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Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Miscellaneous > Archive > CtP2-Creation/AI/Mods/Scenarios-Archive > Adding tile improvements???
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OmniGod is offline OmniGod
Prince
Philadelphia, PA, USA --> Really Canadian
Dec 1999
time: 00:14
Post  Old Post 03-03-2001 05:04 Visit OmniGod's homepage!
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#1 Report this post to a moderator
Adding tile improvements??? Browse Apolyton AD-FREE

I'm going crazy.... I've been trying to add some tile improvements with no success... the thing I think that is catching me up is the lack of help from Activision before they took off...

Anyone got any info?

TILEIMP_TRADING_POST {
Icon ICON_TILEIMP_TRADING_POST #defined in the tileimpicon.txt
Tooltip TOOLTIP_TILEIMP_SELECT_ATM1_BUTTON #?
Statusbar STATUSBAR_TILEIMP_SELECT_ATM1_BUTTON #?
Level 1 #? but not worried about it
Class:ATM #probably in exe so not worrying about it

ConstructionTiles 1 #?
ConstructionTiles 21 #?
ConstructionTiles 22 #?

CantBuildOn TERRAIN_WATER_BEACH #types of terrain you can't build on... not a problem
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 #Things you can't build on top of the tile improvement once built
Excludes:Farm
Excludes:LandDetector
Excludes:Mine
Excludes:OceanFarm
Excludes:OceanDetector
Excludes:OceanATM
Excludes:Structure1
Excludes:Structure2
Excludes:OceanMine

TerrainEffect { #What the effect of the tile improvement has, and where it can be built
Terrain TERRAIN_BROWN_HILL
Terrain TERRAIN_DESERT
Terrain TERRAIN_FOREST
Terrain TERRAIN_GRASSLAND
Terrain TERRAIN_HILL
Terrain TERRAIN_JUNGLE
Terrain TERRAIN_PLAINS

BonusGold 10 #The amount of gold this improvement gives
EnableAdvance ADVANCE_HORSE_RIDING #after this tech you can build
ProductionCost 250 #how much PW the improvement costs
ProductionTime 2 #how many turns to build
TilesetIndex 23 #???????????

Anyone have any answers to the q marks... they are the key I know it... but dam the lack of documentation...
[This message has been edited by OmniGod (edited March 02, 2001).]

Jerk is offline Jerk
Chieftain
Green Bay, WI USA
Nov 2000
time: 23:14
Post  Old Post 03-03-2001 05:42
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Tooltip & Statusbar are strings that are in the ctp2_data\english\gamedata\tips_str.txt. Tooltips come up when you mouse over the improvement and it pops up a lil box that says what it is. Statusbar strings I believe appear under your control panel on the bottom of the screen.

Level & Class determine where in the tileimprovement are it will appear under. Level 1 Class ATM would be the top money tile improvement under the land section.

Each area (Land, Ocean, Special, and Terraform) have 3 rows of 4. These are your levels 1-3. Class determines the column they will fall in with all but terraforming.

code:
Class Table Type Col 1 Col 2 Col 3 Col 4 ----------------------------------------------------------------- Land Farm Road Mine ATM Ocean OceanFarm OceanMine OceanATM OceanRoad Special Structure1 Structure2 LandDetector OceanDetector

For terraforming it uses the class 'Terraform' and uses Level for row, and Column for column.

I have no idea what the ConstructionTiles is refering to.
Tilesetindex is the big key. This refers to the gtset???.til files and determins the graphic of the tile improvement. At the moment I don't think there is any released utility to help us add new terrains or tile improvement graphics to the game. Another note, the class can have an impact on the graphic. Anything I tried to put under oceanroad level 2 or 3 ended up looking like an ocean road regardless of what i used for the tileset index. I assume this is because roads link up to each other. If you are adding your own I suggest using Structure2. Unless you have a mod that puts the pillbox and barbed wire in the game (like the WW2 senario) you have 3 blank areas to add what you wish.

[This message has been edited by Jerk (edited March 02, 2001).]
[This message has been edited by Jerk (edited March 02, 2001).]

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