Apolyton Archive  |  Preserved copy of the Apolyton Civilization Site and its forums as they stood in September 2005. Read-only; nothing here can be posted to or replied to.  |  Forum index |  About this archive |  The 1998–2001 UBB forums
Today on Apolyton WARDELL INTERVIEW PROMO A.C.S. HISTORY CHAPTER 4 GET CIV4 /w FREE PLUS! A.C.S. PHOTO GALLERY GET A.O.M. V1.1
Apolyton Civilization Forums
main| civ2| civ3| civ4| smac| ctp2| ron| moo3| galciv| galciv2| alt| about|
ApolytonPLUS | register | search | faq | new posts | pm (-/-) | upload | members
hall of fame new! | civgroups | civgroups news | interviews | the column | radio | chat | directory | news | store | PLUS
Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Miscellaneous > Archive > CtP2-Creation/AI/Mods/Scenarios-Archive > Sonar Buoys
Show a Printable Version | Email This Page to Someone! | Receive updates to this thread | Report this to Apolyton news!

bottom of page
  
Author
Thread    < Last Thread     Next Thread > Post New Thread     Post A Reply
ahenobarb is offline ahenobarb
Prince

Nov 2001
time: 05:22
  Old Post 01-09-2002 22:33
Edit/Delete Message Reply w/Quote
#1 Report this post to a moderator
Sonar Buoys Got spare money?

The Sonar Buoys in Cradle cannot actually see submarines. In the tileimp.txt file, they are the only improvement with the "CanSee:Underwater" attribute.

I guess the game has hardcoded that tile improvements can't have this ability?

ahenobarb is offline ahenobarb
Prince

Nov 2001
time: 05:22
  Old Post 02-09-2002 00:12
Edit/Delete Message Reply w/Quote
#2 Report this post to a moderator
Suffering from ads?

After some fiddling, they now work.

However, you have to drop the line "Cansee:Standard"

Apparantly, it's either one or the other.

ahenobarb is offline ahenobarb
Prince

Nov 2001
time: 05:22
  Old Post 02-09-2002 08:23
Edit/Delete Message Reply w/Quote
#3 Report this post to a moderator
Browse Apolyton AD-FREE

As a mod idea I would like to be able to send a ship to a far corner of the world and drop off a sonar buoy to get a sense of the enemy navy.

To do so, I have added that Sonar Buoys have a IntBorderradius of 0, with a SquaredBorderRadius of 0 as well.

However, when the improvement is complete, you get a snap shot of what the area looks like for that turn only. After the first turn, the "vision range" component of the tileimprovement text seems not to function anymore. Does anyone know a way around this?

I have tried giving it a vision range equal to its border, which works, but I don't want to use this as an ocean-borne land grab.

BTW, It's getting kinda lonley on this thread:

Hey you! out there beyond the wall,
breaking bottles in the hall,
Can you help me?
-- Pink

Martin Gühmann is offline Martin Gühmann
Emperor
Berlin, Germany
Mar 2001
time: 06:22
Post  Old Post 02-09-2002 17:53 Visit Martin Gühmann's homepage!
Edit/Delete Message Reply w/Quote
#4 Report this post to a moderator
Tired of ads?

quote:
Originally posted by ahenobarb
To do so, I have added that Sonar Buoys have a IntBorderradius of 0, with a SquaredBorderRadius of 0 as well.

However, when the improvement is complete, you get a snap shot of what the area looks like for that turn only. After the first turn, the "vision range" component of the tileimprovement text seems not to function anymore. Does anyone know a way around this?


It seems that the improvement loses its owner afterwards. You could try to increase one of IntBorderradius and SquaredBorderRadius only and see what happens.

-Martin

ahenobarb is offline ahenobarb
Prince

Nov 2001
time: 05:22
  Old Post 04-09-2002 06:49
Edit/Delete Message Reply w/Quote
#5 Report this post to a moderator
Browse Apolyton AD-FREE

quote:
Originally posted by Martin Gühmann


It seems that the improvement loses its owner afterwards. You could try to increase one of IntBorderradius and SquaredBorderRadius only and see what happens.

-Martin


Thanks for the tip, Martin. It's working fine now. I have posted the script below. The only thing is that the game seems to pick up a few weird ticks evey now and then. For instance, now the buoys can see both above and below water, which is great, but it was having problems with this before.

