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  • road mod

    can slic be used to set variable road divisors based on terrain type.

    example
    hill, divisor .75, mountain 1, plains .5

    obviously minimum movement increases would have to be maintai ed.

    but this would mainly affect units above 2 move.

  • #2
    Originally posted by thistleknot View Post
    can slic be used to set variable road divisors based on terrain type.

    example
    hill, divisor .75, mountain 1, plains .5

    obviously minimum movement increases would have to be maintai ed.

    but this would mainly affect units above 2 move.
    Why do you want to use slic at all? If all you have to do is to modify the the tileimp.txt:

    Code:
    TILEIMP_ROAD {
       Icon ICON_TILEIMP_ROAD
       Tooltip TOOLTIP_TILEIMP_SELECT_ROAD1_BUTTON
       Statusbar STATUSBAR_TILEIMP_SELECT_ROAD1_BUTTON
       Sound SOUND_ID_ROAD_1
       Level 1
       Class:Road
    
       ConstructionTiles 1
       ConstructionTiles 1
       ConstructionTiles 1
    
       CantBuildOn TERRAIN_WATER_BEACH
       CantBuildOn TERRAIN_WATER_DEEP
       CantBuildOn TERRAIN_WATER_RIFT
       CantBuildOn TERRAIN_WATER_SHALLOW
       CantBuildOn TERRAIN_WATER_SHELF
       CantBuildOn TERRAIN_WATER_TRENCH
       CantBuildOn TERRAIN_WATER_VOLCANO
    
       Excludes:Road
       Excludes:OceanRoad
    
       TerrainEffect {
          Terrain TERRAIN_DESERT
          Terrain TERRAIN_GRASSLAND
          Terrain TERRAIN_PLAINS
          Terrain TERRAIN_SPECIAL1
          Terrain TERRAIN_SPECIAL2
    
          MoveCost 33
          Freight 70
          EnableAdvance ADVANCE_TRADE
          ProductionCost 60
          ProductionTime 2
          TilesetIndex 200
       }
    
       TerrainEffect {
          Terrain TERRAIN_BROWN_HILL
          Terrain TERRAIN_FOREST
          Terrain TERRAIN_HILL
          Terrain TERRAIN_JUNGLE
          Terrain TERRAIN_WHITE_HILL
    
          MoveCost 33
          Freight 70
          EnableAdvance ADVANCE_TRADE
          ProductionCost 200
          ProductionTime 2
          TilesetIndex 200
       }
    
       TerrainEffect {
          Terrain TERRAIN_SWAMP
          Terrain TERRAIN_TUNDRA
    
          MoveCost 33
          Freight 70
          EnableAdvance ADVANCE_TRADE
          ProductionCost 300
          ProductionTime 2
          TilesetIndex 200
       }
    
       TerrainEffect {
          Terrain TERRAIN_BROWN_MOUNTAIN
          Terrain TERRAIN_MOUNTAIN
          Terrain TERRAIN_WHITE_MOUNTAIN
    
          MoveCost 33
          Freight 70
          EnableAdvance ADVANCE_TRADE
          ProductionCost 400
          ProductionTime 4
          TilesetIndex 200
       }
    All you have to do is to give to each terrain effect group different MoveCosts. Note that internally the game uses 100 to denote one unit's movepoint and 33 is then a third of a movepoint.

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

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    • #3
      I don't know anything about this game other than playing it and doing small mod's.

      I downloaded the directory structure you contributed, and it doesn't have this file you mentioned...

      I thought it was because it was a carry over from the ctp1 days, so I checked for ctp1 directory references... looks like less of a modding community for that game.

      Anyways, thanks for the tip. I honestly thought it was hard coded in the game and slice would be required to compare terrain type with if there was a road there, and then check the unit's movement and do a bunch of hard calculations.

      I like this easier shortcut.

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