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City Expansion v2.0

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  • #16
    Originally posted by Maquiladora
    OK well i check the whole map and its the only time this bug happened.
    Same as with me
    Originally posted by Maquiladora
    I checked the tile imp (right click) and it gave food-5 prod-45 comm-40.
    Yep it is a Genetic city. That its bonus.

    Originally posted by Maquiladora
    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.
    thanks for the info. Will you continue the game?
    "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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    • #17
      Originally posted by Pedrunn

      thanks for the info. Will you continue the game?
      Yeah, ill let you know if it happens again. Ill start a new one with Apolyton pack later. I just wanted to see it in action
      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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      • #18
        Originally posted by Maquiladora


        Yeah, ill let you know if it happens again. Ill start a new one with Apolyton pack later. I just wanted to see it in action
        The Apolyton Pack with the city expansion or just the apolyton pack?

        I will write a fix now. But unfortunetly we can only see if it worked actually playing the game.
        "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


        • #19
          I was gonna start a long game with apolyton pack and city expansion but ill wait for this fix and test that out with a long game.
          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


          • #20
            Excluding that small bug, this mod looks so damn cool. Well done Pedrunn and everyone else who helped. I would love to try it but my modswapper dont work properly so ill wait until it is added to a bigger mod eg Cradle or MM2 and download that


            SMIFFGIG

            P.S how does it work with the visible wonders mod, do the city expansions go around the wonder or what. More screenshots would be nice
            Oxygen should be considered a drug
            Tiberian Sun Retro
            My Mod for Tiberian Sun Webmaster of
            http://www.tiberiumsun.com

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            • #21
              Here is the fix for the city expansion:
              Unzip it inside you CTP2 main directory.
              We just need to test it now

              I will create a pack to easy install the city expansion for the apolyton pack with this fix now. (just wait a couple of minutes)
              Attached Files
              Last edited by Pedrunn; September 6, 2002, 11:58.
              "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


              • #22
                Here it is the add-on for the apolyton pack to have the City Expansion (last fix included). Just unzip inside the CTP2 main directory. The option Apolyton Pack + City Expansion! will appear in the Modswapper mod menu
                Attached Files
                Last edited by Pedrunn; September 6, 2002, 14:31.
                "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


                • #23
                  Is it just me or did anyone of you guys who tried playing this mod got the advance SubNeural Ads after creating a city?

                  Thats where the problem should have bee. So i am alreading writting another fix.
                  "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


                  • #24
                    Pedrunn, would it be over-hard to make another 5 advances, with themselves as pre-requisites, for the ancient, med, modern, genetic and diamond city ex's - to avoid overusing subby ads
                    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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                    • #25
                      Originally posted by Immortal Wombat
                      Pedrunn, would it be over-hard to make another 5 advances, with themselves as pre-requisites, for the ancient, med, modern, genetic and diamond city ex's - to avoid overusing subby ads
                      Actual I wanted to add another advance to the game, therefore I used subby ads in GoodMod. And remember with all the advances you have a long time in MedPack and Cradle if a goody hut contains a unit.

                      So subby ads can still get some tile imps that is the compensation, because it can't be researched.

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

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                      • #26
                        Update v2.1

                        Here is the new update version for city Expansion

                        Adds:


                        --> A dead city last only 100 turns. If the dead city doesnt get terraformed or replaced by a regular city and this times has passed it just disapears to simulate the reclaims of nature.

                        Fixes all known bugs by:

                        --> Making impossible the creating of a certain city improvement if the player doesnt have the required advance of the age.

                        --> Fixing the giving of the advance Subneural Ads when creating a city.

                        Instalation: Just unzip inside the CTP2 main directory. You must have the City Expansion 2.0 installed.

                        THERE IS A NEWER UPDATE IN THE NEXT PAGE
                        page 2
                        Last edited by Pedrunn; October 7, 2002, 06:23.
                        "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


                        • #27
                          City Expansion v2.1 for Apolyton Pack

                          City Expansion Addon for Apolyton Pack + update v2.1

                          Instalation: Just unzip inside the CTP2 main directory. You must have the Apolyton Pack installed.

                          THERE IS A NEWER UPDATE IN THE NEXT PAGE
                          page 2
                          Last edited by Pedrunn; October 7, 2002, 06:27.
                          "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


                          • #28
                            Okay, I played a few hundred turns yesterday, here's what I found so far:

                            1) When I build regular tile imps myself (roads, fortesses, farms, etc), sometimes I the first tile imp I place in a given turn is created instantly, I don't have to wait the usual 1-4 turns before it's finished. The game seems to think it's a city tile imp and creates it instantaneously...

                            2) City tile imps can be built over roads/railroads (leaving them intact) but I can't build roads/railroads over city tile imps. That's quite annoying 'cause in a large city that means it takes me 3 turns to travel from 1 side of town to the other. Either city tile imps should have the same movement effects as roads/cities or one should be allowed to build roads on top of them...

                            3) Sometimes, when certain cities to a size where they should get a new city tile imp, they don't get this, even though there is plenty of room to create them. The city itself continues to grow just fine, but no additional tile imps are created. As I said, this oddly enough appears to happen only in some cities and after a while the effect dissappears again and city imps are created normally again upon city growth...

                            4) When the population of a city shrinks and a tile imp needs to be turned into a ruin, not 1 but *all* tile imps are turned into ruinn.

                            5) Should it be possible to build tile imps in forests and on hills? 'Cause If seen it happens many, many times, even when there were still grassland/plains tiles available. I don't really mind myself, but I don't think this is supposed to happen (but I must say that it would make more sense to fill up plains/grassland first before moving to less habitable terrain).

                            6) I noticed that some 1-tile island cities right next to a larger continent had city imp on the main continent. Looks rather odd. Not sure if this should be fixed, but I thought I'd at least mention it...

                            7) pillaging tiles doesn't shrink the population of the city, I thought this was supposed to happen - or am I mistaken?
                            Administrator of WePlayCiv -- Civ5 Info Centre | Forum | Gallery

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                            • #29
                              Some nice screenies of one section of my empire developing over time, for those who want to see this mod in action: here (modem users beware: I have a high screen resolutions so the pics are pretty large).

                              Edit: smaller screenies here (lower quality).
                              Administrator of WePlayCiv -- Civ5 Info Centre | Forum | Gallery

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                              • #30
                                Nice screenies

                                How come in the last two screens it is modern era yet most of the city expansion is renaissance era. Should these not automatically change to modern style?



                                SMIFFGIG
                                Oxygen should be considered a drug
                                Tiberian Sun Retro
                                My Mod for Tiberian Sun Webmaster of
                                http://www.tiberiumsun.com

                                Comment

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