Grand_Dad, so you consider the hard labor involved in manually taming the oceans with railroads is charming?
When I get to this point in my games, I need to slate a Saturday afternoon for it because that's how long it takes. It's also frustrating to sentry-move ships all the way back to hit that tile or two I somehow missed.And I doubt I'm the only one hating actually doing it
Perhaps youShould be doable in five minutes or so.
Charm is in the eye of the beholder.Doesn't the mere use of TerraForm take away from the "charm"?
a program specifically designed to leverage the game as much as possible.
My favorite treatment on the subject is this 2000 essay:Why do role-players always want functionality to end where their needs do?
They seem to see power gamers as a big threat to their experience. Why?
I thought you developed it in VB6? Recompilation is a piece of cake.Perhaps you underestimate my programming skill and speed. With testing, recompile, getting it in a form for distribution, not to mention wading through the code and a user interface, a little longer perhaps. Thanks for the vote of confidence.
Charm is in the eye of the beholder.
The program never met its potential. I was hoping for something that could automatically produce landforms given a list of parameters.
On a sad note it seem the German version produces a SVE file that is slightly different then the English version of CIV DOS making TerraForm useless to those users.
I've never seen this functionality?Can I also just point out that the amount of time Dack invested in trying to get even basic functions, such as which space is suitable as a city site and which are not, and the attempt to develop an algorithm for this, took a *huge* amount of time and investigation. I can well understand why he wouldn't want to make his programme open source.
I've never seen this functionality?
Are you thinking about his "Set to 4000 BC" feature?How frequently do you see AI civs building on mountains, hills, or swamps? And how do they choose to select a certain area over other areas (say, a nice valley area with rivers and grasslands, versus a nice grassland square surrounded by mountains)? That's what I'm referring to.
Not to intrepid simonnomis post.Are you thinking about his "Set to 4000 BC" feature? :
How frequently do you see AI civs building on mountains, hills, or swamps? And how do they choose to select a certain area over other areas (say, a nice valley area with rivers and grasslands, versus a nice grassland square surrounded by mountains)? That's what I'm referring to.