Announcement

Collapse
No announcement yet.

DEBUG: Tile Imps (Farms) Under Cities

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

  • DEBUG: Tile Imps (Farms) Under Cities

    Can this be disabled? Seeing as the AI doesnt know anything about it and it isnt right either really.

    But a city also gets a road built under the city automatically (i think), so its got to still be able to build a road when a city is built but destroy all non-movement tile imps when a city is built on that square.
    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.

  • #2
    Alternativly we could add a flag to the tileimp.txt:

    CanBuildInCity

    So if it is set it can be build in cities, when it is not there and if it is not set it is removed when a city is created. In that way goods could keep their boni when a city is planted on them in the current GoodMod setup. Well we should give goods the ability to modifsy the tiles anyway. But you never know what you can do with tile improvements.

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

    Comment


    • #3
      Or do it the Civ2 way and make every city square have a farm automatically...
      Solver, WePlayCiv Co-Administrator
      Contact: solver-at-weplayciv-dot-com
      I can kill you whenever I please... but not today. - The Cigarette Smoking Man

      Comment


      • #4
        Originally posted by Solver
        Or do it the Civ2 way and make every city square have a farm automatically...
        The problem with this is that a city terrain tile has already different values than the base terrain, that's like improveing a city tile twice.

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

        Comment


        • #5
          Going along with Solver's idea.... what if i build a city on a mountain with a mine underneath? Or a city on a forest with a trading post underneath. That would still be considered a bug. Although its not a good idea for growth to put a city on a Mountain, it could still happen for instant production, or instant commerce in the forest.

          I agree Goods should add resources like CtP1 too, obviously.
          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


          • #6
            Surely all it needs is a CutImprovement command right before each CreateCity event?

            Possibly missing out roads etc. depending on whether they are created under the road, or are part of the city; I don't know how that bit works.
            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


            • #7
              Adding resources for goods is definitely a go .
              Solver, WePlayCiv Co-Administrator
              Contact: solver-at-weplayciv-dot-com
              I can kill you whenever I please... but not today. - The Cigarette Smoking Man

              Comment


              • #8
                I would go for flags in tile imps as then moders can add a second flag in buildings to mirror the function of forts and force fields where a tile imp is placed below a city
                "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


                • #9
                  Originally posted by The Big Mc
                  I would go for flags in tile imps as then moders can add a second flag in buildings to mirror the function of forts and force fields where a tile imp is placed below a city
                  As far as I know force fields are not a tileimprovement, it is only a tile improvment graphic like the one for ruins, but I must agree these graphics should be exposed to terrain.txt or building.txt.

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

                  Comment

                  Working...
                  X