Call For A New Editor Button ...

Ozymandias

In Terra Fantasia
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Is it possible, behind the unit editor screens, to create a fourth unit type: "Land Access Limited"?

I know I've been asking, pleasing, wringing my hands, etc., for someone to be able to "work out" a way to limit certain units to terrain types ... and now Hunter has just released his excellent Dora RR gun.

Musings on mechanics:

1. Obviously, the engine can differentiate unit types by terrain, so that land units cannot enter water and vice-versa.

2. Exception rules are in place for a unit to IGNORE the movement effects of selected terrain, so "under the hood" there is some way of differentiating terrain / unit combos.

-Ergo, it's possible the mechanics (tables, switches, voodoo, etc.) are already in place and just not utilized.

USES (just a few off the top of my head) --

1. Dora and her kindred limited to RRs

2. Riverines limited to (*sigh*) flood plains (I miss having the rivers go through the tiles ...)

3. Quite a few decent "grav" and or "hover" units (kudos, Piernik!) are becoming available -- wouldn't it be lovely to have hover units and limit their movement to, say, coastal, plains, grasslands, and tundra tiles??

Yours Yet Again Harping On,

Oz
 
I agree completely, I used to love taking my fusion tanks over the coast to attack other civs in ctp, it was so fun!!
 
You're talking about limited "terrain" access, but your examples include units limited to "overlays" (rivers, railroads). I have no idea how these differ in the code, just an observation.

It would be great to have certain units limited to both the river overlay and the coastal terrain. It seems that wheeled units are limited in this way (only certain terrains, excepting the terraform of certain overlays through that terrain).
 
Originally posted by Redking
You're talking about limited "terrain" access, but your examples include units limited to "overlays" (rivers, railroads). I have no idea how these differ in the code, just an observation.

I'm not certain where the divide actually lies -- for example, if you set custom rules to not be able to build a city on tundra, then place a forest on a tundra tile, the tile is treated as a forest for all intents and purposes.

I haven't coded myself in years, but, back in Ye Olde Days of C++ etc., I most certainly would have built an object called "Tile" with various attributes and/or attribute flags, making the point beteween underlying tile type and overlay irrelevant from a design POV, but heaven and the programmers only know for sure ...

-Oz
 
I not shore about limiting units to or away from overlays. but I think limiting units to certain tiles like wheeled units can not access mountains certain boats should not what so ever be allowed access to other water tiles. eg I was working a mod set in space. it inter changed water with space. I wanted to restrict some units so they could only access inner space rather than intersteller and deep space.
 
If FIRAXIS managed to get "Ignores terrain cost" for each terrain, then that means that it must not be too hard to code such items, and I would really like to see this because I have a few units I would like to make

/me thinks of hover craft transports from RA2

Also, does anyone know if they plan to release another patch? It has been quite a while since their last one so I anticipate some large changes/additions, of which this may already be one.

GIDustin
 
There is a new patch coming soon but from what I've seen it's mostly MP related.
 
this would be a big help for all the modders, but I am not sure how to even start this.....my knowledge of programming is limited, so if anyone does it it wil be great
 
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