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  • City Expansion v2.0

    City Expansion Mod v2.0


    by Pedrunn and BlueO

    You can find this mod here:


    --------------------------------------------------------------------------------

    I. Introduction
    II. Installation
    III. How Does It Works?
    IV. Graphics

    ---------------------------------------------------------------------------------

    I. Introduction

    The concept of having cities expanding was first idealize by the apolytioneer BlueO. At that time there was no way of changing the terrain or tile improvements. So he created city graphics as good. This mean the city was actually a good that could be traded. The idea of cities being traded, added to that several game-play bugs and the difficulty of implementing it. The idea did not had good acceptancy to the CTP2 community. The project was forgotten. But the concept still remaint in the head of several CTP2 modmakers. Including me.
    After the Tiledit was released by Martin, the Dane. It became possible to create and edit terrain a tile improvements graphics. This is made possible to redo all the city expansion coding concept. This way after a while learning the Slic language I used the BlueO's ExpandCity function to make cities grow using tile improvements. After more than a month working in this project I have finally achieved my goal. The City Expansion v2.0 is totally functional and bug free.

    II. Instalation

    Basic Prerequisites:
    1) Download and install the CTP2 Patch 1.11 --> http://apolyton.net/dir/index.php?si...ts=3746&cat=30
    2) Download and install the Modswapper --> http://apolyton.net/dir/index.php?si...ts=3746&cat=29
    3) Download and install the Apolyton Tile File --> http://apolyton.net/dir/index.php?si...ts=3746&cat=39

    Make sure the prerequisites are ok.
    Unzip the file cityexpansion.zip (where this document is inside) in your CTP2 base
    You will find the option to play with it when launching Modswapper.

    III. How Does It Work?

    The Expansion

    The city expansion works adding a terrain graphic aside the city every time a city reaches a multiple of three (3, 6, 9, 12, 15, …120) population number until the max number of 120 in every land terrain except forests, swamps, forests, jungles, mountains and glaciers (if the city is settled in land) or every deep or rift sea terrain (if it is a sea city) . And for those ages that the set of cities has more than one city size graphics the citiesy will continually upgrade to a bigger size as the city grow.
    The city kills all food collecting from the tile but increases the production and gold input from it.
    If there is no possible terrains (mountains, shallow water and sea terrain for land cities and shallow sea or land terrain for sea cities) in the city radius or all possible ones are already taken by city expansion. The city has reached a maximum number of pop so it can't grow anymore.
    If the tile has forests, swamps or jungles the city cant grow either but it will create a couple plains tiles to prepare for the next expansion.
    Once the city expansion is added it cant be removed anymore.

    The Losing of Pop and dead city expansions

    If the city looses population from starvation or after being captured and reaches a city
    population one number smaller then the multiple of three that were supposed add the new tile improvement the city expansion next to the city dies. What I mean by saying that the city expansion dies is that a dead/ruins city takes it place. The dead city doesn't only kill all food input but also the gold and the production. In another words, the tile works as if it was a dead terrain.

    - The building of settlers, urban planners and sea engineers will kill one city expansion;
    - The enslavent the population of a city by slaver one city expansion will also kill one city expansion
    - When an abolitionist removes slaves from the city one city expansion will die.

    When happens the death of a big number of population the cities expansions in the radius will get killed according to the population killed.

    -The totally death of a city for the actual death of all pop (Cretate Park or slic related events)
    - Nuking a city.
    - When the city is plagued.


    The only event not related to the death of population that creates a dead tile is pillaging. Any player can pillage another player city expansion. This will also cause the death of the city expansion.

    Once a dead city expansion is added it can't be removed anymore. (Ghost Cities). The only way to remove them is to expand the city and by that replacing it by a brand new city expansion or terraforming the city.

    Entering City Ages

    Once a player researchs a defined advance it means he has achieved a city expansion age. That in most case will be parallel to the entering of an age in the game. This will make cities expansion from early ages to be replaced for modern ones as the city expands. You must not that this transition of city expansions as in real-life is slow and only one or two will be replaced every time a city expands. And as nowadays you may find really developed nations with cities using old archtecture since the city did not follow the progress of its nation. Every age has it series of graphics for big, medium and/or small cities. The place of different expansion of a city depends on the size of the city. Currently Ancient and medieval has one tile; modern has three; and, genetic and diamond has two.

    ---------------------------------------------------------------------------------

    Download of the mod:

    Last edited by Pedrunn; September 4, 2002, 18:39.
    "Kill a man and you are a murder.
    Kill thousands and you are a conquer.
    Kill all and you are a God!"
    -Jean Rostand

  • #2
    IV. Graphics

    Those are the used graphics in the code. They are already included in the Apolyton Tile File
    Attached Files
    Last edited by Pedrunn; September 4, 2002, 18:24.
    "Kill a man and you are a murder.
    Kill thousands and you are a conquer.
    Kill all and you are a God!"
    -Jean Rostand

    Comment


    • #3
      Pendrunn, this is truly inspired work! I can't wait to try it. This is something I have wanted to be part of the civilization series since Civ I.

      The screenshot Locutus put up is amazing.

