Bridges and Canals

Spedwards

Chieftain
Joined
Jan 11, 2016
Messages
38
Hi,

I bought the full collection of Civ V the other day and have been enjoying it a lot. I was looking at a few mods and found this one that I liked, however it doesn't work, and doesn't seem to be getting updated any time soon.

Can someone either suggest a mod that has bridges and canals, or possibly update this one?

Thanks.
 
Or just go with whoward's pontoon bridge and ships can enter forts mod, which essentially makes forts between sea tiles act as canals. AFAIK he recently made a lot of improvements on them, so that trade routes can use canals etc. I'd personally take his mods over any mods with similar functions
you can find his archive at picknmixmods.com
 

Cheers! I do have a couple questions though, the mods that require "Various Mod Components", which one do I need, as there are three on the website? I'm assuming it's this one as it was updated more recently, but please correct me if otherwise.

Also, the "Affects Saved Games"; does that I mean I can start using the mod in any game whether I started it with that mod or not? I'm assuming that's the case, otherwise I have no idea.

Thanks again.
 
Yep, that's the latest for BNW, the others are for G&K (no longer supported or updated) and a 34/43/62 civ version of the BNW one (somewhat out-of-date now ... I really must recompile them against the v72 source code)

"Affects Saved Games" means the exact opposite - you can't enable it for an already started game, at it must be enabled to reload any saves that require it (this is true for all DLL mods)
 
Yep, that's the latest for BNW, the others are for G&K (no longer supported or updated) and a 34/43/62 civ version of the BNW one (somewhat out-of-date now ... I really must recompile them against the v72 source code)

"Affects Saved Games" means the exact opposite - you can't enable it for an already started game, at it must be enabled to reload any saves that require it (this is true for all DLL mods)

Thanks. That's what I meant with the Affects Saves, though for some reason, I worded it weirdly.

With your "Passable Forts" mod, is it at all possible to make it a new building and use the river model instead? It would be nice to be able to build stuff (farms, trading post, etc.) on it just like a road.
 
is it at all possible to make it a new building

It has to be an improvement, but it can be any improvement with <MakesPassable>true<MakesPassable>
 
With your "Passable Forts" mod, is it at all possible to make it a new building and use the river model instead? It would be nice to be able to build stuff (farms, trading post, etc.) on it just like a road.
How do you put a building on a tile?
Silly whoward69, read it again. He clearly didn't mean Building in the game's parlance. He meant something other than an Improvement, like a FakeFeature or a Route.
[emoji14]
 

Apologies for being unclear. I'll try and explain again.

There seems to be two types of Improvements; roads, and everything else. What I'm suggesting is that a new Improvement is created that gets added to the same category as roads.

That way, you can create Farms, Trading Posts, etc. on the same tile as the "Canal", just like you would a road.
 
Roads and Railroads are routes. And routes suffer from one major drawback - they are cumulative. So a railroad includes a road. If you tried to define two new mutually exclusive routes - interstate and high-speed-rail-line - with the former being an upgraded road and the latter being an upgrade railway you would fail as one of the new routes would also include the other. To my knowledge, there is also no way to add new graphics for these new routes, so IIRC they all end up looking like railways.
 
Roads and Railroads are routes. And routes suffer from one major drawback - they are cumulative. So a railroad includes a road. If you tried to define two new mutually exclusive routes - interstate and high-speed-rail-line - with the former being an upgraded road and the latter being an upgrade railway you would fail as one of the new routes would also include the other. To my knowledge, there is also no way to add new graphics for these new routes, so IIRC they all end up looking like railways.

That's a shame.

While we're on the topic of mods, is it possible to add a button to a unit's action menu (not sure if that's what it's called. The menu with "Do Nothing", "Move Mode", etc.) telling it to take the quickest route to friendly territory?

Also, what language are mods written in? I know a few programming languages and have a couple ideas.
 
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