You can change as much as you want. If you don't change anything, the respawn will be the same as the civ it is based on in terms of stability regions and so on.
I want to add a new improvement called " channel" . (it couldn't be build by workers or work boats during the game, just like a fort, it is just a way to allow ships and land units to path, it should be placed into the public map before game starts)<ImprovementInfo>
<Type>IMPROVEMENT_CHANNEL</Type>
<Description>TXT_KEY_IMPROVEMENT_CHANNEL</Description>
<Civilopedia>TXT_KEY_IMPROVEMENT_FORT_PEDIA</Civilopedia>
<ArtDefineTag>ART_DEF_IMPROVEMENT_FORT</ArtDefineTag>
<YieldChanges/>
<bActsAsCity>1</bActsAsCity>
<bHillsMakesValid>0</bHillsMakesValid>
<bFreshWaterMakesValid>0</bFreshWaterMakesValid>
<bRiverSideMakesValid>0</bRiverSideMakesValid>
<bNoFreshWater>0</bNoFreshWater>
<bRequiresFlatlands>0</bRequiresFlatlands>
<bRequiresRiverSide>0</bRequiresRiverSide>
<bRequiresIrrigation>0</bRequiresIrrigation>
<bCarriesIrrigation>0</bCarriesIrrigation>
<bRequiresFeature>0</bRequiresFeature>
<bWater>1</bWater>
<bGoody>0</bGoody>
<bPermanent>1</bPermanent>
<bUseLSystem>1</bUseLSystem>
<iAdvancedStartCost>60</iAdvancedStartCost>
<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
<iTilesPerGoody>0</iTilesPerGoody>
<iGoodyRange>0</iGoodyRange>
<iFeatureGrowth>0</iFeatureGrowth>
<iUpgradeTime>0</iUpgradeTime>
<iAirBombDefense>20</iAirBombDefense>
<iDefenseModifier>0</iDefenseModifier>
<iHappiness>0</iHappiness>
<iPillageGold>0</iPillageGold>
<bOutsideBorders>1</bOutsideBorders>
<TerrainMakesValids>
<TerrainMakesValid>
<TerrainType>TERRAIN_COAST</TerrainType>
<bMakesValid>1</bMakesValid>
</TerrainMakesValid>
........
<bGraphicalOnly>0</bGraphicalOnly>
</ImprovementInfo>
Hi,merijn. I have used your method, I creat a terrain called channel .it looks like a coast but it is a land terrain. so land unit can pass but the problem is water unit can not pass.
I think you would have to start with CvUnit::canMoveInto(). As you can see under "case DOMAIN_LAND", land units are currently generally not permitted to enter water tiles. So whatever solution you take to model such a mechanic (I would advise you to add a terrain or feature type, "strait" for instance), it needs to be worked in there.Hi, Leo. Do you know which part of DLL should be edited?
Thank you very much.Did you create the fort-like improvement like I said?
1>------ Skipped Build: Project: CvGameCoreDLL, Configuration: Debug Win32 ------
1>Project not selected to build for this solution configuration
========== Build: 0 succeeded or up-to-date, 0 failed, 1 skipped ==========
What exactly did you do with the project file? And are you using the solution file from the SVN?I opened the Solution file and updated the VCPROJ++ file. What have I done wrong and how do I fix it?
Not like that.can you add more than 1 name to a tile in CNM.py?
Like... instead of the normal
Is it possible to make it like this?Code:"Tarraco", "Tarraco",
Code:"Tarraco" OR "Barcino", "Tarraco" OR "Barcino",