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Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Civilization II > Civ2-Test of Time > Help with Native Transport
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Bill3000 is offline Bill3000
King
of Soloralism
Jul 1999
time: 00:14
Unhappy  Old Post 02-11-1999 06:17 Visit Bill3000's homepage!
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#1 Report this post to a moderator
Help with Native Transport Support Apolyton, buy Galactic Civilizations: Deluxe Edition

I'm making a Ww3 scenario with 3 maps: Surface, Air, Sea. Air and Sea maps are full "Ocean" Maps, so subs can move underwater and so cities won't be build. Here is my data:

Map 1 - Surface
Map 2 - Air
Map 3 - Sea

Here is an example I did for the Fighter for native transport:

0000000000000001

It's not working! Please help.

ghosh9 is offline ghosh9
Chieftain
Beaverton, OR, USA
Oct 1999
time: 05:14
Post  Old Post 02-11-1999 06:29
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#2 Report this post to a moderator
Put an end to popups!

The collumn right before this one governs what worlds the unit can travel/exist on. So, if you wanted the fighter to be able to travel on maps 0 and 1, the last digits of the previous long collumn must be:

...000011

Bill3000 is offline Bill3000
King
of Soloralism
Jul 1999
time: 00:14
Question  Old Post 02-11-1999 06:35 Visit Bill3000's homepage!
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#3 Report this post to a moderator
Support Apolyton buy from Amazon

Already did that. I'm currently talking about the native transports themselves.
[This message has been edited by Bill3000 (edited November 01, 1999).]

William Keenan is offline William Keenan
Prince
New Jersey, USA, Earth, Sol, Milky Way
Sep 1999
time: 00:14
Cool  Old Post 02-11-1999 10:24 Visit William Keenan's homepage!
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#4 Report this post to a moderator
Avatar Enlargement: We've got the solution

Bill it depends upon your @MAP_TRANSPORT_RELATIONSHIPS, post it here and I will be able to answer your question. BTW you may wish to consult the Sleague Tip on the topic. http://sleague.apolyton.net/Guides/...ot_worlds.shtml

Bill3000 is offline Bill3000
King
of Soloralism
Jul 1999
time: 00:14
Thumbs up  Old Post 02-11-1999 21:29 Visit Bill3000's homepage!
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#5 Report this post to a moderator
Support Apolyton buy from Amazon

Ok, here it is:

Maps:
Earth: 0
Air: 1
Sea: 2


@MAP_TRANSPORT_RELATIONSHIPS
0,1
0,2
0,0
1,0
2,0


And the Fighter's flags ( E and F)

0000000000001001,0000000000001001,

AND IT'S STILL NOT WORKING!

William Keenan is offline William Keenan
Prince
New Jersey, USA, Earth, Sol, Milky Way
Sep 1999
time: 00:14
Lightbulb  Old Post 03-11-1999 10:09 Visit William Keenan's homepage!
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#6 Report this post to a moderator
Put an end to popups!

Yup your code is good, Bill.

Lets think .... Ok the only reason I and think that might happen is that the line in @Units_advanced does not correspond to @Units. In other words fighter is on line #20 in @units and #19 or #21 in @Units_advanced.

Bill3000 is offline Bill3000
King
of Soloralism
Jul 1999
time: 00:14
Unhappy  Old Post 03-11-1999 10:15 Visit Bill3000's homepage!
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#7 Report this post to a moderator
Full PM-box? Change here!

I never changed the Fighter's position in @UNITS

William Keenan is offline William Keenan
Prince
New Jersey, USA, Earth, Sol, Milky Way
Sep 1999
time: 00:14
Lightbulb  Old Post 03-11-1999 04:12 Visit William Keenan's homepage!
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#8 Report this post to a moderator
Got spare money?

Two thoughts Bill,

You dont need the 4th, 5th and 6th map relationships because each relationship is two way. Get rid of them just to be sure it is not causing a problem.

Fill in the Map relations with 0,0 up to the full sixteen slots.

John Possidente is offline John Possidente
Prince
Hunt Valley, MD USA
Jun 1999
time: 00:14
Post  Old Post 03-11-1999 20:17
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#9 Report this post to a moderator
Support Apolyton, buy Civilization 2

William is right; it all looks kosher. The only part you didn't include is the "Allowed on Map" section of @Units_Advanced. Like ghosh9 said, you must make sure that the unit in question is allowed to exist on all the maps you want it to travel to and from.

The only other possibility seems to be the "all ocean" maps. Any map that doesn't have the requisite amount of land and potential city sites--just like in the original Civ II--will bollux up the game. All of the maps in any scenario or mod must meet the same criteria to be valid as in the orignal game. So, for example, even though the gas giant in the SF game should technically have been all ocean, I didn't make it that way because that would have caused problems.

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