Also, when I built a new buoy with the script below at first, you could not build another buoy within the visionrange of the first one unless you saved and reloaded the game. I have since shutdown the computer and rebooted and this problem has gone away. I don't know what to say except that it's strange.


Here the script:
## 26 ##################################################
########

TILEIMP_SONAR_BUOYS {
Icon ICON_TILEIMP_SONAR_BUOYS
Tooltip TOOLTIP_TILEIMP_SELECT_SONAR_BUOYS_BUTTON
Statusbar STATUSBAR_TILEIMP_SELECT_SONAR_BUOYS_BUTTON
Level 1
IntBorderRadius 4
SquaredBorderRadius 0
Class:OceanDetector

ConstructionTiles 50
ConstructionTiles 50
ConstructionTiles 50

CantBuildOn TERRAIN_BROWN_HILL
CantBuildOn TERRAIN_BROWN_MOUNTAIN
CantBuildOn TERRAIN_DESERT
CantBuildOn TERRAIN_FOREST
CantBuildOn TERRAIN_GLACIER
CantBuildOn TERRAIN_GRASSLAND
CantBuildOn TERRAIN_HILL
CantBuildOn TERRAIN_JUNGLE
CantBuildOn TERRAIN_MOUNTAIN
CantBuildOn TERRAIN_PLAINS
CantBuildOn TERRAIN_SWAMP
CantBuildOn TERRAIN_TUNDRA
CantBuildOn TERRAIN_WHITE_HILL
CantBuildOn TERRAIN_WHITE_MOUNTAIN

CanSee:Underwater
CanSee:Standard
Excludes:ATM
Excludes:Farm
Excludes:LandDetector
Excludes:Mine
Excludes:OceanFarm
Excludes:OceanDetector
Excludes:Structure1
Excludes:Structure2
Excludes:OceanMine

TerrainEffect {
Terrain TERRAIN_WATER_BEACH
Terrain TERRAIN_WATER_DEEP
Terrain TERRAIN_WATER_KELP
Terrain TERRAIN_WATER_REEF
Terrain TERRAIN_WATER_RIFT
Terrain TERRAIN_WATER_SHALLOW
Terrain TERRAIN_WATER_SHELF
Terrain TERRAIN_WATER_TRENCH
Terrain TERRAIN_WATER_VOLCANO

Radar
ListeningPost
VisionRange 4
RadarRange 4
EnableAdvance ADVANCE_MASS_PRODUCTION
ProductionCost 1500
ProductionTime 2
TilesetIndex 70
}
}

  < Last Thread     Next Thread > Post New Thread     Post A Reply
All times are GMT. The time now is 05:22.
Apolyton Time is 00:22.
    top of page
Rate This Thread:
archivepost
Forum Jump:
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
 




Contact Us - Apolyton Civilization Site - Support Us!

Building a better Apolyton through better information. Click here and take our poll!
Non-US visitors, click here!

Powered by: vBulletin Version 2.0.3
Copyright ©2000, 2001, Jelsoft Enterprises Limited.

Page generated in 0.0290 seconds (88.25% PHP - 11.75% MySQL) with 31 queries
Page Loading Time:

Support Apolyton: Amazon USA | Amazon UK | Amazon DE | Amazon FR |
Support Apolyton and get FREE PLUS, Buy from Chips&Bits: Galactic Civilizations | Galactic Civilizations: Deluxe Edition | Call to Power 2 | Civilization: The Boardgame | GURPS/ Alpha Centauri | Alpha Centauri | Civilization IV | Civilization III: Complete |


Front Page | Civilization IV | Civilization III | Civilization II | Call to Power II | Alpha Centauri | Master of Orion III
Rise of Nations | Galactic Civilizations | Galactic Civilizations II | Misc
Alt.Civs | Civ I | C:CtP I | About | News | Directory | Apolyton Store | Forums | Chat | Columns | Interviews | Newsletter
Scenario League | CSC | Clash of Civs | Spanish Site | CtP Maps | Cradle of Civ | WesW's Ctp1/2 Site | Civ3 Haven

apolyton.net | apolyton.com | civilization2.net | civilization3.net | civilization4.net | civilizationiv.info | calltopower.net | galciv.net | galciv2.net | moo3.net