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  • Ok fellows, major problem: The bridges .... I want them to be destroyable AND units to move over the rivers. Now I don´t know exactly how to simulate this.

    (1) The first - and IMO - easy version would be to let cities be the bridges.
    The problem: Can I make an terrain change (into water) when the city is destroyed?

    (2) The other solution would be to simulate the bridges with units (in this case there are no problems with the terrain change via event but with the transport of units over the squares with the bridges ....)

    Currently I have some units included with a land terrain below (to have units move on ....)

    - Which one would you prefer/suggest?
    - Do you have any other ideas how to build this in?

    Comment


    • You know how when you build a zero-move unit, it does not flash (awaiting orders) when produced in a city, etc?
      Will a zero-move ocean unit (the bridge) allow units to be selectable on the following turn?

      Or will you have go and select them yourself?

      The city idea is good, but how do you stop the 'bridge city' growing in population?
      http://sleague.apolyton.net/index.php?title=Home
      http://totalfear.blogspot.com/

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      • Originally posted by jim panse
        I´m tossing around ideas for improving the units. Shall I replace some of the shields of the German Tanks???

        Maybe the German Balkenkreuz for the tank units???
        I would keep the national war flag, it looks fine!
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        http://totalfear.blogspot.com/

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        • I would keep the national war flag, it looks fine!
          Ok, the national war flag remains.

          You know how when you build a zero-move unit, it does not flash (awaiting orders) when produced in a city, etc?
          Yeah, I know. The large problem is that a UNIT cannot work as a bridge. It simply wouldn´t be realistic that you capture a bridge intact and cannot move on further ...

          The city idea is good, but how do you stop the 'bridge city' growing in population?
          This is not too difficult. Just place some terrains round it that have only 1 or 2 food production ....

          Comment


          • What did you think of the Market Garden model for bridge blowing which I sent you? It strikes me that you don't need to use cities or units to represent bridges, just a special 'bridge' terrain. Events to change bridge terrain to ocean are all you need to blow a bridge.

            Alternatively, you could use immobile transport units to represent bridges. If captured a 'trigger attacker' event could replace the unit with the same type of unit, but belonging to the capturing civ. If the bridge was blown, it would simply not be replaced.

            Either of these systems will require the allocation of one unit slot per blowable bridge. I'm not sure how you can allow for the blowing of individual bridges without doing that.
            Tecumseh's Village, Home of Fine Civilization Scenarios

            www.tecumseh.150m.com

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            • I know your system. The problem is this: I started with a Bridge terrain but then I reconsidered that:

              How on earth could this be implemented? I mean: How you WILL go after these bridges?

              I also thought over the immobile transport units. The problem would be that your units wouldn´t be moveable for one turn .... I won´t call this realistic.

              *still thinking about it*

              Comment


              • Why don't you have the bridges be represented by wonders and place them in cities?


                So when a city is captured you would get the message:

                "Our troops have captured the Nijmegen bridge"

                or "We have lost control of the Nijmegen bridge"

                etc.. They would be the only objectives in the scenario and the capture of all or some would signify the difference between marginal or decicive victory.


                I have a gfx for a bridge attached bellow.
                Attached Files
                "Military training has three purposes: 1)To save ourselves from becoming subjects to others, 2)to win for our own city a possition of leadership, exercised for the benefit of others and 3)to exercise the rule of a master over those who deserve to be treated as slaves."-Aristotle, The Politics, Book VII

                All those who want to die, follow me!
                Last words of Emperor Constantine XII Palaiologos, before charging the Turkish hordes, on the 29th of May 1453AD.

                Comment


                • Other idea:

                  represent the bridges by cities of a second german civ, but with the city style graphic looking like a bridge.

                  They will therefore be capturable and defendable objectives.
                  The terrain can be changed to water when a city/bridge is captured, the event system does not have a city destroyed trigger.

                  I would propose:

                  Merge my two ideas. The bridges/cities will have a bridge wonder inside them.After the cities are captured and recaptured they will loose some levels and be destroyed thus making the bridge wonder "lost".Now if you change in the labels.txt or game.txt(do not know where is it) the word "lost" to "blown" could in a sense represent that the bridge was blown before being captured.
                  It is just a thought.

                  Anyway simulating the bridge blow up is hard enough already.
                  "Military training has three purposes: 1)To save ourselves from becoming subjects to others, 2)to win for our own city a possition of leadership, exercised for the benefit of others and 3)to exercise the rule of a master over those who deserve to be treated as slaves."-Aristotle, The Politics, Book VII

                  All those who want to die, follow me!
                  Last words of Emperor Constantine XII Palaiologos, before charging the Turkish hordes, on the 29th of May 1453AD.

                  Comment


                  • Originally posted by jim panse
                    I know your system. The problem is this: I started with a Bridge terrain but then I reconsidered that:

                    How on earth could this be implemented? I mean: How you WILL go after these bridges?
                    Sorry, don't follow. Doesn't it work?
                    Tecumseh's Village, Home of Fine Civilization Scenarios

                    www.tecumseh.150m.com

                    Comment


                    • I have the solution to your problem, but I will not let you in on it, as I plan to implement it meself, in a secret project.

                      Comment


                      • Oh, come on FMK!

                        Don't be evil, share your wisdom for the sake of Civ unity!

                        @Pericles, you ideas on the bridge problem are very sound.
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                        • Tech, what are your triggers for the ChangeTerrain action? UnitKilled with a unique unit on each bridge? CityTaken? ReceivedTechnology? I guess CityProduction, CityDestroyed, and AlphaCentauriArrival are out.

                          You are invited to gape with awe and amazement as FMK demonstrates the wonders
                          of Vulnerable Bridges. Absolutely no scribes will be allowed.
                          Send a spy over.
                          El Aurens v2 Beta!

                          Comment


                          • Originally posted by Boco
                            Tech, what are your triggers for the ChangeTerrain action? UnitKilled with a unique unit on each bridge? CityTaken? ReceivedTechnology? I guess CityProduction, CityDestroyed, and AlphaCentauriArrival are out.
                            Each blowable bridge is one square of special terrain that looks like, well, a bridge. On each bridge is a unique (to that bridge) German 'sapper' unit, which is immobile. When the Allied player kills this unit, one or more of the same sapper unit, but belonging to a third civ, is created near the bridge. If the allied player kills the new sapper(s) first, the bridge can't be blown. If the Germans kill it, that tiggers the 'ChangeTerrain' event which turns that bridge square into ocean, thus blowing that bridge. The sub flag hides the sapper, making it harder to locate.

                            When I did the model, I didn't realize that you could have units without a city, but a hidden/invulnerable settler unit is all you need to enable the third civ sapper units.
                            Tecumseh's Village, Home of Fine Civilization Scenarios

                            www.tecumseh.150m.com

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                            • *hmmmm*

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                              • Why not have a German sturm pioneer unit that uses the old settler trick of coverting tiles to oceans...

                                Although it would depend if this is an allied or axis scenario...
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