Bridges & Tunnels (Again!)

It (really) works!!! (I do a happy dance:D)

Screenshots:
Civ4ScreenShot0009.JPGCiv4ScreenShot0012.JPG

A bridge to nowhere...
Civ4ScreenShot0013.JPG

(can't walk on a bridge in an ocean square...)
Civ4ScreenShot0014.JPG

The AI knows how to use the bridges... you can walk on any bridges... still need to try naval units vs. land units, I heard there can be problems with that...

Anyway... woohoo!!!!!!!:goodjob::goodjob::goodjob:

EDIT: Land units attack naval units & defend themselves on bridges!!!
 
I just want to say thanks to my mom (my C++ tutor :D)
 
Is there a place we can download your changed SDK files? I would love to incorporate this into the super secret project I'm working on.. :cool:
 
Nice work Patar, I would be interested in seeing this in the WoC. We are currently working on Tunnels for a Sea Cities mod, that will come out soon for the WoC. It is adapted from ViSa and G era and we could move units through the tunnels in those mods. See the forum in my sig.
 
I see Refar just released a Bridge model for this mod. Does that mean we can expect the mod to be released...? :band:
 
A few of questions...

1) I would hope ground units couldn't be used to attack naval units from a bridge... how many cases in history is infantry on a bridge likely to take-out a naval unit in the area? Quite the contrary, I would think infantry on a bridge would absolutely PANIC if spotted by naval units (sitting ducks).

2) You mentioned the AI knows how to use this... I assume bridges can be built on/over any coastal square? If so, given the AI's fondness for roads anywhere and everywhere possible... if there was a long island or another continent sharing a long coastal accessway, could we/would we expect the AI (and it's fondness for roads) to make bridges all-along the entire length of the shared coast? Like bridges every square across for 10 squares or something? Worse... would the AI be building a lot of "bridges to nowhere" all along coastlines that lead to nothing but open ocean? Obviously a human probably wouldn't do anything like that (unless he wanted to station infantry on coastal bridges to stop an invasion, which is another reason why ground troops shouldn't be able to attack naval units from bridges, it's neither realistic nor historically common), but the fear of the road-happy AI building bridges to nowhere in every single coastal square would be a concern.

Has the AI's use (or over-use) of bridges been tested?

3) Who's going to build this unit-wise? I think Refars suggestion of a Workboat over a Worker would be best... I just think I would find it odd for workers to be standing around in a water tile for awhile trying to make a bridge, plus if you give the ability for workers to "walk on water" I think you're asking for trouble... I think the workboat would be best as the target unit to build a bridge. It might also help to prevent the AI from over-using bridges as there's a alot less workboats then workers.
 
As for 1, you could give land units a massive disadvantage while attacking defending on a bridge (sitting ducks). 2 is a scary prospect, and I think you might be right there Perhaps limit it to coastal tiles with land within 1 tile in more than one direction. As for 3, I'd go with workboat.
 
As for 1, you could give land units a massive disadvantage while attacking defending on a bridge (sitting ducks). 2 is a scary prospect, and I think you might be right there Perhaps limit it to coastal tiles with land within 1 tile in more than one direction. As for 3, I'd go with workboat.
On 1... it'd have to be anywhere from a 90% to 100% deduction for land units IMHO... land units just don't sink ships while they're on a bridge! Of course, that'd be a ton of XML work giving deductions to them all for naval attacks!

On 2... there's so much potential for misuse by the AI here... even given your example of (if it's even possible) preventing the AI from building a bridge unless there is land on more then one side... what about an "Elbo" or an "L" shaped turn on a continent... you have a coastal square with land on more then one side of the coastal... the AI (in it's quest for roads everywhere possible) would probably build a bridge to cut the corner of the "L".

On 3... IMHO, there's no option other then the Workboat... way too much room for misuse, stupidity and really bad circumstances if the worker can "walk on water" ("no-really... I was going to build a bridge there, I just accidentally walked across to the other side"... or of-course... "I'm just strolling parallel to my continent on the coastal water tiles for the fun of it... I do intend on building a bridge at some point").
 
Making mods better is always good, but right now it just be nice if Patar released the mod as is. Its not right to ask the community for help and then after you get it, tell every one you got the mod working, and dissappear without releasing the mod.

Next time he wants help, the community should not be so forthcoming since he doesn't seem to want to give back.
 
Making mods better is always good, but right now it just be nice if Patar released the mod as is. Its not right to ask the community for help and then after you get it, tell every one you got the mod working, and dissappear without releasing the mod.

Next time he wants help, the community should not be so forthcoming since he doesn't seem to want to give back.
Original post was June 10th... his last post in this thread was July 21st... it's currently August 29th...

Is that too long? Did he disappear? :dunno:
 
Well, seeing as the July 22 post seems to be his last post on the boards, I'm not holding out much hope.

To bad to, this could have saved me several days of coding. O'well, whats one more planned modcomp on top of my pile.
 
Awesome, thanx for the hard work Patar. Even if it has a few bugs, this will be a good place for someone to start. :goodjob:
 
I'm back from my long school-imposed hiatus! If anyone knows and has a moment, where has this idea gone and what mods has it gone into? I hope someone took the idea and ran with it!

Glad to be back!
Patar
 
In my mod I have a unit called the Workbot that is all terrain and can build a route called the GravTube on Coast. It builds them absolutely everywhwere, including all over the coasts, though it focuses on developed tiles since they GravTube gives a yield increase to improvements. That's one thing you could do with the bridges to discourage AI going crazy with them: have them actually reduce yield, probably gold since the bridge slows down shipping. Another thing you could do is add a feature that appears on coast and has uses the Flood Plain art (ie is invisible). It should appear here and there, maybe on every tenth coastal tile. This represents terrain where a bridge is possible--the water is shallow and the bottom stable and the channel (if any)narrow. That will reduce the amount of bridge constructions.

The easiest way to handle the infantry on a bridge problem is to just give naval units a 300 percent bonus against all land unitCombats. There are fewer naval units and the ratio is about right.
 
My Rise of Mankind mod has a modmod which adds bridges that allows units to cross oceans.

315d2lu.jpg


For more info see Rise of Mankind - Addons (by Jooyo) -thread. There's SDK sources available for it as well. ;)
 
do you think you could give me a version of the sea bridge for warlords.
It would be so cool if could make a sea bridge in warlords.:D

PEACE from KG at thekid0402[at]aol[dot]com
 
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