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Sea Cities are possible!

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  • Sea Cities are possible!

    Just so that mod makers should know if they don't already - sea cities are now possible with the Conquest expansion (if they weren't before, that is)! To test this, I did a simple mod that allowed water sqaures city-buildable and gave the curagh the build city ability, plus gave it worker abilites ford roads, irrigation, and mines. It works and all the graphics seem fine!

    Ocean squares now yield 1 food and 1 shield. Irrigating, mining, or building a road in any of the water squares gives +1 to the appropriate resource. Whales and oil (at the approprate tech) now also appear in ocean squares as well as where they were before.

    Remember, this is purely a qiuck knocked-up test, it's not a balanced mod - it's just to show the possiblities for the future...

    Things I've noticed:
    To irrigate ocean squares, you have to link from a fresh water square near land, so building in the ocean isn't that easy and would require planning and strategy. In any case, the curagh usually sinks in Ocean squares making it real tough, so in a balanced mod you would discover more stable worker-boats later on of course.

    I've also noticed that if you build a city on a coastal square, and then build a land unit, it can be moved onto an adjacent land sqaure but can not be moved back unless you build a boat with a transport ability.

    Not sure what would happen or how you would conquer a sea city. In fact, off hand, I can't think of a way to! A boat cannot be used to take over a city but a land unit cannot move into a sea city so...
    Last edited by The Rusty Gamer; December 5, 2003, 08:22.
    Avoid COLONY RUSH on Galactic Civlizations II (both DL & DA) with my Slow Start Mod.
    Finding Civ 4: Colonization too easy? Try my Ten Colonies challenge.

  • #2
    Ok, attached is the mod. Have fun!
    Attached Files
    Avoid COLONY RUSH on Galactic Civlizations II (both DL & DA) with my Slow Start Mod.
    Finding Civ 4: Colonization too easy? Try my Ten Colonies challenge.

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    • #3
      This was testet some while ago. The AI do not know how to build cities on water, and they do not know how to build tile improvements on water.
      You must unlearn what you have learn.
      Version 0.08 of the Medieval European Mod is ready, it has more units, more techs a new map, and 31 Civilizations!.
      Find it here!

      It also has its own forums

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      • #4
        Oh, that's a shame!

        But maybe the AI behaves better now with Conquests?

        There are more patches to come. How hard could it be for them to fix the AI to do this I wonder?
        Avoid COLONY RUSH on Galactic Civlizations II (both DL & DA) with my Slow Start Mod.
        Finding Civ 4: Colonization too easy? Try my Ten Colonies challenge.

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        • #5
          There were lots of bugs with sea cities. IIRC they disappeared when captured, lots of other stuff with them was funky too. The general consensus was (again IIRC) that interesting, but useless because of all of the problems.

          There are more patches to come.


          And, given that this ability is an unintended consequence of a feature in the editor, I see them fixing it as VERY unlikely.

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          • #6
            Yeah we had a lot of threads about this when PTW came out too.

            Let's see if I remember some of the bugs....

            There's something to do with attacking the cities other than the simple amphibious thing, and there was some issue with ships moving in and out of them also. I think there was a problem with dropping off ground units as they couldn't exist in water they had to be on a land tile or something.


            I think a better concept would be to mod water tiles so that they could be "workered" into a desert tile and then a city could be founded on them. You would have to make a naval unit that could do that or haul a Worker in a boat over to them.

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