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  • Underwater cities

    I saw rules.txt, and it's apparently not possible to add underwater cities in civ2. is it true ?

  • #2
    In Civ2:ToT you can have underwater cities, in a parallel undersea map... In fact, they are standard in the fantasy game.
    "Whoever thinks freely, thinks well"
    -Rigas Velestinlis (Ferraios)
    "...êáé ô' üíïìá ôçò, ôï ãëõêý, ôï ëÝãáíå Áñåôïýóá..."
    "I have a cunning plan..." (Baldric)

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    • #3
      I think it's possible to some extent with hex-editing, but I don't think the result is very useful... You can manipulate the graphics to turn land into water, though, which is essentially also what is done in ToT.

      For another example, check out this scenario (MGE):
      Civilization II: maps, guides, links, scenarios, patches and utilities (+ Civ2Tech and CivEngineer)

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      • #4
        You can have cities on water, but foreign ships can't pass them, naturally.
        Follow the masses!
        30,000 lemmings can't be wrong!

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        • #5
          This may be related — see my quote (i.e. 4th post) in Kobayashi's Invincible Pirate Port Idea that he posted a while back on CFC.
          El Aurens v2 Beta!

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          • #6
            Originally posted by tanelorn
            In Civ2:ToT you can have underwater cities, in a parallel undersea map... In fact, they are standard in the fantasy game.
            So with Civ2 ToT u dont need a mod to have underwater city ? (i got only civ2 classic)

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            • #7
              Check out BeBro's 'subwar' for 'underwater' cities. He has made the land terrains undersea terrain.
              http://sleague.apolyton.net/index.ph...ory:Civ2_Units

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              • #8
                yep i know , but i wanna know if it's possible to build underwater AND normal city

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                • #9
                  Well then: no is your answer
                  "I didn't invent these rules, I'm just going to use them against you."

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                  • #10
                    Originally posted by ColOli
                    So with Civ2 ToT u dont need a mod to have underwater city ? (i got only civ2 classic)
                    Well, yes and no. The key is that ToT can have up to four different maps, each with its own set of terrains... So, you can have one "normal" map, and another, matching, but "inverted" map that uses the land terrains to represent the deep sea, like in SubWar.

                    So in that sense you would be able to build underwater cities. But since the deep sea is really land terrain, you can't have, say, submarines dive down from the surface to the deep. They'd have to be ships on one map and land units on the other.
                    Civilization II: maps, guides, links, scenarios, patches and utilities (+ Civ2Tech and CivEngineer)

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                    • #11
                      oki i'm beginning to understand. If it's only a pb of submarin , it's not a big pb

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                      • #12
                        I think the warning's in game.txt, just to be a know-it-all. But you might simulate a floating city if you got clever with graphics...if the civ that had it had only underwater cities, just make the city graphic cover the whole square. Then plop it on an isolated square in the midst of the ocean. That still leaves the coastline, though...I'm too lazy to find out, does anybody know if underwater airbases/fortresses still show their usual graphics? If so, provided you don't need to have either airbases or fortresses in your game, you could surround the lone city with eight of them, with a graphic that looks just like ocean, to hide the coastline.

                        Or play around with the hill, mountain, forest or river terrains and limit the underwater cities to "inland seas." Or something like that.

                        Well, I tried.
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                        • #13
                          You can always edit the rules so that certain type of land square can be terraformed to ocean and then terraform it. All land units created immediately sleep, but you can move to an adjacent land square by manually activating them. Or you can ship them away. (this could be what Boco links...)

                          [edit:]
                          Irrigating of course also works. Or mining.
                          Last edited by N35t0r; May 27, 2004, 23:35.
                          Indifference is Bliss

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                          • #14
                            SO, is there an existing mod , that can do normal and underwater city unsing parallel map of ToT ?

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                            • #15
                              up

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