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  • #31
    Wouldn't it create a problem when you've got a mountain range going accross a continent?
    Help negate the vegiterian movement!
    For every animal you don't eat! I'm gunna eat three!!

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    • #32
      Originally posted by Mizaq
      well, yeah, the upgrade cost would be staggering, but that is an idea. I like having moutains impassable by everything though. Makes chokeholds all the more important.
      You can get into more strategy if at least some of your units can cross. And like Hazie said, it can be a problem if you have a huge mountain range in your way. If you allow roads, at least you can pass them eventually.

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      • #33
        Originally posted by Mizaq
        well, yeah, the upgrade cost would be staggering, but that is an idea. I like having moutains impassable by everything though. Makes chokeholds all the more important.
        Not really, it's only 20 gold to upgrade a non-wheeled Worker to wheeled, without Leonardo's.

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        • #34
          Originally posted by Willem


          You can get into more strategy if at least some of your units can cross. And like Hazie said, it can be a problem if you have a huge mountain range in your way. If you allow roads, at least you can pass them eventually.
          It's not a problem when you design your own maps. Plan accordingly.

          Also, yeah the upgrade cost is probably dependent on the shield cost of the new worker. Too bad we can't make mountain ranges take more than one turn to travel one space. Darn engine limitations. Hopefully the next Civ game leaves us the ability to mod everything.

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          • #35
            You could just increase the size of the mountain range.
            Help negate the vegiterian movement!
            For every animal you don't eat! I'm gunna eat three!!

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            • #36
              You could also set "mountains" to be passable (roads allowed), and "snow-capped mountains" to be impassable (no roads allowed).
              My words are backed by... Hey! Who stole my uranium??!!!

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              • #37
                No you can't, the game doesn't make any distinction between the two. They're both just Mountains.

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                • #38
                  Originally posted by Mizaq


                  It's not a problem when you design your own maps. Plan accordingly.
                  Well I don't make my own maps so that's not an option.

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                  • #39
                    back on the main subject though, how do I set it so there's no cities on the deserts or tundra? I'm really getting sick of having to build cities there just so the AI doesn't. the cities never preform as anything but territory boosters.
                    ~I like eggs.~

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                    • #40
                      Go to the Terrain area in the editor. You'll see some flags there that allow you to make that choice. I forget now if that feature is availalbe in 1.29f though, it might be just a PTW thing.

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                      • #41
                        If the Wheeled Worker and the normal Worker cost the same, there should be no upgrade cost.

                        Regarding the mountains, you would make all units wheeled, then make them only be impassible to wheeled (with the worker thing), and have one or two special units that aren't wheeled.

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                        • #42
                          Originally posted by skywalker


                          Regarding the mountains, you would make all units wheeled, then make them only be impassible to wheeled (with the worker thing), and have one or two special units that aren't wheeled.
                          That's what I'm doing in my game, and I think it works great. I don't even allow my Workers and Settlers to cross those types of terrain until later, Engineering and Magnetism respectively. It turns the terrain into a strategic factor.

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                          • #43
                            Originally posted by Willem
                            Go to the Terrain area in the editor. You'll see some flags there that allow you to make that choice. I forget now if that feature is availalbe in 1.29f though, it might be just a PTW thing.
                            Ahh so its more involved than I thought darn.. I thought it was just a .txt file editing so I could just turn no deserts into the common rules of the game. I'm running 1.14 PTW so no problem there, but getting into the editor might be too much when I just like to play vanilla random maps.
                            ~I like eggs.~

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                            • #44
                              Originally posted by ghen


                              Ahh so its more involved than I thought darn.. I thought it was just a .txt file editing so I could just turn no deserts into the common rules of the game. I'm running 1.14 PTW so no problem there, but getting into the editor might be too much when I just like to play vanilla random maps.
                              The editor is a breeze to work with, just open it up, go to Scenario, click Custom Rules. Then select Terrain from the pull down menu that you'll see to the left. Then all you have to do is check the approriate box for the terrain you want, close the screen and save it.

                              Just be sure to back up the original first, or save it seperately as a scenario, just in case something screws up. It has been known to happen. If you don't create a map, the game will make one up randomly as always using your now altered rules. Everything will be the same as it was except for what you've altered yourself.

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                              • #45
                                Ok, thank you I'll try it tonight
                                ~I like eggs.~

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