What do I need for railroads?

SteelSterling

Prince
Joined
Jun 22, 2010
Messages
329
Location
Northern NJ
I tried checking the in-game civopedia but apparently the railroad equates to a Barbary macaque. :confused:
 
I tried checking the in-game civopedia but apparently the railroad equates to a Barbary macaque. :confused:

Heres what the file says:

Code:
<BonusType>[B]BONUS_WARE_STEEL[/B]</BonusType>
			<PrereqOrBonuses>
				<PrereqOrBonus>
					<BonusType>BONUS_COAL</BonusType>
				</PrereqOrBonus>
				<PrereqOrBonus>
					<BonusType>BONUS_OIL</BonusType>
				</PrereqOrBonus>
				<PrereqOrBonus>
					<BonusType>BONUS_DIESEL</BonusType>
				</PrereqOrBonus>
			</PrereqOrBonuses>
 
I haven't checked it recently, but I do remember the awkward/idiotic "whackopedia" switching CONCEPTS with ANIMALS in a illogical way...
Please, do take some time (probably short enough) and REPAIR THIS!!!
I like my whackopedia LESS looney... :lol:
 
I haven't checked it recently, but I do remember the awkward/idiotic "whackopedia" switching CONCEPTS with ANIMALS in a illogical way...
Please, do take some time (probably short enough) and REPAIR THIS!!!
I like my whackopedia LESS looney... :lol:

As requested I will remove routes from the pedia.
 
There is no widget for the pedia to use for routes so when you click on a route in the route page you get an animal instead. there fore I shouls remove the page until the dll part can be written for it.
 
You do not need a new widget to do it, already proven :D
 
There is no widget for the pedia to use for routes so when you click on a route in the route page you get an animal instead. there fore I shouls remove the page until the dll part can be written for it.

Ah leave it. It's still one of the top projects for me. Should be done very soon.
 
Ah leave it. It's still one of the top projects for me. Should be done very soon.

Talking about projects, how is the "Equipment" stuff going? or who is doing that stuff?
 
There's progress on that front. It may not seem like it but there is. Hydro and I are hashing out some details in one of the documents in my sig line. I've got identified what I need to fix in the code. I'll be more gungho to develop the actual equipments once I know the AI is ready, the Merchant units are prepared for being able to deliver equipments to units in the field, and the re-equip mission has been made OOS error free which I think it is not at the moment. In the meantime, I'm slowly introducing some of the effects that equipments will need to utilize so that its not overwhelming to C2C fans overnight. There's a number of units that still need to be prepared in their base forms to be ready for equipment. The throwing line was a major step but there's still a number of unit lines to review for preparation for the equipment development stage. And the First Strike changes will be fairly critical to work out too since equipments will play on differing angles of those adjustments.

I've always explained that the combat mod was all interlinked in everything it was comprised of and equipments represent the big pivot point where the diversity of equipment really requires these various new effects to be justified. So its all part of one project really. And I've been moving on that project quite a bit. Hammering out some of the City Siege stuff really paves some of the way even though it may not seem like it yet.
 
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