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  • Oil in the Water... wha??

    Originally posted by TheDarkside
    woah oil in the water! do you have fast bandwidth? i'd like to check out your save game if you dont mind! i have NEVER seen oil in the water, the game wont even let you put it in the water if you use the editor!
    Hey Darkside, I've moved this to a new thread since it's really a new subject. Yeah I have high bandwidth... how do you want me to get the file to you?

    You know, the messed up thing is, ALL the oil resources in the game seem to be in the water. The Babylonians have 2 of them! (I'll post screenshot).

    Originally posted by Kc7mxo
    Oil in the water? I tink dat it is a bug.
    Oh great. I finally get to oil and ready to crush all the opposition and I can't use access my resource. Ugh. I'm hoping that when I get to miniturization (offshore platform) that it will let me use it.

    Has anyone else had experience with oil in the water? If so, how do you use it? Thanks - Apolex.
    Attached Files

  • #2
    Well... that's new one. Can't offer to help, but I can toss in my two cent's worth of 'wow... weird... sorta sucks for usin' it, though, doesn't?'

    Hopefully one the Firaxians will notice this thread (hey, the subject's gotta be bizarre enough to get their attention; it sure got mine), and let us know if that's SUPPOSED to happen...
    There is a thin line between insanity and genius. I have erased this line.

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    • #3
      You aren't using a mod, are you?

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      • #4
        Tremendous!

        I think it's actually great! It ought to be exploitable by any civ that has the oil in the water with the city radius of a city with an offshore platform improvement...or has that gone the way of the dodo with Civ3?

        If it did, it's a smart thing to put back.

        Venger

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        • #5
          Originally posted by Anunikoba
          You aren't using a mod, are you?
          Oh WAAAIT a minute... Yeah I think I did install a mod, and I believe it was yours Anunikoba! I don't remember that being part of the mod description though... do you know anything about this? Thanks.

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          • #6
            yeah apolex, send me a copy of your saved game to t.lozina@verizon.net (i think my email box can store a civ3 save game size file). I'll load it up and if any errors occur during loading or if the oil isnt in the water anymore then we'll know its a mod or a corrupted game file.

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            • #7
              Hey Darkside, did you get the save-game I sent you? I had to quit that one because it was so infuriating not being able to get oil ANYWHERE ON THE PLANET because it was all in the water. It didn't become accessible upon getting miniturization either. All that extra technology I had and I couldn't even use it against the competition...grrrrr. I uninstalled that Anunikoba mod and started a new game (I don't know if that had anything to do with it or not). I like the idea of having oil resources in the water (it's cool and realistic!), but not if it's inaccessible.

              -Apolex

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              • #8
                Heres a save

                I personally havent had any oil in the water in any of my games, but my freind sent me this because I didnt believe him.

                Random map, small or tiny I believe.

                Check out Smolensk. And yes, the coastal oil tiles get the extra commerce bonus.

                Very weird.
                Attached Files

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                • #9
                  If you are using the latest version of my mod, then yes- you will got offshore oil. It only enhances the coastal tile resources; but since you need a road to use it 'strategically', you won't be able to trade it, etc.

                  I did increase the ratio of it appearing to compensate for Oil's new potential location.

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                  • #10
                    Originally posted by Anunikoba
                    If you are using the latest version of my mod, then yes- you will got offshore oil. It only enhances the coastal tile resources; but since you need a road to use it 'strategically', you won't be able to trade it, etc.

                    I did increase the ratio of it appearing to compensate for Oil's new potential location.
                    Anunikoba, you just forgot to add a new unit that does the same workers do, just this time it's on the water, and builds pipelines instead of roads!
                    And offshore platforms should also be built on coastal/sea/ocean tiles, just like you can do in reality in order to extract the oil!
                    And, don't forget, you could do that in SMAC!

                    Civ 3 is becoming more like a beta game each time I play it...
                    "BANANA POWAAAAH!!! (exclamation Zopperoni style)" - Mercator, in the OT 'What fruit are you?' thread
                    Join the Civ2 Democratic Game! We have a banana option in every poll just for you to vote for!
                    Many thanks to Zealot for wasting his time on the jobs section at Gamasutra - MarkG in the article SMAC2 IN FULL 3D? http://apolyton.net/misc/
                    Always thought settlers looked like Viking helmets. Took me a while to spot they were supposed to be wagons. - The pirate about Settlers in Civ 1

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                    • #11
                      Originally posted by Zealot
                      Anunikoba, you just forgot to add a new unit that does the same workers do, just this time it's on the water, and builds pipelines instead of roads!
                      And offshore platforms should also be built on coastal/sea/ocean tiles, just like you can do in reality in order to extract the oil!
                      And, don't forget, you could do that in SMAC!
                      The problem with that is the player & AI would start building "pipes" in the sea & ocean even if there were no oils there. This would allow ships to travel faster along these "pipes". Navigation, Magnetism, & GreatLighthouse would allow the "pipe builder" to safely travel oceans to do this. In the end you have a "pipe-filled" ocean.

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                      • #12
                        Originally posted by Pyrodrew


                        The problem with that is the player & AI would start building "pipes" in the sea & ocean even if there were no oils there. This would allow ships to travel faster along these "pipes". Navigation, Magnetism, & GreatLighthouse would allow the "pipe builder" to safely travel oceans to do this. In the end you have a "pipe-filled" ocean.
                        It could work, if you renamed "pipe" to "waterway" and think of it in very abstract terms -- of course, that'll drive some people on these forums nuts (waterway's don't really make ships go faster), but...

                        Anyway, just my little comment .

                        -- adaMada
                        Civ 3 Democracy Game:
                        PTW Game: Proud member of the Roleplay Team, and Ambassador to Glory of War
                        Intersite PTW Game: Member of Apolyton

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                        • #13
                          About oil resources in the water

                          I had the same problem , but mine were all in the water (coastal squares). I was using the mod Balancer pack 1.1. I have since used the editor to change this back to normal. In the edit rules (Editor) under terrain you can choose what resources will appear on all of the terrain types..

                          I think we were just very lucky.

                          I still use this mod because I like the changes he 's made.

                          Well good luck
                          Etienne

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                          • #14
                            How about building the ocean worker to build a "colony" on the water... this colony could represent the offshore oil rig and the worker the personnell necessary to work it. By building the "colony" with a road on the adjacent shore title the game could be tricked into thinking that the "colony" was connected by road making the resource available. This would eliminate the waterways in the ocean issue.

                            Any thoughts on this idea? Would it work? I haven't tried it yet...


                            Edit - By the way the build colony would be the only function I'd allow for the amphibious worker...

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                            • #15
                              Well I was attempting to do this... but I ran into a problem, I can't for the life of me figure out how to get the "Ocean Worker" I created to build a colony. In the editor I enabled this as an action that is performable by the unit, but... the unit doesn't seem to want to perform said task, I'm going to try again.. but I'm not terribly optimistic.

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