Request: Waterfall Animation

Alright but what if one gave it the (can't think of the name for it and i am too lazy to look it up) made it a "pirate".... Hidden nationality! then civs can't complain or start war... there are always work a rounds.
 
Jewmpaloompa... If set with Hidden Nationality it would not need a Defending Unit or attack or defense. Then any Unit can occupy the same tile as the Unit (Waterfall).

One of the rather confusing things here is if we are wanting a Defending Unit animated with another Structure or simply an added animated Structure for the map.
Either way, they still cause issues to think out and work around because both are not "usual" or provided for in the Editor.

IF the Waterfall is wanted as a "Structure" that you want other CIVs to Capture, it would need to have a Defending Unit and No Hidden Nationality.
IF the Waterfall is wanted just as an animated Waterfall that would stay on the map, water Flowing, then it could be added as the "Waterfall unit" and set as Immobile with Hidden Nationality and no attack, defense. There would be no need in setting it as another Unit. This would have visual problems though because when these Hidden Nationality Units have another Unit on their tile, you will only see the other Unit and as a Waterfall, this would look strange for it to vanish when another unit steps on the Mountain and we only see the other Units Default animation.

Just as the AI "Knows" where the Barbarians are out in the Undiscovered areas in the CIV game, they "Know" where the Hidden Nationality Units are because That IS the Barbarian Setting and what the AI is Hard Coded to "Think" these types of units are but with no attack or defense, No Fight.

Still you will see that the AI will tend to go to their tile on the Map as if they can get to them...this would cause the Waterfall to vanish most of the time. IF it is set as a UNIT with a Defending Unit, the problem is that it can not only cause Wars but the issue of if it is in another CIVs Territory, they will demand that you move it. Because it is set as immobile, you cannot and when the Game automatically moves this immobile unit... we might see a Waterfall hovering in the air over a desert tile for example :lol:

The Best Way to think about how to use the "City Units" or animated structures that are actually Units is to remember that they are Units. IF you have a Game that is a Scenario and you can control the Territory that is Owned or will be expanded into as the CIVs influence expands and they gain more territory, you can set a "Unit" where it will not cause Wars or have to be moved. It is important to also take into consideration if a City is Captured that is close to the "Unit" and expands, will the "Unit" then fall into another CIVs territory.

...IF you have an area that is not and will not be accessible to any Unit, you can Pre-place a Unit that appears to be a Structure with animations that can add some Cool Variety. Otherwise, you have to deal with the above stated issues. "City Units" were first made and intended as another CIV to Fight so they had Defending Units and appeared to be Cities the same as normal Cities in a Game... The idea of also adding Hidden Resources under them added yet another usable factor.

It would be Great to be able to place animated Structures that were Not Units on the Map but that is not available with CIV III, Conquest and PTW...so depending on how well one can work out the Problems involved with trying to add such "Unit" structures, the illusion that a Unit is a structure is after all, a UNIT :)
 
It would be Great to be able to place animated Structures that were Not Units on the Map but that is not available with CIV III, Conquest and PTW
That's a description of volcanoes, but trying to repurpose them raises a whole other set of issues.
 
Still vuldacon I thought the original idea wasn't to have a defending unit. You brought that up, and it works for some ideas, but it is feasible to put the waterfall image beneath the unit so that when a unit is on top of the waterfall it won't just disappear.
 
Blue Monkey... Yes, those Volcano and Plague animations can and have been altered but the problem is they are set up as "events" rather than constant.

Jewmpaloompa... The Defending Unit would be part of the waterfall (One Unit)...so that Defending Unit (is the Waterfall) would prevent the Waterfall from vanishing by preventing another CIVs unit from being able to step on the Tile but only if the Waterfall as a Unit has Attack/Defense settings and no Hidden Nationality.
 
Hey Pounder if you want to give me the image of the waterfall that you planned on using as the resource then I will try to animate them for you... though I have limited time I will put them on top of my list of things to do in civ.... also Vuldacon I understand your "defending unit" as part of the waterfall, but what I am trying say is that it is unnecessary for some scenarios. If one just wants the animated Waterfall as eyecandy then my idea is legit; the unit wouldn't have a technical nationality and wouldn't be forced to move because of it... Also who cares if the AI knows where it is, the AI cheat as is... Then if one just manipulates the placement of the unit in it's frame and the placement of the resource in it's frame then when a Unit causes the "waterfall unit" to disappear it would only look like it is no longer animated...
 
