Teleport gurus discussion

ZergMazter

Prince
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Hello guys I'm sorry for the double post, but this is a completely different subject.

This one is for modders such as Civinator, Quint, Steph, Erebras and many more that have played around with teleports.

I've read this thread quite a few times:

http://forums.civfanatics.com/showthread.php?t=187949

And this:

http://forums.civfanatics.com/showpost.php?p=5115428&postcount=1

In Civinator's tests he was able to make the AI teleport to helicopters. Since I havent been able to mess with teles myself due to rule randomization issues with those editors I could not test it myself.

I wanted to make a trade-able unit that could be sold via diplomacy for instance 'Oil barrel' and such unit could be upgraded to a king flagged tank which did not require the oil resource, and was also slightly inferior to the original tank with the required resource.

The trade-able part I got right, however I created an improvement which needs oil to be within the city radius to be built (Oil refinery). It creates capture-able and trade-able 'Oil barrels' every 5 turns. A human can send it to the capital city for trade. The AI cant.

I was thinking to do a teleportation method similar to Civinator's but instead of the AI teleporting to a heli, it would just tele to the capitol city and stay there for trade.

My question is has anyone been successful at doing this type of tele? It's just as Civinator's but instead of teleporting to a unit, the AI will teleport to their capital. Does it work? I wish I could solve my issues to do it myself.
 
Hehe that was my initial thought. I did something a little different:

I created an oil autoproducing building that requires oil within the city's range, so that A) You didn't build that building in all of your cities B) Encourage the need to control more resources of one kind, since the more you own, the more refineries you could build increasing oil auto-production.

I faced 2 problems:

1- The auto-produced units were immobile and stayed in the city it was built (usually not the capitol city), and units cannot be traded unless they were inside the capital.

2- Even when immobile not flagged there is no way to tell the AI to move that unit to its capitol city.

Conclusion:

My only choice was to attempt to do what civinator did, but with a building, having immobile units forced to teleport to the palace in the capitol city. I don't know if it's possible as I have not seen anyone try it.

I'm messing around with Quint's editor even though it messes up my unit's rules for some very odd reason, but I'll try to get around it, and see if I can get some testing going with minimal damage, then repair it.
 
I was thinking to do a teleportation method similar to Civinator's but instead of the AI teleporting to a heli, it would just tele to the capitol city and stay there for trade.
This is what I was referring to. & I'm just theorizing, haven't actually tried it. Have a immobile unit in the capital that functions like a heli as far as being the telepad.
 
Ah I see... This will work until the AI loses its capital city, and loses that unit. That was the reason I was looking at the palace to do this.
 
I cannot explain it better than I did in that post, especially since a longer time has passed when I wrote that post and it can be that I don´t remember all correctly after all these years:

http://forums.civfanatics.com/showpost.php?p=5148614&postcount=30


1. You have two options to teleport a unit (the "sending "location of the teleportation = called telepad in the hacked editor):

a) By a building
b) By a unit

You can adjust the "sending" part of the teleportation for each unit.

To a): If I remember well, the building telepad has an unlimited range for the teleportation and can do an unlimited number of teleportations. One big backside of the building telepad is, that the city that holds the building telepad can be captured if a unit of another civ can use the same building telepad, too. So in most cases this methode is only suited if you have only civspecific units that can teleport.

To b): Unit telepads use one hitpoint each time they do a teleportation and they can only do a ranged teleportation. The range can be adjusted in the cracked editor. So this could be a solution for a limited fast transport of units. Per example in the WW 2 scenario SOE, where roads have railroad graphics and are named railroads, I experimented with a limited fast railroad transport capacity by immobile unit telepads (see the screenshot below, where the unit telepads were placed in cities with the railroad sign). As I discovered that units which are outside the city with the immobile unit-telepad but are in teleportation range can use the teleportation, I didn´t use that concept. It is more suited for mobile army headquarters or battleship-Galactica-type starships. I changed the concept to civspecific building telepads, but here is the problem, that the "railtransfer" can go "overseas" and therefore only a limited use in a WW2 scenario as railtransfer could make sense.

Spoiler :
attachment.php


2. You can adjust for each unit what telepad it can use. This can be a special building with the telepad function or a unit with the telepad function or both.


One word to the screenshot I made long ago with the heliocpter unit-telepads:

This was a prototype for an option to create the D-day-landings in the WW2 scenario SOE. I used an airunit, as the unit telepad must be preplaced from the start and shouldn´t be destroyed (what is not so easy in a WW2 combat scenario). That´s why I had to use an air-telepad combined with the air-HN-Zerodefence-bug. I found a better solution for for the landing operations in SOE (D-Day and Sealion) by the "masked" landbridges and that´s why the teleportation was not used for this feature.

ZergMazter, one word to your idea about teleporting the immobile oilunits. One the first view here a solution by giving the oilunit-producing building the building-telepad option and to give the palace in the capital the same building-telepad function could be favourable. But I have no good feeling by teleporting immobile units (especially by a building teleporter with unlimited teleport-possibilities, as even immobile units in coastal cities can trigger big lags in gameplay and also with wrong settings you can have a nice surprise when your capital is captured by a teleporting unit of another civ into your capital. On the other side I haven´t tested the teleportation of immobile units yet (and don´t have the time to do that in the near future), so these sorrows in reality mustn´t exist. :)
 
Thanks a lot for the information Civinator.

After reading this I came to the conclusion I'm just gonna make oil auto-produced in the capital city, and spare me from a stroke.

I'm asking for too much, and its better half functionality than no functionality at all.

I just wonder why silly things such as armies with attack and defensive values crash the game when attacked. It can be very frustrating very few of the things I try to do actually work.

You almost have to role-play to imagine things happening lol!
 
Yes, all must be tested -and that needs time (what not always is available).:)

But even with the "light tank-prototype" that can be upgraded to a unit with the king-flag not all circumstances are clear yet. Especially not the naming problem by upgrading one unit with the king flag to another unit with the king flag. In one of Delta´s threads there was a post, that this should be possible without problems (but here I always have a problem with the autoproduced prototype units in CCM that upgrade to a unit with a king flag and than this unit with the king flag should upgrade to another unit with a king-flag (p.e. autoproduced tankprototype upgrading to a Tiger I tank (king-flag) and later the Tiger I should upgrade to a Tiger II (King flag). In those cases the Tiger II (or Kingtiger) in CCM always has the name of the ruler - and as in CCM all leaders are only named "ruler" you get a Tiger2 tank, but is named ruler and not Kingtiger). May be I do a thread about this when I have the time for it.
 
HAha Civinator I noticed that too. How weird. I'm so used to renaming them now that I just ignore the problem... for now.

I can confirm this Civinator. In my mod I got the same King problem. Maybe Laurana never noticed because the king units used had the same name as the leader? The Japanese scenario in conquests hid this problem by using the same name as their civ's leader.

Check how all 11 king units have a number after the name (Tokugawa 0-10) in the editor, but in game it does not show due to our known bug.

I dont know but I'd love to know if its actually being done.
 
After all these years modding I'm sure I would've noticed this kind of problem. I'm not sure what it could be, but there must be something in the way you have the unit lines set up that is causing the naming issue.

I will do a new post about that problem as in this thread everybody is looking about teleporters. Now as the problem is confirmed by someone other I don´t have to look for posts and links of civers, who all confirm that problem and it would be really great if we can find a solution for it. :)
 
Teleportation is a matter in which you'll get much more accurate answers from Civinator than myself. I've studied it enough to allow it to be editable in my editor, but not enough to understand all the intricacies. So I'll defer to the experts in this area.
 
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