      One thing that would be interesting to add is that if you have a dead city tile and say 100-200 years pass, it would be interesting if it were to turn to plains as the environment reclaims the land. Sort of like the Roman forum sinking into the mud during the middle ages, or Troy being buried under earth.

      This is great, stuff!

      Comment


      • #4
        Originally posted by ahenobarb
        Pendrunn, this is truly inspired work! I can't wait to try it. This is something I have wanted to be part of the civilization series since Civ I.
        The moment i've seen the first version of this code made by BlueO in the database. I fell in love for it. The fixing and improvement of this first version was something was almost like a call from a bigger force.

        Originally posted by ahenobarb
        The screenshot Locutus put up is amazing.
        Start plaing it as i did and you will see how much better the visual of the game is improved. It is like playing a total new game
        Originally posted by ahenobarb
        One thing that would be interesting to add is that if you have a dead city tile and say 100-200 years pass, it would be interesting if it were to turn to plains as the environment reclaims the land. Sort of like the Roman forum sinking into the mud during the middle ages, or Troy being buried under earth.
        It is already in my mind the disappeareing of the ruins after some time. Probably 100 turns is the best. So far i hope you enjoy the game. And i am dying to hear some more comments and suggestions
        "Kill a man and you are a murder.
        Kill thousands and you are a conquer.
        Kill all and you are a God!"
        -Jean Rostand

        Comment


        • #5
          The fixing and improvement of this first version was something was almost like a call from a bigger force.
          What, me, when I started it?
          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

          Comment


          • #6
            This is a prime example of the huge benefits of CtP2 and its customisability. They release Civ3 and what happens? CtP2 with its modding "gurus" introduces another new idea and moves on a step
            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.

            Comment


            • #7
              Uhm, actually, the idea of City Expansion was born looong before Civ3 (look in the Directory for v1.0 of this mod by BlueO, made in late 2000) - it's just that the release of Martin the Dane's TileEdit, which was the sole thing that made this mod possible, happened to more or less coincide with the release of Civ3. But there's no connection of any kind there (none that I know of anyway)...
              Administrator of WePlayCiv -- Civ5 Info Centre | Forum | Gallery

              Comment


              • #8
                Originally posted by Immortal Wombat

                What, me, when I started it?
                Actually at first i was such an unexperienced slicer that i thought i could only help with graphics. You were really the one that first rescued this concept. But i kept going

                Originally posted by Maquiladora
                This is a prime example of the huge benefits of CtP2 and its customisability. They release Civ3 and what happens?
                Thats why i still laugh when i see the IW's signature:

                "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
                "Kill a man and you are a murder.
                Kill thousands and you are a conquer.
                Kill all and you are a God!"
                -Jean Rostand

                Comment


                • #9
                  Originally posted by Locutus
                  Uhm, actually, the idea of City Expansion was born looong before Civ3 (look in the Directory for v1.0 of this mod by BlueO, made in late 2000) - it's just that the release of Martin the Dane's TileEdit, which was the sole thing that made this mod possible, happened to more or less coincide with the release of Civ3. But there's no connection of any kind there (none that I know of anyway)...
                  Of course i had seen the original in the old directory a long time ago. Just poking fun at civ3

                  Gonna have a look at this now.
                  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.

                  Comment


                  • #10
                    Yeah, I had misread your post but couldn't be bothered to edit it...
                    Administrator of WePlayCiv -- Civ5 Info Centre | Forum | Gallery

                    Comment


                    • #11
                      As i didnt follow its development too closely I dont know if this has been seen in the official thread for City Expansion Mod but i just tried it and saw this...

                      I was using unmodded ctp2.
                      Attached Files
                      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.

                      Comment


                      • #12
                        Looks like there's one tile imp too many - and out of place
                        Administrator of WePlayCiv -- Civ5 Info Centre | Forum | Gallery

                        Comment


                        • #13

                          This happened once every game when i started the testing. All games i tested i only went as far as the 200 turn.
                          I had forgotten this since i was getting deep into others bugs. Could you please. Go to the cheat editor, terraform this city expansion and continue playing. Warn me if it happens again. Amazingly it didnt happened again in my games. Yet i did not play the whole game.
                          Since it cant be the AI having Subneural Ads otherwise it would build a diamond age city. Or any slic related since i reviewed the code over and over again. I have my hands tied up
                          The report from your game will be a major help for me if you want/can help me of course.
                          I already have an idea to fix this but i need to know how often this happens.

                          What turn are you in?

                          Anyway i will review the code again

                          Sorry
                          Last edited by Pedrunn; September 6, 2002, 10:36.
                          "Kill a man and you are a murder.
                          Kill thousands and you are a conquer.
                          Kill all and you are a God!"
                          -Jean Rostand

                          Comment


                          • #14
                            The key is to find out under which conditions exactly this Genetic Age tile imp is created - then it should be easy enough to trace in the code what's going on. I wanted to try this code soon anyway, I'll see if I can be of assistance...
                            Administrator of WePlayCiv -- Civ5 Info Centre | Forum | Gallery

                            Comment


                            • #15
                              OK well i check the whole map and its the only time this bug happened. Im in turn 75. I checked the tile imp (right click) and it gave food-5 prod-45 comm-40. It was a plains tile with a river on. Thats about all i can say, there were size 8/9 cities and they looked to be doin great.
                              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.

                              Comment

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