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City Expansion v2.0

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  • #76
    both of them?

    I will test it again at the afternoon!
    "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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    • #77
      I had a barbarian sitting on a city extention of mine, not daring to attack my city (too much defense), but he kept pillaging the same city extention (a dead one after the first pillage).

      If you include the code, and /reloadslic, the barbarian just pillages the first time, sits for a while, then goes and does something else

      MrBaggins

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      • #78
        Hi all, I have made a cradle version of the city expansion

        This file does not give an extra modswapper option. It adds the feature to the Cradle v1.35 option. It replace some filrs to do so.

        I also added the IW visible wonders to the pack since the request for the cradle city expansion always come together with it. But there are some minor chages regarding the city expansion: The main ones are that you only get the cities expansion in pops multiples of 6 (and not 3) as requested by Hex, the pillage fix from mrbaggins, the dead citis disppears after 20 turns (and not 100) and the compatibility with the good.slc.

        Just unzip inside the Call to Power main directory. Also dont forget the regular preriquisites for the city expansion (patch, modswapper and apolyton tile filr) and, of couse, the cradle mod. Then just choose the modswapper option of cradle full version.

        I hope you all enjoy.
        Attached Files
        "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


        • #79
          great work so far. enjoyed it in my just finished game. nevertheless there are 3 hidden features :

          1.) cityexpansion tiles "overwrite" tradegood-tis.
          2.) dead city tiles only rarely up to never "fade" away after the designated time.
          3.) in combination with martins new city capture slic quite often (though not always if i saw that correctly) cities which expand due to moving pop/enslaving cities do grow in number, while there suburbs become destroyed where there actually should pop up new ones.

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          • #80
            For now you were the only one who public said that finished the game.
            It will make me very happy if you give me a feedback.
            So how was the game?
            Any suggestions?
            Originally posted by Zaphod Beeblebrox
            1.) cityexpansion tiles "overwrite" tradegood-tis.
            I am aware of this one and a fix is coming.

            2.) dead city tiles only rarely up to never "fade" away after the designated time.
            They should disappear in 20 turns. But after some thought i find out that if you reload slic the existing dead cities wont disappear.
            So did you reloadslic?
            Anyway i will try to do fix make possible to the player to reloadslic.

            3.) In combination with martins new city capture slic quite often (though not always if i saw that correctly) cities which expand due to moving pop/enslaving cities do grow in number, while there suburbs become destroyed where there actually should pop up new ones.
            Strange, very strange...
            I will check this.
            "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


            • #81
              Originally posted by Pedrunn
              They should disappear in 20 turns. But after some thought i find out that if you reload slic the existing dead cities wont disappear.
              So did you reloadslic?
              Anyway i will try to do fix make possible to the player to reloadslic.
              yep quite often, figured out that would be the reason myself, actually i wanted to write that in the first post.

              another point: in my cradle game after i researched (oil refinery?) the advance for drilling platforms the cities began to settle in the sea as well. i like that idea, but some centuries later

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              • #82
                Originally posted by Zaphod Beeblebrox
                another point: in my cradle game after i researched (oil refinery?) the advance for drilling platforms the cities began to settle in the sea as well. i like that idea, but some centuries later
                Do you remember how big as the city and did the city expansion was created in deep water
                and tiles away from the city?
                "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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                • #83
                  above 40, deep water, 4 tiles away, should have a savegame around if you wish, though its a couple of turns after that "sub"()urb appeared

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                  • #84
                    just curious in what state the fix for cx-timps overwriting tradegood timps is.

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                    • #85
                      i think i found a solution.

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                      • #86
                        City Expansion for Craddle v2.3

                        Fix from version 2.2

                        1) Dead cities still get removed if you reloadslic fixing the infinite dead city bug.
                        2) City Expansion doesnt remove goods bonus from Martin's code
                        3) City expansion do not destroy the Fortification, Airbase and Obelisk TIs and these TIs can be built over city espansion.
                        4) City Expansion do not heal the units that stands over it since cities in Cradle heal units very slowly.
                        5) City Expansion do not give defense bonus in case of battles over it.
                        6) fixed some harmless DebugSlic errors from the Visible Wonder code
                        Attached Files
                        Last edited by Pedrunn; April 21, 2003, 10:00.
                        "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


                        • #87
                          ZB, i found out that cradle has TIs for the structure2 improvements so i did the fix for Structure1 TIs thats why Airbases, Fortifications and Obeliscs can be nuilt now. But this working aroung ended up being a very cool feature. I am even considering making Whatch Tower, Listening Posts and Radar to also be possible to be built over city expansions.

                          To Do List for version 2.4:
                          1) Make sure the infinite dead cities bug is fixed.
                          2) Do not make roads be removed by dead cities.
                          3) Check the slaving bug Zaphod pointed out.
                          4) Making Whatch Tower, Listening Posts and Radar be possible to be built over city expansions.

                          Anything else? I am waiting comments and suggestion for new features and the ones i enumerated.
                          "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

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