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ToRnAdOlUrKeR is offline ToRnAdOlUrKeR
Settler

Mar 2005
time: 05:35
  Old Post 02-03-2005 09:09 Visit ToRnAdOlUrKeR's homepage!
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Tile Improvements Lose 30 kilos (of popups)

Are there any programs to mod or create tile improvements?

I don't know where to look to add or mod tile improvements.

Martin Gühmann is offline Martin Gühmann
Emperor
Berlin, Germany
Mar 2001
time: 06:35
Post  Old Post 04-03-2005 04:26 Visit Martin Gühmann's homepage!
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Got spare money?

Tile improvement modding in CTP1 is very limiting, except renaming, exchanging their icon, and modifying their enabling advance and obsolete advances you cannot do anything. That includes adding new ones. In CTP2 the whole issure looks much different.

-Martin

ToRnAdOlUrKeR is offline ToRnAdOlUrKeR
Settler

Mar 2005
time: 05:35
  Old Post 04-03-2005 09:22 Visit ToRnAdOlUrKeR's homepage!
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Lose 30 kilos (of popups)

If only I had CIV2 or 3

Martin Gühmann is offline Martin Gühmann
Emperor
Berlin, Germany
Mar 2001
time: 06:35
Post  Old Post 04-03-2005 23:52 Visit Martin Gühmann's homepage!
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Support Apolyton, buy Galactic Civilizations: Deluxe Edition

quote:
Originally posted by ToRnAdOlUrKeR
If only I had CIV2 or 3


I hope you mean CTP2 instead of Civ2, because in Civ2 you can't add a tile improvement either. And modding tile improvements there is also very limited. From what I have seen is that you are limited to forts, airfields, roads, railroads, irrigation (farm 1), farmland (farm 2) and mines. You can only replace their graphics on the lost of the original graphics. Well this is also possible in CTP1. In Civ2 you can change their boni unlike in CTP1 but like in CTP2.

However in CTP2 you can do a lot like changing their enabling advance, I don't see how you can do it in Civ2, their PW cost, their construction time, whether they give vision, defence. At least you have controll in CTP1 about the properties of Forts air fields, sonar bouys, radar stations and listening posts. For some reason they do the distinction between installations and tileimprovements in CTP1.

However I see that you have full controll about tileimprovements in CTP2, therefore I cannot understand why whishing to have Civ2 in comparision to it. And considering the moddability of Civ3 in comparison to CTP2, I doubt that you have more control over the tile improvements in Civ3 than in CTP2.

-Martin

Grandpa Troll is offline Grandpa Troll

Immortal
I owe..I owe..it's off to work I go
Jul 2000
time: 00:35
  Old Post 06-03-2005 19:38
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Inflate your Upload Space

This is still a sweet game and well, shes old and shes bold but shes still my gal...Call To Power

Grandpa Troll

Grandpa Troll is offline Grandpa Troll

Immortal
I owe..I owe..it's off to work I go
Jul 2000
time: 00:35
  Old Post 04-04-2005 03:25
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quote:
Originally posted by Martin Gühmann
Tile improvement modding in CTP1 is very limiting, except renaming, exchanging their icon, and modifying their enabling advance and obsolete advances you cannot do anything. That includes adding new ones. In CTP2 the whole issure looks much different.

-Martin


A listening post is considered an installation, correct?

so in relation to a tile improvement you speaking of what?..terrain? or more along the line of roads,railroads,farms or mines?

I guess I am searching so to help me in my modding experience

Thanks

Gramps

J Bytheway is offline J Bytheway
Emperor
England
Jul 2001
time: 05:35
  Old Post 04-04-2005 14:33 Visit J Bytheway's homepage!
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#7 Report this post to a moderator
Support Apolyton, buy GURPS/ Alpha Centauri

quote:
Originally posted by Grandpa Troll
A listening post is considered an installation, correct?

so in relation to a tile improvement you speaking of what?..terrain? or more along the line of roads,railroads,farms or mines?

I guess I am searching so to help me in my modding experience


In CTP1 a listening post is an installation, and is handled somewhat differently from the more "standard" tile improvements like roads, farms, etc. However, in CTP2, they are on more of an equal footing.

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