*shrug* goes without saying, surely?
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Civ Series Settler Tile Improvement Building
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Concrete, Abstract, or Squoingy?
"I don't believe in giving scripting languages because the only additional power they give users is the power to create bugs." - Mike Breitkreutz, Firaxis
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Originally posted by mapfi
It's like so not going to happen that I use this mod - then I'd rather play CivIII again(*shudder*). I wonder though too, if anyone has tried it seriously - ADG?This space is empty... or is it?
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*shrug* goes without saying, surely?
I havent tried this mod yet, i was just looking for someone to tell me theres something here for the PW converted.Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
CtP2 AE Wiki & Modding Reference
One way to compile the CtP2 Source Code.
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I had a look at Dale's code and yes you have to, but it's easily diabled by giving you lots of PW free. Just include the following lines in the CW_civworker.slc:Code:HandleEvent(BeginTurn) 'FreePW' pre { if (IsHumanPlayer(player[0])) { SetPW(player[0], 50000); } }
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I would be more interested in a SMAC Terraformer (no pop point lost, no city building) than a Civ3 Worker, and not as a replacement to PW but as a supplement. Think of it this way: PW is primarily the population living in the tiles improving their own lands, while a Terraformer is the application of a dedicated workforce to government mandated tasks.
I would use them to prepare city sites outside the borders, build roads and rails into enemy territory, or even to help weak allies. To make it work there has to be a way to place improvements anywhere on the map but only with the Former, then it has to be "free," all without messing up the rest of the PW system.
We can already build a fortress anywhere near a friendly unit. Expand that to allow all other improvements in the same tile as the Former. When you start building an improvement you can have the code add the required number of PW if there isn't a way to conditionally eliminate the cost.(\__/) Save a bunny, eat more Smurf!
(='.'=) Sponsored by the National Smurfmeat Council
(")_(") Smurf, the original blue meat! © 1999, patent pending, ® and ™ (except that "Smurf" bit)
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I like Straybows idea of using a settler type unit(within the context of this mod ) in a freindly nations territory to help with tile improvements.
Of course using PW in the same way would also be cool and something to do late game with your pile of PW?'The very basis of the liberal idea – the belief of individual freedom is what causes the chaos' - William Kristol, son of the founder of neo-conservitivism, talking about neo-con ideology and its agenda for you.info here. prove me wrong.
Bush's Republican=Neo-con for all intent and purpose. be afraid.
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Yea i like Straybows idea too, very good. The Civ3 worker unit could be converted and used too, but i doubt its various animation would be able to get to work (eg Mining when mining, farming when farming you get the idea)
-JamesOxygen should be considered a drug
Tiberian Sun Retro
My Mod for Tiberian Sun Webmaster of
http://www.tiberiumsun.com
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Hello? Any of you modmasters tried a hand at this yet? It doesn't look like there've been many takers for the full Civ3 Worker mod… this would be better anyway.(\__/) Save a bunny, eat more Smurf!
(='.'=) Sponsored by the National Smurfmeat Council
(")_(") Smurf, the original blue meat! © 1999, patent pending, ® and ™ (except that "Smurf" bit)
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