Yarr! Pirate Coves!

Guybrush!

Swa/Hyd/Ins/Cha/Cre
Joined
Nov 12, 2008
Messages
118
Are pirate coves still in the game? I have the most recent FFH and I cant seem to be able to build them.
 
though I think they lost their ability to change crew types and can only be built in friendly territory if i recall correctly.

What would be nice though, would be that coves could still allow changing of crew types, and be "built" by some ship that could traverse the ocean.

It'll be nice (somewhat thematically), for the Lanun to set up an actual pirate cove on an island off the coast of another civ, as a base to repair and recrew their ships, without the need to build a full-blown city on that island and incur massive maintenance costs (assuming that the civ was far away).
The lanun are currently unable to do so since the workboats which are necessary to build coves are unable to travel through the oceans in neutral waters.
Right now coves are simply "water gold mines that also produce food" instead of what realistically they are.



=P that was just an offtopic semi-rant/suggestion that ought to be placed in the main forums instead of the strat forum so please forgive me :lol:
 
Yeah, maybe go back to lanun workers doing it with a spell, even if its from a ship on the water. (That way you can have units and hammers sacrificed, go a across the ocean, and not have to dedicated a ship to go over and be destroyed.)

Also, the use of pirate coves as far flung bases is a good idea... as for balance, the enemy pillages them.


Another change I'd like to see is them <bactascity>1</bactascity>'d and made a land improvement that doesn't actual change the base terrain, graphics aside... Of course this may require various python checks in any spell to see what land it is on and whether to change the grassland to 'grasslandcove' - a piece of 2 food some gold land that looks coast and the lanun get +1 food from.
-Wait, can land units enter cities placed on water?
- Has/could Xienwolf ma/de/ke a lil' sdk mod that does this a lot more tidily?
 
I don't think that Pirate Coves ever allowed changing crews. I might add that ability in my version though.

I may give the Lanun a work boat UU that can enter oceans (perhaps requiring Optics or Astronomy to do so), has some strength, and might be counted a unitcombat_recon (although still domain_sea) so it could get the promotions needed to capture sea creatures.



I'm not sure why you'd want to ad special new terrains to deal with coves as bActAsCity land improvements. Just modify the improvement's graphics so that there is water under the cove's arch.

Land units cannot enter cities (or bActAsCity improvements) placed on water. Water units can enter cities but only bActAsCity improvements that are adjacent to at least 1 water tile (you can't use a string of them to make a long canal).

Note that any water units attacked on land are automatically destroyed, so coves would need to be guarded by land units. Also, the AI might try to use the coves to connect resources, like mana. Of course, if it is still made though a spell then you could block this.
 
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