A question to E
I know itīs a minor problem but nevertheless, in CTP I hills, mountains and their related border on beach terrain. This I miss in CTP II. Is there any possibility to make that happen.
Walter

Hello,
some nice Problems you came up with.
As for the different "work in progress" we us the original ones or have to do some new ones for new Tileimps.![]()
That needs improving the txt file as well.
The stoneroads. Letīs see if we can bring the roads back after we declare the stoneroads obsolete. BTW, you should have by now both tils. Is it possible for you to send me your other one, because the ingame til doesnīt correspond with my eyes![]()
As far as the overlapping of Roads and the other Transport Tileimps are concerned I have no Idea at the Moment. I gotta admitt I didnīt give this a look.
For now Iīll try to get the Stoneroad working.
Greetings
Walter

A question to E
I know itīs a minor problem but nevertheless, in CTP I hills, mountains and their related border on beach terrain. This I miss in CTP II. Is there any possibility to make that happen.
Walter

Walter,
I don't have CTP1 :embarassed: could you post a screenshot that shows what you are talking about?

Hi,
First thing I encountered altering the txt files.
What does 'Level' refer to? Can you only have one transport-type imp per level (for instance, only road for level 1)? In which case I would make Stone Road Level 2. It'll disappear before Railroad comes anyway.
How exactly does exclude work? I have a pretty good idea (what's in a name) but just want to make sure.
I already found some good looking graphics for the stone road (thank you Civfanatics!). Now I'll have to make some thumbnail version for the tileimp menu.
What do you guys think of my new nuclear explosion?
Greetz
Tellius

Morning
I think you are right on that, not 100% sure right now.
Yeah, yeah civfanatics has sometimes some real good stuff![]()
Looks very "bombig"![]()
Walter

Forgot something
Exclude seems to replace an other Tileimp. For Instance if you have a Farm and build a road over it. Then you can see both. Now if you add the line Exclude:Farm to the Road Tileimp, it will simply replace the Farm.

Walter is right on the exclude it basically is the thing that determines whether or not stuff like roads goes on farmlands or replaces them. in Call2Civ I made railroads exclude things so you are not as likely to have railroad sprawl everywhere. but it only works by class and not individual tileimps
level, IIRC, is where the button row is on the tile bank so you'll see roads are level 1 railroads level 2 and maglevs are level 3 for the class road (which tells what column it is except terraform which uses columns)

This really annoyed me too when I tried to make realistic looking suburban areas for a scenario, that weren't overlapped everywhere with ugly roads. I fixed it by just placing suburbs as Goods, as they're sprites, tile imps can't overlap them. I realise this doesn't help you much, but there you go.Originally posted by Tellius
Any chance you know how to change the stacking order of tileimps? I hate it when roads go óver mines, quaries, pastures etc. Ruins the effect of some of the tileimps. I'd like roads to go under all other imps. Clicking on mapinfo will tell me movement cost, so it's not a big deal you won't be able to see roads immediately.I really would like transport tile imps to go under all other imps, though not sure if this can be changed so easily.
Great work on the tile imps too.
Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
CtP2 AE Wiki & Modding Reference
One way to compile the CtP2 Source Code.

This overlapping Problem could have something to do with the class. Donīt know where this is determined, maybe in the source. Just a guess.
I tried to convert the Mountains from Tellius post an thatīs the outcome,![]()
![]()

check out my ekmek tile or tileedit. i had the same problem but fixed it by the way i set up my mountains etc.

Hi there,
Success with Bryce is on the horizon!
I created a true 'mountainrange' as we all would like to see with Bryce.
I made a 3x3 square of mountains, placed them close together so that one mountain gently goes over into the other (mountainranges). I then focussed on one mountain, making all others invisible. The immediate neighbours of the current mountain were set to 'negative boolean' meaning they subtract their contours from the soon to be rendered mountain.
Render.
Repeat for all mountains.
Result: A 3x3 mountain range chopped up in 9 perfectly fitting pieces. But the real challenge is setting up tile rules that the mountains line up exactly like they were meant to.
Keep you posted!
Tellius

Hi,
Even better news. As it turns out, Bryce is far ahead of me. I found a tiling tool. Basicly, what I described above can be accomplished even more simple by just placing one mountain range next to the other in 'tiling mode'. Creates nice flowing terrain, with impressive mountain ranges.
Now all I have to do, is figure out how I can make the game use them without too many new tile rules.
The game goes through the rules top to bottom, not sure where in the list I should place new tile rules...
Greetz
Tellius

Tellius,
if you send me the Graphics, Iīll see, what I can do.

For now, I'm stuck with stone road. I managed to alter some files, but when I wanted to change AOM_uniticon.txt, I had to insert some info like what tga to use, and what tga to use as thumbnail. I looked at Road for an example, and I just don't get it.
* it says FirstFrame uptp007l.tga First of all, what does First Frame mean, second of all, I can't find this picture anywhere. I did find an uptp007l.rim file in the ZFS file, but look it up, this can't be it.
* then there's a line called Gameplay TILEIMP_ROAD_GAMEPLAY
What does this mean, and does it refer to aonther file that has to be altered.
* Same question for Prereq TILEIMP_ROAD_PREREQ What does this mean and does it refer to a file that has to be altered?
* Same question again for Vari TILEIMP_ROAD_STATISTICS
I have to understand what these all mean before I can continue.
Any info would me very helpfull
Greetz
Tellius

Hi,
Just an example of what tiled terrain looks like in Bryce.
I deliberately put some distance between the tiles so you can see where one terrain starts and another ends.
In practice, I would render each tile individually, which would result in a batch of terrain graphics that would line up perfectly.
I know of course I'm going to have to cranck up the altitude differences, this was just an exercise.
Tellius

TILEIMP_ROAD_GAMEPLAY
TILEIMP_ROAD_PREREQ
TILEIMP_ROAD_STATISTICS
These three things are the Great Library Entries. So if you want to make something special for the all new Stoneroad...
![]()
uptp007l.tga is the Picture displayed in the GL.
The one which is needed for the Icon is "UPTI07.tga", you could find it in the pic555.zfs as well.
Greetings
Walter

And by the way Tellius, this will be som pretty outstanding Terrains.
To E
This is what I meant with Mountains an Hills bording with Beach. I tried to alter a Tile Rule but unfortunatly it doesnīt work. Thank for all your help and advices.

i think hills and mountains have special tiles that they use when they border with beaches. you can see them in the original graphics file where the have sand and mountain combined.
you can probably modify those to get the look you want.

Thank you E.
Thought there was an easier waySigh.

Hello E
following thing. Iīve just converted a neighbours city, but no "religious" Icon showed up. You know this cross with the players colour. Now I know you made some new Icons for various religion Types. Are they to be defined anywhere and if yes where? Or is this a source Code thing?![]()
Thanks in advance
Walter

Seems as if nothing works at the moment.

on this PAGE I found this:
it links to here:Adding Road-like Tile Improvements In this thread Immortal Wombat discussed his findings on the possibilities of adding road-like tile improvements (in this case Highways) to the game. By Immortal Wombat
http://apolyton.net/forums/showthrea...threadid=62915
i hope it helps
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