Creating a canal improvement

muff

Chieftain
Joined
Sep 4, 2013
Messages
5
Hi all

Since there doesn't seem to be a working canal mod.. I want to edit the fort improvement to be able to house sea units like coastal cities can. I've tried changing columns in the improvements table and either I didn't use the right columns or my syntax is wrong:

Code:
<Improvements>
		<Update>
			<Where Name="IMPROVEMENT_FORT"/>
				<Set AllowsWalkWater="TRUE"/>
				<Set Water="TRUE"/>
		</Update>
	</Improvements>

Does anyone know how to make a canal improvement? I think it's ridiculous it isn't in the base game given the importance of the modern Panama/Suez canals..
 
Commentary: Getting ships into forts is easy (and can be done with Lua), the hard part is keeping them there at the end of the player's turn. This is because the game core validates the location of the player's units at the end of every turn and any it believes to be misplaced (ie ships on land) are "jumpNearestValidPlot"ed - hence the requirement for the DLL mod
 
See Passable Forts by whoward69, however it requires his Various Mod Components DLL.

Thanks for the reply. I tried Whoward69's mod for awhile and it worked great but then got outdated, hence my desire to make my own

Commentary: Getting ships into forts is easy (and can be done with Lua), the hard part is keeping them there at the end of the player's turn. This is because the game core validates the location of the player's units at the end of every turn and any it believes to be misplaced (ie ships on land) are "jumpNearestValidPlot"ed - hence the requirement for the DLL mod

Thank you, I see you've updated your mod and it works great! I'm going to turn off auto-updates so I can eternally play earth maps with a working canal feature :lol:

Cheers :goodjob:
 
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