Announcement

Collapse
No announcement yet.

Airport = Seaport?

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • Airport = Seaport?

    I have a question for those who have certain knowledge about the Civ2 engine.

    I want to use the airport city improvement as "Seaport". The problem is that I also want to make it an improvement possible to build for all civs, and it would look really stupid to have a seaport far far away from the sea (think seaports in Slovakia...).

    Therefore I wanted to ask if (and if yes than how) it is possible to make the airport improvement possible to build only in cities adjent to the sea (similar to coastal fortress)?

  • #2
    I think what you can either do is use this technique:



    To restrict the Seaport to certain civs, but this is only a 50% solution...

    What you may end up having to do is using civ-city to place the Seaports in the cities...

    If you must have it buildable, you could call the seaport naval/supply depot or similar.

    And don;t forget to reword the games.txt. message to something that covers the changed nature...

    EG: "...The evil %STRING0 forces have bombed our supply route!!!"

    http://sleague.apolyton.net/index.php?title=Home
    http://totalfear.blogspot.com/

    Comment


    • #3
      Unfortunately, as you can deduce from Curt, you can't restrict building during the game within one civ to ports only.

      Perhaps you've already thought of this, but you can use units with the fighter flag as 'u-boats'. The resulting dialog uses the icon from the fighter slot of @UNITS. The entries to edit in Game.txt are @NOAIRPORT, @NOAIRPORT2, @AIRLIFTSELECT, @AIRLIFT, @SHOTDOWN, @ALREADYAIRLIFT, @WESHOT, @WESAW, @ENEMYFIGHTERS, @LIFTSHIP ("Ships cannot be shipped, silly."), and @LIFTPLANE.
      El Aurens v2 Beta!

      Comment


      • #4
        Damn, this really makes a mess.
        Either I'll just place (civ city) seaports in a few cities and hope that during the course of the game they won't get destroyed or make them supply depots... Damn again.

        No chance for any hex editing to do the job?

        Comment


        • #5
          Is this for ToT? If so, I'm sure there's a scheme that would work for the human player using multiple maps and teleporters.

          Haven't seen someone mention a hex address that governs whether an improvement requires a port or not. Wow, that'd be a real find! Not sure it's programmed that way. Makes sense if Civ2 uses a conventional database design.
          El Aurens v2 Beta!

          Comment


          • #6
            I'm not sure, but I'd recon that there should be a "buildable only by water" flag somewhere in the script.
            Anyways, if nobody found it its all in vain, as I myself am no hex editor.

            Comment


            • #7
              Those build restrictions are hard-coded for city improvements.

              Cities have "can build coastal", "can build ships" and "can build hydro" flags (as CivCity calls them). Which improvements are affected by those flags can not be changed.
              Civilization II: maps, guides, links, scenarios, patches and utilities (+ Civ2Tech and CivEngineer)

              Comment


              • #8
                Ok, thanks for the info!

                Comment

                Working...
                X