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Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Call To Power II > CtP2-Source Code Project > DEBUG: Tile Imps (Farms) Under Cities
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Maquiladora is offline Maquiladora
Emperor

Jun 2001
time: 05:32
  Old Post 30-11-2003 21:14 Visit Maquiladora's homepage!
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DEBUG: Tile Imps (Farms) Under Cities Support Apolyton, buy Galactic Civilizations: Deluxe Edition

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.

Martin Gühmann is offline Martin Gühmann
Emperor
Berlin, Germany
Mar 2001
time: 06:32
Post  Old Post 30-11-2003 21:51 Visit Martin Gühmann's homepage!
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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

Solver is offline Solver
Apolyton Duke Of Something
Latvia, Riga
Sep 2000
time: 07:32
  Old Post 30-11-2003 21:58 Visit Solver<br><img src=/forums/images/staff-icon.gif>'s homepage!
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Or do it the Civ2 way and make every city square have a farm automatically...

Martin Gühmann is offline Martin Gühmann
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Berlin, Germany
Mar 2001
time: 06:32
Post  Old Post 30-11-2003 22:06 Visit Martin Gühmann's homepage!
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quote:
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

Maquiladora is offline Maquiladora
Emperor

Jun 2001
time: 05:32
  Old Post 30-11-2003 22:10 Visit Maquiladora's homepage!
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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.

Immortal Wombat is offline Immortal Wombat
Prince
in perpetuity
Dec 2000
time: 05:32
  Old Post 01-12-2003 00:28 Visit Immortal Wombat's homepage!
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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.

Solver is offline Solver
Apolyton Duke Of Something
Latvia, Riga
Sep 2000
time: 07:32
  Old Post 01-12-2003 00:31 Visit Solver<br><img src=/forums/images/staff-icon.gif>'s homepage!
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Adding resources for goods is definitely a go .

The Big Mc is offline The Big Mc
King
Of the universe / England
Oct 2001
time: 05:32
  Old Post 01-12-2003 03:30 Visit The Big Mc's homepage!
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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

Martin Gühmann is offline Martin Gühmann
Emperor
Berlin, Germany
Mar 2001
time: 06:32
Post  Old Post 01-12-2003 03:39 Visit Martin Gühmann's homepage!
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quote:
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

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