Still no reply? sad, I've noticed many posts are years or months old, do hope that's not because nobody reads (and is able) to respond in this sector of the forums.
(for you not knowing what I'm doing C:/ProgrammFiles/Activision/Call to Power 2/CtP2_Data/Default/gamedata)
in that map I edited the textfiles :
I tested my earlier changes and some new found a few new glitches
In the textfile Tileimp I've added to the lines TerrformTerrain Terrain_xxxxxx_xxxxxx
Lines like :
That SHOULD exclude those terraform options for those landtypes (making them in effect available only for the landtypes I want it to be) However this does NOT work for this option.
Adding these lines to any other terrain improvement line does work, it just does not work for terraforming.
I tested it ingame and still all tile improvements are available for all types of terrain even while I tried to block them out.
any hints on what textfile to edit to make it do what I want it to do?
I am going to try to add these lines to the terrain file too, though not sure how that will work.
will post result when I have it
The other option I tried to get to work today was
** I tried to get the citybuilding to remove tile improvements**
My first though was adding this code :
In the UNITS file
This did NOT work
UNITS file do list city's and sea city's (and space city's but those are not in use)
Tile placements still stay when I build a city...
I will try today adding the exclude code, to the terrain file instead (under city effects) perhaps that will work.
(though no certainties ofcourse)
I cannot find an actions-textfile (for while the game shows units that have the ability to settle, and lists the effect of a city, i haven't found the code for the settling itself! (for what I in fact want to do is adding the removal of the tile improvements to the settling effect!) any hints on the source of that can help me severely to work around many obstacles, so please say if you know where to find them.
please DO respond... I already have spend many an hour on what I already did.
Oh and why I invest so many hours in such an ancient game?
It just came to live again for me, and it so happens to run on phones, pads and other less powerfull computers.
This is great, playing the games you used to love while on the road.
also I find the gameplay better than of the newer civ versions people spend way to many hours in imho
Well lets say some civ-elements I loved most are :
*The ability to make your own units from parts (AC) -> a CtP mod adding this would be great)
*The ability to use public works for tile improvements instead of terraformers/workers (CtP1 & II)
*The ability to go to space and build a second layer of citys (CTP1)
*The ability to build sea city's (CTP1, CTP2, AC)
*The ability to controll a global empire (enough happyness/citysupport to litterly build a city on every free spot, without it ruining your game because of revolts, and such) : (CTP1, CIVII/III)
*The throneroom (CtP1)
*Being able to play to game long enough to controll the whole map, instead of it ending prematurely every time (CtP1)
*Being able to terraform the land and change it (AC, CTP1, ATP2)
*Happyness and unit acces by needing luxery goods, (all civ games)
*Need more than 1 tile of resources to back many units using that good (civ 5)
*custom tile apointing for city's instead of fixed area's (civ 5)
*the ability to tell the workers of a city what tiles to work, and the ability to redistribute the use of a tile from one city to the next.
(all civ games)
*the usage of secret units to do all sorts of hidden tasks (CtP1 and CtP2) Civ4 in lesser way
*Total customability of your goverment (AC, Civ4)
*Saving for special traits with your culture points (Civ5)
*The ability to steal bordertiles automaticly (and even city's) by having more influence (Civ3, Civ4)
*The ability to controll religions and corporations and spreading them (civ4) -> I did not like the fact one had all 8 religions in a city, and that temples (that gave a lot of happyness) were unable to build in later ages (since their effect was permanent)
*The spooky surroundings, and perfect storyline atmosphere (AC)
*The GREAT advisors humor humor! (Civ2)
Things I still hope to see in a game one day (ideally on top of all the above)
-the ability to create your own race (like in spore but more civ like, and it having an effect on your base-values like population growth, science rate, military strenght and such)
-having 1000+ resources in the game 100000+ techs and millions of buildings and unit parts, all based on what resources your civ has.
*randomise 5-10 resources on a planet from the 1000+ possible options
*all techs have a resource requirement, so the acces to what resources are on your map determens your techtree
*and that techtree will determene what parts you have to build units from
This will make every game unique, and that would be fun, no more fixed history
-The ability to make units as big as you want (not like in AC where you selected 1 part per slot, but more like x of part one, x of part 2 etc.. (making megaunits/motherships possible and thats fun)
-A reform on the unit making screen, instead of building single units, make it so you control more real army's (consisting our of hundreds of units you developed)
After you designed units and prototyped them, you should be able to say to a city, build xxx of unit y, (more like a goverment orders new guns) the city will than build multiple units per turn how much depending on it's production output.
You will controll army's and fleets not units (though they will consist of your unit designs
-the ability after you conquered your own world go to an (online) space mode, where you can travel to other worlds each of them being a full new map of civ.
(you can simply order each city on a planet to keep building say space faring units, or space settlers or any other backup.. that way you can automate your homeworld and focus on new maps
each map has unique resources, and every race unique dna, so stealing those will give you more tech, more parts, and a possibility to geneticly enhance your race.