Here is the Subterranean, along with the Subterranean Void that surrounds it in the Homecoming Scenario of the 1st campaign. The edges of the Subterranean land (the walls) have not yet been cleaned up to make sure all portions properly fit together. Colony graphics have not been changed yet either.
Subterranean Pic shown in Spoiler
nick0515 said:
I think the idea of units as terrain features has a great deal of potential for fantasy/sci-fi mods. I see you are still using the mine unit on tp of resources. Looks so great with the civ coloured flag on top.
Right now the mines are not animated, but I am going to add their animations in tonight.
nick0515 said:
I take it the weapons, armour etc that can be sold will be flag units and can thus be returned to capital for vp points and gold. That's what I'm planning to do in my fantasy mod too.
Yes, the treasure, weapons, armour, etc will be flag units that can be taken to the capitol. In some circumstances though, it may be annoying taking these items all the way back to the capitol every time (which after a while can be a big nuisance), so certain areas will have victory point locations which they can be brought to so it does not become burdensome.
nick0515 said:
Something I thought of a wee while ago was to make a command and conquer style mod where there is some kind of cash resource unit (ore/crystals etc) that needs to be harvested (returned to capital for gold). These units would be in big stacks clumped together and you could bring them back to your base and once they run out you run out of cash. Could become tedious transporting a lot of resource units back to your base as it would not be done automatically for you as in command and conquer or other games like it.
In reference to the C&C idea, too bad workers cannot build victory point locations, that would allow you to set up forward command bases or w/e. But you could also set up VP locations that are in the general vicinity which could be used as well to keep the tedium down to a minimum. That is an excellent idea. I wonder if C&C units can be converted? It's been a long time since I have played the older C&C games.
nick0515 said:
Also any units with an attack value and capture flag checked would be able to pick up the resource not worker units. Is the capture flag required to capture a city or to capture a flag unit or both?
It seems that as long as a unit has an attack value, it can capture a flag unit, but without the Capture flag checked in the editor, it cannot carry it.
nick0515 said:
So if I remember rightly the telepad with the hacked editor can be an improvement in a city or a unit right? So will each civ have a unit/city in the Subterrainian part of the map to teleport to? Or can you make the teleport unit available to any civ?
The telepad that can be an improvement is somewhat broken. If a city has a telepad improvement that an enemy can use, the enemy can teleport there and immediately takes the city as well as destroying all units within the city. I suppose it can be used though as long as no enemy units have access to teleport to that particular building telepad. In that case though, you could just give units the airlift capability.
So as of now, it is just units I am using. In order to teleport to a telepad, the civilization must own the unit telepad, so multipad telepads would need to be setup for each civilization. I don't know yet how AI completely handles telepads (it does use them), but player can teleport to Subterranean, but not back... and same with Dungeon can teleport to Surface, but not back. (Although it could be changed to allow both ways, but for Civ3, it doesn't matter in this scenario that much).
vmxa said:
Is the tundra going to make food to support pop? The growth of towns should not depend on the tiles to make all equal. I can see there is a lot of issues for you to deal with in this mod.
Yes, making tundra have no growth would destroy any civ (the Tower civ) if the food was not equal... so all terrains have relatively equal values. Units have no movement penalty in their own terrain, so attacking towns on terrain other than your own will be made more difficult.
Tom