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  • Sonar Buoys

    The Sonar Buoys in Cradle cannot actually see submarines. In the tileimp.txt file, they are the only improvement with the "CanSee:Underwater" attribute.

    I guess the game has hardcoded that tile improvements can't have this ability?

  • #2
    After some fiddling, they now work.

    However, you have to drop the line "Cansee:Standard"

    Apparantly, it's either one or the other.

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    • #3
      As a mod idea I would like to be able to send a ship to a far corner of the world and drop off a sonar buoy to get a sense of the enemy navy.

      To do so, I have added that Sonar Buoys have a IntBorderradius of 0, with a SquaredBorderRadius of 0 as well.

      However, when the improvement is complete, you get a snap shot of what the area looks like for that turn only. After the first turn, the "vision range" component of the tileimprovement text seems not to function anymore. Does anyone know a way around this?

      I have tried giving it a vision range equal to its border, which works, but I don't want to use this as an ocean-borne land grab.

      BTW, It's getting kinda lonley on this thread:

      Hey you! out there beyond the wall,
      breaking bottles in the hall,
      Can you help me?
      -- Pink

      Comment


      • #4
        Originally posted by ahenobarb
        To do so, I have added that Sonar Buoys have a IntBorderradius of 0, with a SquaredBorderRadius of 0 as well.

        However, when the improvement is complete, you get a snap shot of what the area looks like for that turn only. After the first turn, the "vision range" component of the tileimprovement text seems not to function anymore. Does anyone know a way around this?
        It seems that the improvement loses its owner afterwards. You could try to increase one of IntBorderradius and SquaredBorderRadius only and see what happens.

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

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        • #5
          Originally posted by Martin Gühmann


          It seems that the improvement loses its owner afterwards. You could try to increase one of IntBorderradius and SquaredBorderRadius only and see what happens.

          -Martin
          Thanks for the tip, Martin. It's working fine now. I have posted the script below. The only thing is that the game seems to pick up a few weird ticks evey now and then. For instance, now the buoys can see both above and below water, which is great, but it was having problems with this before.

          Also, when I built a new buoy with the script below at first, you could not build another buoy within the visionrange of the first one unless you saved and reloaded the game. I have since shutdown the computer and rebooted and this problem has gone away. I don't know what to say except that it's strange.


          Here the script:
          ## 26 ################################################## ########

          TILEIMP_SONAR_BUOYS {
          Icon ICON_TILEIMP_SONAR_BUOYS
          Tooltip TOOLTIP_TILEIMP_SELECT_SONAR_BUOYS_BUTTON
          Statusbar STATUSBAR_TILEIMP_SELECT_SONAR_BUOYS_BUTTON
          Level 1
          IntBorderRadius 4
          SquaredBorderRadius 0
          Class:OceanDetector

          ConstructionTiles 50
          ConstructionTiles 50
          ConstructionTiles 50

          CantBuildOn TERRAIN_BROWN_HILL
          CantBuildOn TERRAIN_BROWN_MOUNTAIN
          CantBuildOn TERRAIN_DESERT
          CantBuildOn TERRAIN_FOREST
          CantBuildOn TERRAIN_GLACIER
          CantBuildOn TERRAIN_GRASSLAND
          CantBuildOn TERRAIN_HILL
          CantBuildOn TERRAIN_JUNGLE
          CantBuildOn TERRAIN_MOUNTAIN
          CantBuildOn TERRAIN_PLAINS
          CantBuildOn TERRAIN_SWAMP
          CantBuildOn TERRAIN_TUNDRA
          CantBuildOn TERRAIN_WHITE_HILL
          CantBuildOn TERRAIN_WHITE_MOUNTAIN

          CanSee:Underwater
          CanSee:Standard
          Excludes:ATM
          Excludes:Farm
          Excludes:LandDetector
          Excludes:Mine
          Excludes:OceanFarm
          Excludes:OceanDetector
          Excludes:Structure1
          Excludes:Structure2
          Excludes:OceanMine

          TerrainEffect {
          Terrain TERRAIN_WATER_BEACH
          Terrain TERRAIN_WATER_DEEP
          Terrain TERRAIN_WATER_KELP
          Terrain TERRAIN_WATER_REEF
          Terrain TERRAIN_WATER_RIFT
          Terrain TERRAIN_WATER_SHALLOW
          Terrain TERRAIN_WATER_SHELF
          Terrain TERRAIN_WATER_TRENCH
          Terrain TERRAIN_WATER_VOLCANO

          Radar
          ListeningPost
          VisionRange 4
          RadarRange 4
          EnableAdvance ADVANCE_MASS_PRODUCTION
          ProductionCost 1500
          ProductionTime 2
          TilesetIndex 70
          }
          }

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