Announcement

Collapse
No announcement yet.

Creating Canals

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • Creating Canals

    Good day, personoids.

    I come before you today bearing questions. These questions concern a method of implementing canals during gameplay.

    I have quite frequently gotten rather annoyed with games, loaded the editor, and built a section of beach to create a canal. But I like getting a score, and having to using the cheat menu to build canals is cruel and inhuman.

    Now, we can built canals without having to invoke some cheat code on good ol' Mother Earth. We use bulldozers and explosives. Or a whole mess of slaves who we dont mind drowning occasionally. You could probably use a glancing blow from an asteroid to make a really cool looking canal, too.

    Point is, you should be able to make 'em. Little ones in the ancient period, wider ones in the modern period.

    Now, in terms of getting it into the game as a tile-improvement, is it plausible that these two tile improvements could be loaded into the slots above the Undersea Roads? You'd have:

    1. (at about the time you could dig mines) a little canal which would look like a river, and which maybe triremes and the like could navigate.

    2. (at the modern age, tanks/troop carriers) a wide canal, capable of any seagoing vessel's transit

    3. (with the normal advances) Undersea Roads (as normal.

    Obviously, some sleight of hand would have to be done to get the improvements to work on land tiles instead of water tiles, while getting them to appear on the Water/Ocean tab.

    The only issue I see with following this through is this: if boats can move through a land tile using a canal (as a land unit would move through an undersea road), would it then cause an issue if you moved a proper land unit into the square?

    I won't mention anything about bridges here. Suffice to say, I'm thinking about them.

    So... at all feasible? I've seen terrible issues at hand just trying to turn maglevs into highways. Anyway, your thoughts on this matter, if I may.

    Yours with melatonin infringed-knees,
    Dexsquab the

  • #2
    Well the good news is that canals are achievable in the un altered game.

    I know because I started work on them. Don’t think of a canal as a tile imp but a terrain square after all it is a big project making a canal.

    All we have to do is design the graphic port it into tile edit. And create a simple new terrain called canal that allows land a sea units to use it.





    There’s two bugs with it however land units can engage navel units and some navel units are to big to look ok on the canal.
    "Every time I learn something new it pushes some old stuff out of my brain" Homer Jay Simpson
    The BIG MC making ctp2 a much unsafer place.
    Visit the big mc’s website

    Comment


    • #3
      If there are the 2 bugs with it then i would say, well cant land units engage sea units on a canal anyway? And also, an Archer sprite is as big as an Aircraft Carrier sprite, i wouldnt worry about how it looks yet.
      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


      • #4
        Originally posted by Maquiladora
        If there are the 2 bugs with it then i would say, well cant land units engage sea units on a canal anyway? And also, an Archer sprite is as big as an Aircraft Carrier sprite, i wouldnt worry about how it looks yet.
        I agree with you Maq, land units should be able to attack sea units moving along a canal as the narrow width of the canal does not allow them any evading movement and put them in range of the light artillery accompanying land units (mortars, ballistas...).
        "Democracy is the worst form of government there is, except for all the others that have been tried." Sir Winston Churchill

        Comment


        • #5
          The easiest way to make navigable water-routes is to replace terraform-polar-mountains with terraform-beach. But then land units can't fight over it.

          Probably the easiest way to get a tile that both land and sea units can both fight over is to figure out how the heck TERRAIN_SPECIAL_2 works, as in the Samurai scenario, and fix the graphics or something so that it is always the equivalent of a bridge, which can be used by either type of unit.
          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
            Wombat I have a prototype canal the only thing I got to add is a terraform capability.

            Land units can engage navel units yes but from what I just read people don’t think that’s to bad.

            The graphic itself can be a smaller version of the beach just so it looks different from a beach.


            figure out how the heck TERRAIN_SPECIAL_2 works
            I know how it works
            "Every time I learn something new it pushes some old stuff out of my brain" Homer Jay Simpson
            The BIG MC making ctp2 a much unsafer place.
            Visit the big mc’s website

            Comment

            Working...
            X