Jewmpaloompa... What I am saying is that the way you want to use the Waterfall, it will have to be the Defending Unit...even if you do not animate a defending unit with it. Otherwise, how will this waterfall be captured or die. Also, if it is desired as "eye candy", it should not be captured or "killed".
The reason it makes a difference if the AI goes to the Waterfall tile is because as a Unit set with Hidden Nationality and no attack or defense, when another unit goes to the same tile...the Animated waterfall will not be seen.

A work around could be to first place the Normal Waterfall terrain then add the exact same waterfall over it but with animated water. This can work but the waterfall will not show the animation with other Units on the same tile and if set with Hidden Nationality and no Attack/Defense, it will not be captured or Destroyed.

Good Luck trying to work these issues out and I am interested to see what you can do with it.
 
Thank you Voldacon for giving me some ideas... I am currently working on a scenario that if i can make this work then I would totally use it...
Edit: forgot to say I'll probably post something if i can get it working or not...
 
Hey Pounder if you want to give me the image of the waterfall that you planned on using as the resource then I will try to animate them for you... though I have limited time I will put them on top of my list of things to do in civ.... also Vuldacon I understand your "defending unit" as part of the waterfall, but what I am trying say is that it is unnecessary for some scenarios. If one just wants the animated Waterfall as eyecandy then my idea is legit; the unit wouldn't have a technical nationality and wouldn't be forced to move because of it... Also who cares if the AI knows where it is, the AI cheat as is... Then if one just manipulates the placement of the unit in it's frame and the placement of the resource in it's frame then when a Unit causes the "waterfall unit" to disappear it would only look like it is no longer animated...

The only image I have is the ones in the first post, I made those years ago.

It might be best if they were the same size and shape as the ones shown in the first post, that way they could be used on the same mountain.

If you choose to use another mountain that is fine as well.

Maybe if you have the falls coming through some trees/rocks it could could layer over any mountain.

Thanks for the offer.
 
This is awesome stuff. Thread subscribed for me to reread once back from vacation. I think I may have to delve back into CIV3 modding. Thanks a lot, guys.
 
Well a hydro electric dam could be animated to Blow Up for the Death for example :)
Force 10 from Navarone anyone? :D

Vuldacon said:
...but a little creative thought can at least provide some way to add a novel Unit :)
Maybe a couple dozen Germans (represented by high hp unit)?

I would also make it harder to bombard (maybe have an air defense value as well). I say this because when I run into a heavily fortified area, I use artillery and bombers to blast it into oblivion before I send troops in.

Take a look at the naval mines Rocoteh implemented in his World War I scenario. I must have bombarded those things for at least 30+ turns (with over a dozen ships bombarding per turn!)
 
Guys, this is the best thread ever. Some logs to add to the fire:

1. Using auto upgrades, this unit could appear to "age" as the eras progress.

2. I thought of this for a stoplight: Default: green, Fidget: yellow, Death: Red. The light would turn red as a unit "approached" it, just like in real life. This could also be used as a railroad signal, to slow down railroad transit.

Anyway, I'm posting mostly to get this thread onto my "subscribed" list. The waterfall is going into the Lost Worlds Mod immediately. I'm following this with great interest.
 
The waterfall is going into the Lost Worlds Mod immediately.
How about something like this - the waterfall "guards" an airfield/telepad. So when it is captured the player now has a portal to "Shangri-La".
 
How about something like this - the waterfall "guards" an airfield/telepad. So when it is captured the player now has a portal to "Shangri-La".

I put them (accurately) into Britain and spread a few around Pellucidar, and I've already viewed them in game. They look great, and really enhance the Prehistoric feel of Pellucidar. As to your idea, it would be a great way to speed up the game, and might be a good "alternative rules" biq. We already plan a "portal" unit for late in the game; earlier in the game we want to encourage the player to build and use the Nautilis and the Cavorite Moon Ship.

You could just give the unit different era animations;).... I think that would be easier..

Okay. I was thinking of the visual possibilities: a crumbling Roman Villa, an increasingly menacing Eye of Saron, a space station under construction, an airport with lights! etc., etc., etc., etc., etc.........

P.S., if you ever decide to add to the waterfall animation, a rainbow and more spray would be nice.
 
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P.S., if you ever decide to add to the waterfall animation, a rainbow and more spray would be nice.
I might do a rainbow... perhaps as a fidget... I'll see what I can do... it will be the third or fourth thing on my list though... :lol:
 
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