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Alpha Wolf
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Prince of the Barbarians
Feb 2001 time: 05:14
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i wish terrain had consisted of 2 parts: ground type, and coverage. i'd like to see heavily wooded hills. I occasionally get to visit civil and revolutionary war sites, and you can imagine how difficult running up the wooded hills was compared to the bare hills. I'd also like to see plateaus.
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History is written by the victor.
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Alpha Wolf
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Prince of the Barbarians
Feb 2001 time: 05:14
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Slightly off topic but probably would use the same concept, I'd like to see a few new tile improvements: lumber mill, wind mill, dam, castle/keep, terraced farms for hills.
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History is written by the victor.
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BlueO
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Hmm, acutally there might be a way to do this. It's basically the same concept as the city sprawl.
To make a wooded hill, create trees for the 'goods' sprites. Then make a hill, and have its goods changed to these trees sprites. Make a slic code, look for these new terrain types and plantgoods on them. Volia, trees on hills!
For cropland and mountain shopping malls, this is what you do. For the cropland, create 2 type of terrains. A bare cropland - no tile improvements, and a farmed cropland - farm tile improvements. And use slic code, if the player tileimproves a cropland, instead of putting a tile improvement on it, just change it to the farmed cropland terrain! Same way for shopping mall mountains.
Additional bonus, since you can animate the goods (haven't tried it, but it should work...) you can have animated terrains...flashy lights on the shopping malls, etc...
Only problem is, you will have tons of new 'goods' everywhere. If there's a way to make these goods a value of 0, it won't show up on the trade tab... but I had not figured out how to do so...
[This message has been edited by BlueO (edited February 07, 2001).]
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Harlan
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Berkeley, CA, USA
Aug 2005 time: 21:14
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Major rivers: as I posted somewhere else I believe, I've already accomplished this with the version of Alex I'm working on. Here's what the GL entry in the scenario has to say about them:
MAJOR RIVER RULES
In ancient times, large rivers were a great obstacle to travel. While ships could sail up and down them with ease, crossing them was nearly impossible without a bridge or a ship to carry people across. This is reflected in this scenario. Major rivers look no different from other rivers, but virtually all land units can only move across them if there is a road over the river or by boarding a Galley. Only Horsemen, Warriors, Scouts and Alexander himself can cross major rivers unaided. Because they're so difficult to see, here is a list of all the rivers in the game:
DANUBE. Directly to the north of Macedonia (i.e., north of Pella and Philippolis). Two branches upstream also cannot be crossed.
GANGES. In eastern India, flowing through a large irrigated valley. Several branches also.
INDUS. In western India, roughly from the city of Taksasila to the city of Pattala. Including several branches.
NILE. The main river of Egypt (starting from the town of Pelusium). Below the city of Syene, a series of waterfalls makes the Nile navigable only occasionally.
OXUS. The main river of Sogdia, running near Baktra and with a branch heading towards Maracanda.
TIGRIS and EUPHRATES. The twin rivers of Mesopetopia. Both run very close to the city of Bablyon. The Tigris heads up towards Arbela, and the Euphrates heads towards Thapsacus.
Please keep these locations in mind. If you are unsure if a tile is part of a major river, right click on the tile, and check to see if the word River is included in the terrain name.
Galleys and Triremes can sail up and down major rivers. Cities directly on major rivers can build Galleys and Harbors. All the major rivers rules only apply to the flat, navigable parts of the rivers. Once the rivers get close to Hills, they function like all other rivers.
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As for how I did it, I created new terrain types that look the same as other terrain types (for instance, two types of Grassland), but allow all units with Shallow_Ocean movement ability to move on them, all units with Land movement not to move on them, and all units with Mountain movememtn to move on them. The third part is very important cos if you don't do that, the game will assume its actually a water square, and keep changing the graphic to ocean periodically. There are a few other things to watch out for (for instance battle backgrounds will be of ocean if you're not careful), but they all can be dealt with.
The biggest problem is that you can't visually see the difference between rivers and major rivers. I'd like to find out more on using trade goods that aren't really trade goods- is there a way to give them a value of 0, so they aren't considered trade goods? Then I could mark off the major rivers better.
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Hannibal Ad Portas
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IOW UK
Feb 2001 time: 05:14
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Hi all,
The way i have used the major rivers in my mod is to use the coastal tile to map the course of the river, remeber not to have it run in too straight a line, then use the river button on the bottem by goods etc to overwrite the the rivers path, this will smoth out the graphic to a major river which if you place citys cleverly will provide your crossing points without creating an impassable river line. Hope this helps.
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