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Making Passable the Impassable

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  • #16
    Interesting guys.

    How about rivers?

    Is there anyway to make rivers uncrossable unless they have a road?

    I would like to make rivers more realistic in a mod I am working on. And I don't want to use water tile or an impassible tile.

    thanks in advance,

    -Zen Blade
    FARSCAPE......................

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    • #17
      Originally posted by Zen
      Interesting guys.

      How about rivers?

      Is there anyway to make rivers uncrossable unless they have a road?

      I would like to make rivers more realistic in a mod I am working on. And I don't want to use water tile or an impassible tile.

      thanks in advance,

      -Zen Blade
      Making rivers impassable without roads would likely prove even more difficult. Nevertheless, it would be much more realistic were this change made. After all, Ceasar had to build a massive bridge across the rhine to move his army across.

      Rivers have allways marked political boundaries and thay have done so because they are, in fact, natural barriers to armies.

      But how to simulate this? Must a road be present on both sides of a river or on one side only (rivers run between tiles)? And as for how to accomplish it programatically, I've no idea. I'd settle right now just for making jungles, forests and hills impassable without roads.

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      • #18
        Not sure if anyone mentioned this:

        If a terrain/feature plot is marked impassable then it produces no food/production/commerce. So if it lies in a city radius then the city will derive no benefit from it. I'm pretty sure this is so for features (but I don't quite remember).

        I struggled with this while trying to create a zone of control mod. I planned on switching terrain/feature in the ZoC from passable to impassable. In the end I could think up many more problems than I could think up answers. That and graduate exams are looming...

        Cheers

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        • #19
          Actually that might not be that difficult to do after the SDK is released.

          My guess is that after the SDK is released, the CyUnit functions CanMoveInto, and CanMoveorAttackInto can probably be altered to return false if the unit's current tile and the tile that it is checking are on opposite sides of a river and both tiles don't have roads or railroads. I believe that the CyPlot function isRiverCrossing could be used to determine if the tiles are on opposite sides of the river.

          It only took Caesar 10 days to build the bridge though.

          In Civ4, rivers connect cities to your trade network. If you build a road to a river, a graphic appears into the river. This is likely a pier, dock, wharf whatever you want to call it. So I choose to believe that there are boats going up and down the river. So I believe you should be able to cross rivers if there are roads on both sides before bridge building, but it will take all of your movement points. If you have bridge building and roads on both sides of the river, then movement should be normal.

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          • #20
            My point with rivers is this...

            fording a river with a small number of people is not difficult.

            Fording a river with a a few thousand troops, wagons, horses, etc... is a little more difficult and effectively makes the river uncrossable. Especially if the river is running higher (spring months, autumn, rainy season).

            What I would like is for the river to either be unpassable, or to cause multiple turns-delay. Like it takes two turns to cross a river.

            ideas?

            -Zen Blade
            FARSCAPE......................

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            • #21
              Like I said in my last post, with the SDK, making a river impassable shouldn't be that difficult. I'm not sure how you would handle multiple turn delays, but it could probably be done.

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              • #22
                You should be able to cross rivers if there are roads on both sides before bridge building, but it will take all of your movement points. If you have bridge building and roads on both sides of the river, then movement should be normal.
                That sounds perfect.

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