying out an upgrade path for a unit and find those UU items intertwined in the path.

take care,
lee
 
The upgrade path is relatively easy for my epic mod, because I have almost exclusively flavour units.

So the Gaul warrior upgrades to the Frankish warrior which upgrade to the French Swordsman, etc. Straightforward, upgrades are always to a unit the civ can build, with a few exceptions.

However, this require that every unit is a flavour units, and so you may have to make copies. Identical units, same stats, same graphics, but available to two different civs and with different name. In fact, almost every unit can be built by only one civ.
 
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