Feature Requests and Discussion

Do you mean seafood in lakes?
 
Why...?

Would be pretty hard to code IIUC, as its built into the design of each map.
 
As for the why I would want it, why not? It's not a game breaking change but could add an interesting aspect to the game.

As far as coding requirements go, I have no idea.
 
well, saltwater needs the seafood to be decent... lakes already give decent food and also provide freshwater, so they're already pretty good. also, you wouldn't be able to build workboats to improve it anyway :D
 
Yes you would, workboats can be built on any body of water with improvable resources, regardless of size.
 
Work boats can only be built by sea cities, but forts and cities can act as canals to get the boat to where it needs to go.
 
Can there be some way, any way, to put my hunter on a boat? It makes it really hard to scout new areas or capture animals on other continents/islands.
 
forts act as canal ?? whoa...

you can put your hunter on boat.
however you need to rebase the hawk elswhere before.
(and Hidden nationality)
carrier unit cannot be carried when they carry :D
 
Forts don't act as canal in FFH.

I was unsure if you were disagreeing with me about workboats keich - if so:

Civ4ScreenShot0930.JPG


Reference is PBEM34s. (Link: http://realmsbeyond.net/forums/showthread.php?tid=5334)
 
"Working as a canal" is actually acting like a coastal city. It is controlled by the <bActsAsCity>1 tag, which is not used in FfH.

However, in MNAI the <bSuperFort>1 tag makes an improvement act as if it has <bActsAsCity>1 while the Advanced Tactics game option is active.


<bActsAsCity> or <bSuperFort> can only allow ships to enter a land tile if the improvement's tile is adjacent to water. You can string 2 <bActsAsCity>1 improvements together to make a longer canal if there is water on either side of as isthmus, but not 3 of them if the middle fort does not touch water. Note that the advanced tactics game option also prevents superforts from being constructed within a couple tiles of each other, so they can never work together as longer canals.


Workboats cannot carry cargo in MNAI, but can in MagisterModmod.

You can easily allow workboats to carry cargo by editing the units define and changing
Code:
            <DomainCargo>NONE</DomainCargo>
            <iCargo>0</iCargo>
to
Code:
			<DomainCargo>DOMAIN_LAND</DomainCargo>
			<iCargo>1</iCargo>
 
Ah so we see differently as I don't use advanced tactics.

One thing I've always wondered - can you do a water/fort/city/fort/water canal?
 
I have never been able to put my hunter on a boat even after dropping the bird.
 
It's a max of 2 squares, each fort must be next to water.

Sorry for getting BTS features confused with FFH, I keep forgetting FFH was based more on vanilla Civ.

Edit: you could go fort fort lake fort fort.
 
Each bActAsCity improvement (including Superforts) or city must be next to a water tile in order to work as part of a canal. There is no difference between cities and forts as far as this goes. Lakes will allow you to make longer canals, even if the lake touches a city/superfort on the opposite side as it touches another city/superfort.
 
Ah so we see differently as I don't use advanced tactics.

One thing I've always wondered - can you do a water/fort/city/fort/water canal?

Any fort or city that is next to water is navigable (ie. ships can enter), so a canal can be unlimited length, but even a city cannot extend it through a tile that is not adjacent to water.

The main application I can see for this is getting past a few blocks of sea-ice to get round the top/bottom end of your continent.
 
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