Domains?

J_Period

gone :(
Joined
Feb 8, 2006
Messages
385
Location
Denver, CO, USA
Hey I was just wondering if it was possible to make a new domain (instead of land/sea/air) Specifically, I'm trying to make a sea unit that can go on the coast as well (black arks for those of you familliar to the warhammer world- I wanna make it so they can found cities along the coast...)
If that doesn't work, what about <TerrainImpassables>?
If I make <bTerrainImpassable>0</bTerrainImpassable> for coast would that work? I'll experiment tommorow (time for some :sleep:) but I was wondering if anyone knew. It also might be good for flying units that can go over sea (like making the Gunship able to attack ships or something) I think there needs to be more sea/land interaction.
 
Hey, I was trying to do the same thing but ran out of inspiration. I don't think it's possible to create new domains but the ideas I was working on can be read in this thread http://forums.civfanatics.com/showthread.php?p=3776634#post3776634

the solution which probably would work is create a new improvement for he ship (such as create coastal city) which would terraform the coast tile into a new land tile and upon completion create a settler/city on that tile. (Boats get destroyed automatically on land). However this requires python and my knowledge ran out. If you have any luck can you let me know. Thanks
 
I've done this to allow my fireballs to be able to cross land and sea. That way casters on ships can fireball units on the land and casters on the land can fireball ships.

I also have a unit called the Drown that can travel on land and in coast tiles (but not oceans) similiar to what you are describing. I used terrainimpassable as well as some backend changes to make it work (the hardest part was getting the AI to realize it could travel across land and sea with those units).

Get a hold of me once Fall from Heaven 1.0 releases and I'll be glad to show you how I did it.
 
Not to be demanding, Kael, but can you hum a few more bars?

J_Period and others -- can someone explain to me TerrainImpassable? I am working on a SMAC remix and am trying to make "jungles" impassable to all but select units, but I've found the way I've implemented it, units can enter jungles IF they are inside cultural borders. This might be OK once I figure out what core game mechanisms are, but I suspect that if I made jungles impassable (but they can't be, can they? Only base tile types like mountains...) then this would no longer be true. Then you would need units with the terrainimpassable quality turned on, yes? Can there be different types of terrainimpassables, just as there are different types of invisibles...?
 
Padmewan said:
Not to be demanding, Kael, but can you hum a few more bars?

J_Period and others -- can someone explain to me TerrainImpassable? I am working on a SMAC remix and am trying to make "jungles" impassable to all but select units, but I've found the way I've implemented it, units can enter jungles IF they are inside cultural borders. This might be OK once I figure out what core game mechanisms are, but I suspect that if I made jungles impassable (but they can't be, can they? Only base tile types like mountains...) then this would no longer be true. Then you would need units with the terrainimpassable quality turned on, yes? Can there be different types of terrainimpassables, just as there are different types of invisibles...?

The easiest way to do this may be to add Feature_Impassables for jungles to all of the units that can't travel through them. Then leave the jungle feature type exactly as it normally is. It probably sounds like a dumb way to go about it but its a simple implementation. :)
 
Just a quick question: Does setting Feature_Impassables to 1 work in frendly territory, because terrain impassibles does not for some reason. a unit can enter the impassible terrain if the terrain is in friendly territory
 
matthewv said:
Just a quick question: Does setting Feature_Impassables to 1 work in frendly territory, because terrain impassibles does not for some reason. a unit can enter the impassible terrain if the terrain is in friendly territory
Right, that's what I was saying above. I think this is why we will have to wait for domains.

I also wonder if it's possible to lay down two different types of routes, e.g. railroads are additive rather than subsitutes to roads. Then you can do things like lay down fiber optics or something.
 
matthewv said:
Just a quick question: Does setting Feature_Impassables to 1 work in frendly territory, because terrain impassibles does not for some reason. a unit can enter the impassible terrain if the terrain is in friendly territory

Hmm... your right, Feature and Terrain impassables don't work in friendly territory. Im curious to see where the problem is.

Weird, it explicitly says not to apply the feature and terrain impassables if you are in your territory or in a territory you have an open borders agreement with. It would be easiest enough to take out, but I wonder why they put it in?
 
Kael, is that something that can be taken out via Python or only via the SDK?
 
Padmewan said:
Kael, is that something that can be taken out via Python or only via the SDK?

You can't do it in Python.

As I think about this I would guess Firaxis figured that even if you had a unit that couldn't cross forests or deserts that wouldn't stop them if you controlled the area. Assuming as the tile controllers you would have access to roads and such.

Hmm.. I guess it makes sense. I still think I would rather it was always enforced.
 
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