Preview: Canals

Weasel Op said:
since this is for custom maps only, couldn't you just reverse LM and regular plains, making plains "Canal" and LM "Plains"?

That would work. That sounds like the best idea so far. :goodjob:

Even the map wasn't 100% custom, if you initially generated a random map for your scenario with the intent of adding things like canals. You could make a visual scan of the map and any unwanted canal walls could be cleared simply by marking them landmark.

There will still be an issue with the land mark grabbing some tiles from the regular terrain (which is now canal), if the canal is persistant then simply change that coast tile to:grass, desert, floodplain or tundra.
 
working_preview.jpg


Here is a pic using the regular plains as the file with the canal.

The bottom pics two show an unwanted wall that was removed by marking it landmark.

Now just to work on getting them to look good.

Thanks Weasel Op

Edit: Note that you can put any terrain type behind the canal/plains tiles, except tundra which must be two tiles away. You can also place forests and such on the plains/canal tiles.
 
Pounder,
That looks absolutely fantastic! I look forward to the final graphic.
 
Is it possible for land units to cross the river/canals?
 
Wyrmshadow said:
Is it possible for land units to cross the river/canals?

riverlandx.jpg


The same as the canals, you can not cross with land units as they are too wide. You need a boat to get across either canal or river, or try to go around if the is a parallel land bridge at one end, a long walk and if it is a canal there may not be one.

Or as seen in the picture you could put a land bridge somewhere along the canal or river, that city could be placed on. Land traffic could pass and naval traffic could only pass if a city is on the land bridge. The city now controls both naval and land traffic and gives the civ that owns the city a choke point for both naval and land traffic (something to fight over :) ).

Edit: Now there has be some discussion on this thread about making a naval unit the would look like a bridge, a unit with no movement that could be captured and load/unload units across the river/canal and would allow naval units to pass for the civ that owned it.
 
Pounder said:
Edit: Now there has be some discussion on this thread about making a naval unit the would look like a bridge, a unit with no movement that could be captured and load/unload units across the river/canal and would allow naval units to pass for the civ that owned it.
We tried to implement that in ACW, and couldn't get it to work.

There's also the issue that the AI doesn't like to load units into boats other than in cities.
 
The Last Conformist said:
We tried to implement that in ACW, and couldn't get it to work.

There's also the issue that the AI doesn't like to load units into boats other than in cities.

That's too bad, I guess we'll have to stick to a real city on a land bridge.

Come to think of it, I saw the AI do an odd thing along these lines. The AI was across a bay from me, he would bring across the unit in 1 turn and land the unit attack/take damage/retreat (horse). The damaged units never get back on the boat to go back, they run around the bay, several more turns than returning by boat, load back on the boat in the city after healing and repeat. I defended the city with a single pikeman, taking promotions until I got a great leader.
 
The Last Conformist said:
We tried to implement that in ACW, and couldn't get it to work.

There's also the issue that the AI doesn't like to load units into boats other than in cities.


I never thought of that. I guess the only way to do this is a city in the centre. Darn.
 
Here's my idea for actually building or destroying canals:

Instead of having the canals be Plains--make it on forests. That way, your workers could actually build or demolish the canals.

Is that possible?
 
jobiwan7 said:
Here's my idea for actually building or destroying canals:

Instead of having the canals be Plains--make it on forests. That way, your workers could actually build or demolish the canals.

Is that possible?

It is not possible because what is actually being used are coastal plains tiles so that boats are actually travelling on water. Forest is just an overlay that goes over a plains, tundra, grass tiles and could not be used for a functional passage.
 
The Last Conformist said:
We tried to implement that in ACW, and couldn't get it to work.

There's also the issue that the AI doesn't like to load units into boats other than in cities.
The AI wouldn't use it, but I don't see why it wouldn't work. Did you give it 0/0/1, immobile, high transport capacity, and unload? You could also try making it a Flag Unit.
 
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