I'm going to be brief-ish (I've got an exam in an hour's time!). I'm assuming you know what this bug is and that no-one has a solution yet (sorry if you do, I'm clearly not observant enough).
Well, the solutionI had ages ago was to create a trigger that fired when a sea city was created. It changed the underlying terrain to an exact copy of the terrain with one exception: the new terrain was one on which undersea tunnels could not be built. The sea cities then showed up as expected (which makes sense as undersea tunnels fool land units, including cities, into thinking that the sea tile is land, and sea cities automatically have undersea tunnels built beneath them if allowed - hence a normal city sprite).
The problem is that this solution screws up some tile graphics; specifically graphics with an orientation like continental shelf and rift tiles. There was no solution to the new problem that I could find (and I tried loads of other things) until I recently took a look at the tileedit program (which I'm assuming you're familiar with). The rules for continental shelf tiles (as an example) include references to deep, shallow and shelf water tiles. The problem is that the new terrain (a copy of the original) is not considered as any of these, so the shelf tile defaults to one orientation - hence the mess up. This occurs regardless of the new terrain's internaltype in terrain.txt.
The solution is theoretical because I haven't tried it, but it works in my head (not much to go on I know, but it might be worth a try if you use sea cities a lot). Simply(!) duplicate all the appropriate tile rules to incude the new terrain types as well. This would take ages and ages unless you take a few shortcuts. Noting that all sea terrain has the same effect on food/production/etc. for cities only a few extra terrain types may be needed: one for deep water, one for shallow water etc.
There are a few other things to consider like changing the terrain back if the city is destroyed and what happens to the colours of the new terrains (there aren't even enough colours for the all the normal terrain types) etc. but I'm not too bothered about them because I don't use sea cities much at all.
That's my idea, it may or may not work. Good luck if you plan to try it. Give me a shout and I'll help if you want.
Off to the joys of Electromagnetic wave theory . . .
MATT:-)
Well, the solutionI had ages ago was to create a trigger that fired when a sea city was created. It changed the underlying terrain to an exact copy of the terrain with one exception: the new terrain was one on which undersea tunnels could not be built. The sea cities then showed up as expected (which makes sense as undersea tunnels fool land units, including cities, into thinking that the sea tile is land, and sea cities automatically have undersea tunnels built beneath them if allowed - hence a normal city sprite).
The problem is that this solution screws up some tile graphics; specifically graphics with an orientation like continental shelf and rift tiles. There was no solution to the new problem that I could find (and I tried loads of other things) until I recently took a look at the tileedit program (which I'm assuming you're familiar with). The rules for continental shelf tiles (as an example) include references to deep, shallow and shelf water tiles. The problem is that the new terrain (a copy of the original) is not considered as any of these, so the shelf tile defaults to one orientation - hence the mess up. This occurs regardless of the new terrain's internaltype in terrain.txt.
The solution is theoretical because I haven't tried it, but it works in my head (not much to go on I know, but it might be worth a try if you use sea cities a lot). Simply(!) duplicate all the appropriate tile rules to incude the new terrain types as well. This would take ages and ages unless you take a few shortcuts. Noting that all sea terrain has the same effect on food/production/etc. for cities only a few extra terrain types may be needed: one for deep water, one for shallow water etc.
There are a few other things to consider like changing the terrain back if the city is destroyed and what happens to the colours of the new terrains (there aren't even enough colours for the all the normal terrain types) etc. but I'm not too bothered about them because I don't use sea cities much at all.
That's my idea, it may or may not work. Good luck if you plan to try it. Give me a shout and I'll help if you want.
Off to the joys of Electromagnetic wave theory . . .
MATT:-)
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