Underwater cites àla "Call to Power"?

I've found the "new" Generic mod thread, but I think it's inactive again... nevertheless there are some files uploaded I attach here: some units, buildings and other xmls. If somebody could look through it and figure out, if there is something usefull, it would be cool...

I also asked primem0ver where to find the full Generic Era Mod.

For the invisibility issues, I don't know, maybe this mod could help...



Hm... if, then this underwater map should be like the "negative" of the normal earth map... shouldn't it? And is there a way to have battles through this two maps?

These are going to dll and python stuff, so its better that DancingHoskuld, AIAndy and Koshling take a look at this, PLUS this is back in the Warlord days also, 2007, so alot has changed since then.
 
I've found the "new" Generic mod thread, but I think it's inactive again... nevertheless there are some files uploaded I attach here: some units, buildings and other xmls. If somebody could look through it and figure out, if there is something usefull, it would be cool...

I also asked primem0ver where to find the full Generic Era Mod.

There is no art in the file. Without the art the XML is not useful. there is also no Python/dll code either which means the AI is also missing. :(
 
Hm... if, then this underwater map should be like the "negative" of the normal earth map... shouldn't it? And is there a way to have battles through this two maps?

Couldn't you have your under-water capable units "submerge" from the normal map? And then "emerge" from the ocean map when you want them to appear on the main map again? Basically transport the ship from it's XY location on the "Standard" map to the corresponding XY location on the "Deep Sea" Map? If you force your units to "come up" when they want to leave ocean squares, you don't really need to have much interaction between your two maps. You could also prevent combat between the two maps then?

Also, if you had it as another map, you don't need to change your kelp etc features that you have now, since they're "near the surface", and shouldn't affect the deep sea map at all- leaving you free to place either a new set of resources, or deep sea versions of regular resources.

Just a suggestion, and I agree that having Ocean Cities it would definitely add more depth (ah, the puns) to the map :).

- Micael
 
If you had an Under-Map then perhaps we should allow for underground cities and tunnels on the land. Outpost had a similar thing having different underground tiles.
That could be quite interesting. You'd need to build improvements with special workers that take quite some time to build to descend into the depths at a certain position. Only those special workers could then extend your tunnel system by moving into tiles adjacent to one that already has tunnels (they would not be able to go any further) and then build a tunnel there. Underground cities could be founded with special settlers on plots that have a tunnel but underground plots would not give any resources until you build an improvement.
 
That could be quite interesting. You'd need to build improvements with special workers that take quite some time to build to descend into the depths at a certain position. Only those special workers could then extend your tunnel system by moving into tiles adjacent to one that already has tunnels (they would not be able to go any further) and then build a tunnel there. Underground cities could be founded with special settlers on plots that have a tunnel but underground plots would not give any resources until you build an improvement.

meh. If we have multiple maps, other planets are a better use IMO. This is essentially going to be more or less a subset. Not sure it really adds much to gameplay.
 
That could be quite interesting. You'd need to build improvements with special workers that take quite some time to build to descend into the depths at a certain position. Only those special workers could then extend your tunnel system by moving into tiles adjacent to one that already has tunnels (they would not be able to go any further) and then build a tunnel there. Underground cities could be founded with special settlers on plots that have a tunnel but underground plots would not give any resources until you build an improvement.

Yeah, we could still have underground resources and new terrain types such as magma chambers, water tables and even natural caverns rather than digging. If DH gets the caves working they could be natural openings to the underground. So your cavemen could explore cave systems long before you could build cities there.
 
Yeah, we could still have underground resources and new terrain types such as magma chambers, water tables and even natural caverns rather than digging. If DH gets the caves working they could be natural openings to the underground. So your cavemen could explore cave systems long before you could build cities there.

That's a great idea!!! We have to make it happen!

Btw... the Sardinian ancient culture "Nurra" (Nuragic civilization) built large underground cities around 1800 bc. They had socalled Nuraghe ("Watchtower") to see if enemies land nearby.

We see, ancient underground cities did exist!!! :)
 
This mod supposedly contains Genetic Era v0.32 included.

You're right! Thanks!

I see that in this mod you can build underwater cities. I just saw, that some graphics aren't that good (the "SeaSettler" looks like a simple submarine, but in Planetfall there are better graphics for that).

@DH (and everyone)

You're the man, I don't know: what files do we need to implement that? The thing is, like SO said, that since "Warlords" a lot has changed... but I can't wait to see my seacities grow! ;) Just tell me, what files we have to change and what's needed, so we can go further...

:D
 
@Everyone:

Just to let you know: I've found an earlier version of the "Genetic Era"-Mod. I will have a look at it today evening, after work. It hope it includes everything that we might need. :)
 
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