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Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Civilization: Call To Power > CtP-Creation > Using terraforming to make canals?
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MKSheppard is offline MKSheppard
Settler

Jul 2001
time: 00:14
  Old Post 03-07-2001 04:36
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Using terraforming to make canals? Lose 30 kilos (of popups)

Has anyone ever tried to change the terrain.txt file
to allow terraforming of shallow water tiles?

This would simulate building of canals and filling in land
to gain additional space (ala the netherlands)

I've tried doing it, by adding flags, but they don't show up
in the terraform section

Immortal Wombat is offline Immortal Wombat
Prince
in perpetuity
Dec 2000
time: 05:14
  Old Post 03-07-2001 19:44 Visit Immortal Wombat's homepage!
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Remove this text

I did it in CTP2, but I had to replace an existing button. I dont think that can be done in CTP. I tried adding tile improvements, and I had to use the sonar buoy icon and button.

J Bytheway is offline J Bytheway
Emperor
England
Jul 2001
time: 05:14
  Old Post 04-07-2001 02:46 Visit J Bytheway's homepage!
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It would be difficult due to the land/beach/trench/deep water pattern. How did you get over this problem in CTP2? Does it have the same pattern of terrain, or did they revert to land/water as in Civ2.

In global warming swamps turn to water, so it's not beyond hope of success. (I am told flooded swaps retain their roads/RR/maglev, and that land units can traverse them. Does anyone know if this is true?)

I did this in many scenarios in Civ2, with engineer hovercraft, landfill barges and so forth. Things were much simpler then...

MKSheppard is offline MKSheppard
Settler

Jul 2001
time: 00:14
  Old Post 04-07-2001 03:25
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Got spare money?

What about using Beach Tiles for the canals? They'd work fine.

Damn CTP....DAAAMN YOU!

You give me all kinds of kewl **** like undersea colonies, space colonies, even a fricking SPACE LADDER, but you forget
a simple thing like digging a canal to cut sea travel time in half!

TheBirdMan is offline TheBirdMan
Emperor
A real Master of CTP-PBEM - together with all the others.....
Sep 1999
time: 05:14
  Old Post 04-07-2001 11:14
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quote:
In global warming swamps turn to water, so it's not beyond hope of success. (I am told flooded swaps retain their roads/RR/maglev, and that land units can traverse them. Does anyone know if this is true?)


Yes, this is true. This however might be solved with some slic-programming (yes/no has to come from "our" local programmers).


There is only one workaround for a canal and only IF the land barriere is one tile somewhere. Build a city(!) then you can use this as a canal (and your opponents can not) between two oceans or lake/ocean.

Immortal Wombat is offline Immortal Wombat
Prince
in perpetuity
Dec 2000
time: 05:14
  Old Post 04-07-2001 17:00 Visit Immortal Wombat's homepage!
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quote:
Originally posted by J Bytheway
It would be difficult due to the land/beach/trench/deep water pattern. How did you get over this problem in CTP2? Does it have the same pattern of terrain, or did they revert to land/water as in Civ2.

It has the same pattern as CTP, but recognises it better. If I were to terraform a shallow water tile, it would turn into beach automatically. I figured canals wouldn't need to be 'deep' water. I don't know if this would work in CTP though

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