Caveman 2 Cosmos

Fix the capture issue would go a long way to making this useful. For example if I changed the XML tag bActsAsCity on the new forts to true will this fix the problem of capture?
As I understand it, this is the most clearly defining feature of a fort from any other improvement. I would strongly suggest to switch this to ON. That may well clear up the capture issue. Furthermore, units with City Defense abilities would be able to make use of those abilities if the fort counts as a city.

Canals, canals, canals - no one has manage to get these to work. They are basically a route on land for ships. The two fort thing was probably emergent rather than programed for.
If we can find art for it surely the programming wouldn't be too tough since I can draw on the original fort programming to create an Improvement tag that makes the plot the improvement is on provide passability for ships. You'll still want to protect those ships though since they'll be vulnerable to free attack by land units. It would be more difficult to keep that from happening.
 
As I understand it, this is the most clearly defining feature of a fort from any other improvement. I would strongly suggest to switch this to ON. That may well clear up the capture issue. Furthermore, units with City Defense abilities would be able to make use of those abilities if the fort counts as a city.


It is bActsAsCity! Unfortunately that also does other things that I did not want in the earliest forts. IE allows ships in, gives extra defense to units with city defence and provides the resource the fort is on.

If we can find art for it surely the programming wouldn't be too tough since I can draw on the original fort programming to create an Improvement tag that makes the plot the improvement is on provide passability for ships. You'll still want to protect those ships though since they'll be vulnerable to free attack by land units. It would be more difficult to keep that from happening.

No one else has managed to:mischief:. Ships and land units need to be able to enter the plot. Ships need to exit the plot only at the ends. Canal ends are either another canal or coastline or nothing. Can a canal split....
 
It is bActsAsCity! Unfortunately that also does other things that I did not want in the earliest forts. IE allows ships in, gives extra defense to units with city defence and provides the resource the fort is on.

I can understand that we wouldn't want all forts to allow ships in and wouldn't want all forts to provide the resource but why would any fort not give city defense?

Anyhow, so this is a matter of splitting up bActsAsCity in effects and generating another tag that does much BUT NOT ALL of the same things. That probably indeed is where the capturing is triggering too.

No one else has managed to:mischief:. Ships and land units need to be able to enter the plot. Ships need to exit the plot only at the ends. Canal ends are either another canal or coastline or nothing. Can a canal split....
I'd say no one else has given it a good enough go of it then. If forts can do it, we can make other improvements do it. And knowing what you just said earlier that this is stemming from bActsAsCity will make setting that up much easier. Find some artwork. I'll work out the rest.
 
Could you have the canal act like a teleport/air transport (that only works on ships) that moves them from one water tile to the other (on the other side of land). Would require a button cost the ship say 2 movement points and have artwork that shows which water tiles are the end points. I guess the two water tiles would need to be modified so that probably means work boats instead of workers.
 
Could you have the canal act like a teleport/air transport (that only works on ships) that moves them from one water tile to the other (on the other side of land). Would require a button cost the ship say 2 movement points and have artwork that shows which water tiles are the end points. I guess the two water tiles would need to be modified so that probably means work boats instead of workers.

You can only have one function like air lift at the moment. In TAM Carthage's special ability was to be able to move any units from any port to any other port but it used the air lift function since flight was not in that game.
 
No one else has managed to:mischief:. Ships and land units need to be able to enter the plot. Ships need to exit the plot only at the ends. Canal ends are either another canal or coastline or nothing. Can a canal split....

Actually it can be done even with pure python and xml...
Just set every unit to be able to move all terrains.
Add conditions to disable movement against certain plots.
Done.
I don't do it only because dll will be a cleaner option
 
Ok, I've programmed (in full with AI included!) an improvement tag:
bCanMoveSeaUnits
which will enable the passage of naval units on land. It also makes the improvement require being built on coastal territory so is not something to ADD to forts (unless they're only supposed to be built on coastal plots.) Nothing about it keeps it from being built next to another fort so the AI's primary usage of such an improvement will be to use it to connect coastal placed forts to another body of water that is only one plot off. Otherwise if there's only one plot dividing the bodies of water you'll probably see them use forts instead.

This is certainly definitively programmed for use with a canal improvement.

I'll have that committed soon (after some bug checking) and the rest (the xml and art) of the canal development is back in the hands of the rest of the team to finalize. I've done my part ;)
 
Which means you now have the basis for the strategic rivers mod and all we need is graphics. Of course it would be better as another route type but one that coexists with the ones we have nor rather than replacing.:goodjob:

edit Which probably means I should look at that mod to see if we can reuse and graphics.
 
Well the main issue with the strategic rivers mod is that normal civ rivers are on the edges of tiles while the boats sit in the center of a tile. That's fine for fort canals since they take up the whole tile and thus boats can sit in the center.

One solution is to change the boats to be off center on the edge and this appear on the river. However that would mean EVERY boat unit that could use a river would need to be changed. Which we may not be able to do since that involves animation editing of units.

The other solution would be making rivers in the CENTER of tiles. This would be fine, but you could no longer have cities on a river. Only adjacent to a river tile. Which probably would break all river dependent things such as improvements, buildings, terrain features, etc.

So yeah. Canals are possible but rivers are trickier.

EDIT: Looks like their solution is to move the river to the center tile.

No cityfounding on rivertiles - except on river fords.

So I guess only river fords would be considered "river cities".
 
You cant have an city on an improvement in C2C. Some mods do allow it. The Strategic River mod graphics are in the form of routes so are not usable as improvements.
 
We could certainly work out a strategic rivers mod but it would be a fairly major project while this is quite simple and for now needs to stay that way.

What I've done is scratch the surface... there's an iceberg under those waters if we wanted to take it to that level!
 
Hi there,

I downloaded the mod today and the installation went fine. I opened up the game and clicked to load the mod and it went to desktop...and that was it. I tried clicking on the mod shortcut and again nothing happened. I've restarted my laptop which didn't solve anything and was hoping for some advice as this mod looks to be really good.

Thanks :)
 
Hi there,

I downloaded the mod today and the installation went fine. I opened up the game and clicked to load the mod and it went to desktop...and that was it. I tried clicking on the mod shortcut and again nothing happened. I've restarted my laptop which didn't solve anything and was hoping for some advice as this mod looks to be really good.

Thanks :)

One of a couple of things seems to happen here, did you "manually" install 3.19 to BtS?? Have you waited around 10 minutes for the game to start (the 1st time), after that it only takes 2 minutes.
 
One of a couple of things seems to happen here, did you "manually" install 3.19 to BtS?? Have you waited around 10 minutes for the game to start (the 1st time), after that it only takes 2 minutes.

I'll try it now and leave it for 10 mins, as to the installation I just went with what the installer said.
 
Back
Top Bottom