Ah okay i thought it was something like that. So sea cities get undersea tunnels underneath right? So what happens if you take out undersea tunnels from the game altogether? Unless its hardcoded in sea cities, i would guess this has been tried...
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Retreat option is just one big bug
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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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You can remove undersea tunnels then you have the correct sprite but then something is missing, you cannot use tunnels to connect your udersea cities and I am not shure if you can then build land units in sea cities or put some of them into the sea city.
-MartinCiv2 military advisor: "No complaints, Sir!"
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Martin, I ran a quick test with unmodded CTP2 and i do believe the problem is still related to the ages.
I created a sea engineer through the city editor settled a sea city. Then i granted my city with nano assembly and ultrapressured machinery and the city was still ok. The bug happened when i granted myself with others advances reaching the Diamond age."Kill a man and you are a murder.
Kill thousands and you are a conquer.
Kill all and you are a God!"
-Jean Rostand
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Originally posted by Pedrunn
Martin, I ran a quick test with unmodded CTP2 and i do believe the problem is still related to the ages.
I created a sea engineer through the city editor settled a sea city. Then i granted my city with nano assembly and ultrapressured machinery and the city was still ok. The bug happened when i granted myself with others advances reaching the Diamond age.
So do another experiment place a sea city on the terrain while you are in genetic age but still without nano assembly the city has the right style add a pop and the city will keep its style now use the cheat editor to place a undersea tunnel on the city tile now add a pop again and you will see the difference.
-MartinCiv2 military advisor: "No complaints, Sir!"
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Originally posted by Martin Gühmann To figure this out you could start a new game using original game from ModSwapper and put some cities on the sea and you should see how the sea cities should look. Then give youself the enabling advance for Sea Cities and Undersea Tunnels and look what happens, if the style does not change just add a pop to the city and you should see that the city looks like a land city, don't use Cradle, ApolytonPack or CityMod2 as your basic mod I added for every style seperate sea city graphics definations for the early ages unfortunatly they are equal to the land definitions.
"Democracy is the worst form of government there is, except for all the others that have been tried." Sir Winston Churchill
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well, actually i wish both attacker and defender could retreat (though with extra losses/damages to your units of course, its never good to show your backside to the enemy, even if running very fast) and of course the ai should be able to use it.
retreat can be very usefull if you have 2 big stacks and the opponent has one big or even bigger stack on a tile with high defense bonus and/or more sophisticated units. and i don't think it is an unrealistic way to weaken an enemy with one army and then bring in fresh ones to take them out. but of course it should be avaiable for everyone and the ai should know how to use that.
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Originally posted by Zaphod Beeblebrox
well, actually i wish both attacker and defender could retreat (though with extra losses/damages to your units of course, its never good to show your backside to the enemy, even if running very fast) and of course the ai should be able to use it.
retreat can be very usefull if you have 2 big stacks and the opponent has one big or even bigger stack on a tile with high defense bonus and/or more sophisticated units. and i don't think it is an unrealistic way to weaken an enemy with one army and then bring in fresh ones to take them out. but of course it should be avaiable for everyone and the ai should know how to use that.
In my own opinion once again, retreat should be a way to reduce the number of units lost in a battle when you are caught by surprise by the ennemy, when you face a greater number of unit than what you were expecting, when you face a better organized opponent (a better mix of offensive, flanking and ranged units) or a technologically superior army... In CtP2, and in many other Civ like game, there are few means to undermine an ennemy force before you launch your assault. In CtP2 it is rather hard to retreat in the middle of the fight as combat is resolved in a few seconds, only spies allow you to study your ennemies before attacking."Democracy is the worst form of government there is, except for all the others that have been tried." Sir Winston Churchill
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I have tested the sea city bug. And seem like the enable advance for the sea engineer has nothing to do with the problem. The whole problem is with the enabling advance for the Undersea Tunnels (not just the TI but any TI with the combination of the "MoveCost" flag and a "terrain" flag with a sea terrain.
Therefore i have made a alfa testing of a fix for it. And it worked.
And i do believe i can fix this infamous sea city bug using fake terrains!!!
I will do some more futher testing I hope to have this fix by tomorrow. Or even today if the DG chat doesnt take long"Kill a man and you are a murder.
Kill thousands and you are a conquer.
Kill all and you are a God!"
-Jean Rostand
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I thought it was possible to fix all along okay well i hoped...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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The most useful (and realistic) use of retreat is in city assults
A bombardment stack can be used to reduce the strength of defenders while careful use of attack and retreat will kill off defending units while only slightly weakening your assult force - so on say the 3rd or fourth assult you can sack the city"An Outside Context Problem was the sort of thing most civilisations encountered just once, and which they tended to encounter rather in the same way a sentence encountered a full stop" - Excession
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Fair enough, i can see what your saying that could be a very cool aspect of the game
But the fact that the AI is unable to in anyway use retrate let alone use it tactically and for scout missions etc makes it and overwhelming advantage to the Human
JamesOxygen should be considered a drug
Tiberian Sun Retro
My Mod for Tiberian Sun Webmaster of
http://www.tiberiumsun.com
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Visit my CTP-page and get TileEdit and a few other CTP related programs.
Download and test SpriteEdit development build.
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Originally posted by Martin the Dane
How did it go with your fix for the sea city bug?
Originally posted by Martin the Dane
I just noticed a pequliar bug with city sprites. When I entered the modern age I suddenly had a mirage of the old citysprite hanging in midair over my now modern cities.
-MartinCiv2 military advisor: "No complaints, Sir!"
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Originally posted by Martin the Dane
How did it go with your fix for the sea city bug?
Check out here"Kill a man and you are a murder.
Kill thousands and you are a conquer.
Kill all and you are a God!"
-Jean Rostand
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