Pontoon Bridges for VP

We can also have actual canals instead of using forts/citadels, if bridges are being made.
 
We can also have actual canals instead of using forts/citadels, if bridges are being made.
While I don't mind the limitations of having to using forts/citadels, thus limiting you to a 2 hex canal (because if the city or fort/citadel doesnt touch water, it will not consider it legal movement)
having an actual canal and bridge with the improvement art to go with it would very appreciated.
 
Ok. Well youve been here for a hot minute. And a barely contribute since I only do like 4 marathon plays per year.
How can we get the ball rolling or at least find someone that can do the actual work. Even if it's just a simple mod for my personal use and not something incorporated into VP. What do we do now?
GitHub probably best bet to request change to how these features work for now
 
While I don't mind the limitations of having to using forts/citadels, thus limiting you to a 2 hex canal (because if the city or fort/citadel doesnt touch water, it will not consider it legal movement)
having an actual canal and bridge with the improvement art to go with it would very appreciated.

I've actually got a tweaked canal improvement that I've been testing for those cases where you don't want to plop a citadel or city. It's basically a stripped down fort that allows adjacent improvements, but it's still limited to the 2-hex tile,.

The only problem is I don't see where you can limit it to only one adjacent improvement, and with the requirement for coasts, the AI is plopping them like Moais. Figured it might take some lua if I want placement to be right, and I still don't know how the AI would treat it.
 
The only problem is I don't see where you can limit it to only one adjacent improvement, and with the requirement for coasts, the AI is plopping them like Moais. Figured it might take some lua if I want placement to be right, and I still don't know how the AI would treat it.
imo the way VP handles canals is best available -- besides these placement quirks, idk how it can evaluate between needing a fort vs canal

i'd just have the canals replace forts, where the fort is gonna act as a canal. no new builds, just some lua checker that swaps em on completion if the conditions are right.

the case for bridges strikes me as different in that we dont have any form of bridges currently
 
While I do understand what Github his, I have never made a request there and would not know how to even begin to do that.
 
Canal would be a separate improvement from forts/citadels, which won't act as canals anymore with the change.

It'll need a specific building limitation (no triangles can be formed with canals and water tiles?) and only works when the whole passage is completed, and maybe permanent so ships don't get stuck in the middle (you can still block enemy ships with land/naval units).

It'll also have minimal yields (maybe only if a trade route is passing through), so the AI won't just spam it everywhere.
 
had some thoughts recently on these pontoon bridges (distinct from our past talk of a more permanent bridge)

I think these would fit better, both thematically and gameplay-wise, if:
  1. they were automatically constructed by some units per the unit's existing movement regime -- for example we could hook the lua event for each time unit embarks, check that unit for a specific "bridge builder" promo, and spawn the improvement if plot is eligible -- this way AI will place them where it naturally wants to move anyway
  2. as a temporary improvement that disappears ie 10 turns since this is a standard civ 5 turn amount for many short term things
  3. optional we could have the turn timer reset each time a unit moves over the bridge ie only unused bridges will disappear
having these "pontoon" bridges appear specifically where and when combat units are active may add some depth to combat, creating objectives for defender to target on counter-offensive.

which units would be most appropriate to create them? need to pick the details in such a way that humans and AI are able to operate the mechanism as evenly as possible... one relatively even option might be to just have it done automatically by all infantry units after x tech, no promo choice needed. plot eligibility could be then restricted to make these sufficiently rare (no two adjacent, adjacent to trees for their materials, etc)
 
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