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Civ Series Settler Tile Improvement Building

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  • #46
    *shrug* goes without saying, surely?
    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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    • #47
      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?
      I haven't had the time yet, been to busy with school, but next week, it's of school, so I think (hope) I'll have some time there then...
      This space is empty... or is it?

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      • #48
        *shrug* goes without saying, surely?
        Indeed it does go without saying, in fact id be suprised if Mike Berkawitz has played Civ2.

        I havent tried this mod yet, i was just looking for someone to tell me theres something here for the PW converted.
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        • #49
          I've tried it... It's a nice combo of moving the worker while having to save PW... So it's still better than the Civ3 sytem

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          • #50
            You mean you still have to save pw, to be able to use the worker?
            This space is empty... or is it?

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            • #51
              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);
                }
              }
              This will set your PW every round back to 50000. I don't know if the AI would handle that properly, but just omit the if... to enable it for it too.

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              • #52
                Ok, thx
                This space is empty... or is it?

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                • #53
                  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.
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                  • #54
                    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?
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                    • #55
                      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)

                      -James
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                      • #56
                        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.
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                        (")_(") Smurf, the original blue meat! © 1999, patent pending, ® and ™ (except that "Smurf" bit)

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