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Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Miscellaneous > Archive > CtP2-General/Help/Strategy/Multiplaying-Archive > Simple questions?
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sparge is offline sparge
Settler

May 2001
time: 05:14
Question  Old Post 21-05-2001 18:46
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#1 Report this post to a moderator
Simple questions? Browse Apolyton AD-FREE

Hi,

I got a few questions:

1. I know I get a science victory by building the gaia controller. this consists of 3 pieces. But how can I built the Obelisks? I can't find it in the city. Do I use units to build it?

2. How can I built tile improvements? Cities build these automatically but I wanna build roads and other improvements outside of the city range.

Thanks for the response!

Martin Gühmann is offline Martin Gühmann
Emperor
Berlin, Germany
Mar 2001
time: 06:14
Post  Old Post 22-05-2001 09:20 Visit Martin Gühmann's homepage!
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#2 Report this post to a moderator
Browse Apolyton AD-FREE

1. Obelisks are tile improvements therefore you can find them at the same place as the radar staion.

2. To build tile improvements just open the tile improvement menue and of course you need enough public works. You can build things like fortifications radar stations or listening posts outside of you borders. But the terrain tile must be in the view of one of your units. So far as I know you aren't able to build farms, roads et cettera outside of your border. And I think this is an balance design decission. In CTP1 you are able to build roads or better maglevs and undersea tunnels directly to an enemy just to accelerate conquering. Maybe there is a way to change it. But you can expand by building fortifications on a neutral terrain tile. Then your are able to build roads there.

-Martin

sparge is offline sparge
Settler

May 2001
time: 05:14
Smile  Old Post 22-05-2001 14:11
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#3 Report this post to a moderator
Re: Simple questions? Browse Apolyton AD-FREE

Thanks, found it!

i never used the tile menu before. I played it a few times untill 2300 ad. Now it's time for a science victory!

Sparge

Darkknight is offline Darkknight
Prince
in between Q, W, A and S
Nov 2000
time: 05:14
  Old Post 28-05-2001 04:40 Visit Darkknight's homepage!
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#4 Report this post to a moderator
Support Apolyton, pre-order Civilization IV

how did you get up to 2300AD without building roads and stuff? How did you not see the tiles menu? How can you live with dumn mayors making your decisions?

sparge is offline sparge
Settler

May 2001
time: 05:14
  Old Post 28-05-2001 12:31
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#5 Report this post to a moderator
Avatar Enlargement: We've got the solution

Well, that was easy. I did see the tile menu but didn't pay attention to it. roads and stuff were built automatically.... Yesterday I played CTP2 untill the end on hard with the science victory for the first time. That was a lot more fun to play !


PS: I don't use the mayors anymore now!

Sean is offline Sean
Prince
Auckland, New Zealand.
Jan 2001
time: 05:14
Arrow  Old Post 28-05-2001 16:23
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Full PM-box? Change here!

While we are on the subject...note that forts extend your borders out further (when built near the edge of a border). This is very handy for completing longish roads, and stopping pesky neighbours building cities on one of your continents.

Darkknight is offline Darkknight
Prince
in between Q, W, A and S
Nov 2000
time: 05:14
  Old Post 29-05-2001 04:30 Visit Darkknight's homepage!
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#7 Report this post to a moderator
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I've got a great game going now. All the land is taken up because it's full ocean and full island. The problem is there isn't any sea equivelent to the fort for when I build by trans ontinental sea tunnels. Does anyone have suggestions??

Immortal Wombat is offline Immortal Wombat
Prince
in perpetuity
Dec 2000
time: 05:14
  Old Post 29-05-2001 17:11 Visit Immortal Wombat's homepage!
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#8 Report this post to a moderator
Tired of ads?

In CTP there was a "hidden" tile improvement that you could replace the sonar buoy with, that you could adjust to make act as a sonar buoy and sea-fort. I will have a look to see if it exists in CTP2, but I think from Martin's delving into the tileset index, it doesn't exist any more

Otherwise, I guess you'll have to build sea cities. Which brings me to another pet hate with CTP1/2, the AI doesn't build its sea cities strategically, just puts them next to its coastline.

Martin Gühmann is offline Martin Gühmann
Emperor
Berlin, Germany
Mar 2001
time: 06:14
  Old Post 29-05-2001 23:02 Visit Martin Gühmann's homepage!
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#9 Report this post to a moderator
It's possible + tileimp.txt Increase the size of your Attachments

Here is the part of the tileimp.txt about gforts

code:
################################################## ########## TILEIMP_FORTIFICATIONS { Icon ICON_TILEIMP_FORTIFICATIONS Tooltip TOOLTIP_TILEIMP_SELECT_FORT_BUTTON Statusbar STATUSBAR_TILEIMP_SELECT_FORT_BUTTON Level 1 IntBorderRadius 2 SquaredBorderRadius 5 Class:Structure1 ConstructionTiles 1 ConstructionTiles 80 ConstructionTiles 81 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:ATM Excludes:Farm Excludes:LandDetector Excludes:Mine Excludes:OceanFarm Excludes:OceanDetector Excludes:OceanATM Excludes:Structure1 Excludes:Structure2 Excludes:OceanMine TerrainEffect { Terrain TERRAIN_BROWN_HILL Terrain TERRAIN_BROWN_MOUNTAIN Terrain TERRAIN_DESERT Terrain TERRAIN_FOREST Terrain TERRAIN_GLACIER Terrain TERRAIN_GRASSLAND Terrain TERRAIN_HILL Terrain TERRAIN_JUNGLE Terrain TERRAIN_MOUNTAIN Terrain TERRAIN_PLAINS Terrain TERRAIN_SWAMP Terrain TERRAIN_TUNDRA Terrain TERRAIN_WHITE_HILL Terrain TERRAIN_WHITE_MOUNTAIN VisionRange 2 DefenseBonus 0.5 EnableAdvance ADVANCE_STONE_WORKING ProductionCost 1000 ProductionTime 4 TilesetIndex 82 } } ################################################## ##########


quote:
from CODE above

IntBorderRadius 2
SquaredBorderRadius 5



I think these lines make the fort to a border extending tile improvement.

quote:
from CODE above

VisionRange 2



This line should estends your vision range.

It should be possible to add a seafort to the game without removing one of the existing tile improvements. I never took a look on the hidden tile improvement in CTP1. Therefore I wasn't able to identify it. By the way I made tileimp.txt with 927 extra tile improvements just to take a look on the graphics. Maybe you can identify it in all of the graphics. The exrtra tile improvements can only placed on the map by the cheat editor. And some of the tile improvements could produce a crash. The reason for it is a mistyped TilesetIndex. Instead of 433 4333. 927 is the last TilesetIndex bigger numbers will cause a crash.

I attched this file to this post.

-Martin

Attachment: tileimp.zip
This has been downloaded 4 time(s).

Iskandar Reza is offline Iskandar Reza
Prince
Next to your Mama
Mar 2001
time: 13:14
  Old Post 30-05-2001 01:22
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#10 Report this post to a moderator
Put an end to popups!

or you could just have one extra settler handy to make the neccesarry connections, disband the city later.

or is that a cheat?

Immortal Wombat is offline Immortal Wombat
Prince
in perpetuity
Dec 2000
time: 05:14
  Old Post 30-05-2001 01:36 Visit Immortal Wombat's homepage!
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#11 Report this post to a moderator
Support Apolyton, buy GURPS/ Alpha Centauri

I guess if you added a sea fort, you would still have to use the same graphic, and it has a desert-looking floor to it, so would look a little strange. If I can get a *.til editor, I will attempt to get the sea-fort from CTP into CTP2.

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