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Hidden undersea terrain (as in CtP1)

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  • #46
    Ok, for the hidden undersea, I have a theory as to why it was not implemented in CtP2.

    You can see the goods, and go guard them, so the AI can't grab em when he gets sea cities.

    Is the consensus of opinion for or against goods being visible on the deep water that appears shallow?
    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
      Much against. My theory is either

      They didnt have time to implement it properly

      They fu**ed it up whilst transering it from ctp1 ala the sea city bug

      P.S. I have seen a Beta screenshot of CtP2 with sea cities working so it must have been something they did stupid later on in the games development
      Oxygen should be considered a drug
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      • #48
        Originally posted by SMIFFGIG
        P.S. I have seen a Beta screenshot of CtP2 with sea cities working so it must have been something they did stupid later on in the games development
        Did these cities had undersea tunnels on their tile. If no and there wasn't an invisible one under the city then it is no problem to reproduce the screenshot. If it is really a last minute bug, like I think the thing with the diplomacy pictures then it should be easy to fix if we get the source code.

        -Martin
        Civ2 military advisor: "No complaints, Sir!"

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        • #49
          I have my own theory you see on ctp 1 if by the time you rehearsed the flag to make the under water terrain visible you have explored a lot of them map.

          When you research the flag the sea would show you what was deep or not this means that the entire map throw the fog or war is changed with out having to explore it again.
          "Every time I learn something new it pushes some old stuff out of my brain" Homer Jay Simpson
          The BIG MC making ctp2 a much unsafer place.
          Visit the big mc’s website

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          • #50
            In my therory the deep tiles are shown as shallow water tiles. There are no terrain indices for the terrain graphic that should be used, so in CTP1 it depends on the order in the terrain.txt which graphic is used, so the deep sea thing is hard encoded in CTP1 most probably, the logical step from CTP1 to CTP2 would be to make it text file dependent which terrain graphic is in the eraly game shown as shallow water and which not. This part of the terrain.txt is missing in CTP2.

            -Martin
            Civ2 military advisor: "No complaints, Sir!"

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            • #51
              Another problem occurs when trying to terraform dummy shelf to actual shelf. It doesn't want to change. any ideas?
              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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              • #52
                Don’t bother teraforming the shelf’s they will teraform on there own.
                "Every time I learn something new it pushes some old stuff out of my brain" Homer Jay Simpson
                The BIG MC making ctp2 a much unsafer place.
                Visit the big mc’s website

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                • #53
                  Just make all the shelf shallow water and let the game sort it out?

                  Yeah, that might work
                  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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                  • #54
                    You could try not changing the shelf at all (I think that's what Big Mc meant...). i.e. don't change it to a dummy version. What happens to shelf with no neighbouring deep water? IIRC it gets some kind of strange tile with cracks in, but you could easily change the graphic.
                    Last edited by J Bytheway; October 24, 2002, 17:27.

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                    • #55
                      oooh, I see.
                      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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                      • #56
                        ok, another frikking paradox.

                        You don't change the shelf: what happens is that you get
                        [shallow] [shelf] [looks-like-shallow] [shelf] [shallow]

                        Which looks rubbish.

                        You can change the shelf: And it doesn't convert back to shelf again, leaving you
                        [shallow] [deep] [shallow] and no transitional bit.

                        I think the problem occurs because of the internal types. I tried using the dummy as an InternalType:WaterShelf - and it doesn't get replaced with the new tech discovery - it stays dummy. So then I tried using a InternalType:WaterDeep. Then it doesn't get put in in the first place. It seems (at sea) you can only replace terrains with those from the same zone. ie. (shallow-reef-kelp), (trench-shelf), (deep-volcano-rift).

                        So I'll try a different way

                        Edit:
                        Oh dear. You can a) Terraform to another Internal Shelf, and then it doesn't change back. Or b) Terraform to an Internal Shallow - then the next deep water inside turns to shelf, or c) terraform to an Internal Deep Water, then the next tile out turns shallow.

                        Bah
                        Last edited by Immortal Wombat; October 24, 2002, 19:46.
                        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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                        • #57
                          This may be bad news, IW. But still fit perfecly in the concept i have of it (as i stated in a ealy post in this thread:

                          Originally posted by Pedrunn
                          Oh, it has been so long since my last CTP1 play that i cant barely remember what the game look like. Still I like to do things in my way and i think the ancient-renassaince people knew the difference of deep and shallow sea. They only didnt have radar to know how the bottom was like. So if i ever do this deep sea will be in the ancient-renassaince 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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                          • #58
                            So perhaps it would be best just to terraform volcanoes and ridge squares to dummies (which look like deep water) and back again.
                            Last edited by J Bytheway; October 25, 2002, 08:53.

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                            • #59
                              Yeah, that's fair enough I suppose. Which would make removing the goods more important as well, so there's no giveaways.
                              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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