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Pedrunn
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of Natal, Brazil
Jul 2001 time: 02:22
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quote: Originally posted by Locutus
1) When I build regular tile imps myself (roads, fortesses, farms, etc), sometimes I the first tile imp I place in a given turn is created instantly, I don't have to wait the usual 1-4 turns before it's finished. The game seems to think it's a city tile imp and creates it instantaneously... |
I will take a look at this. I know where the problem is. Seems like i was so careful with the subneural ads that i forgot to take a better care of one of the global variables that takes care of finish improvements. I will look at this now.
quote: Originally posted by Locutus
2) City tile imps can be built over roads/railroads (leaving them intact) but I can't build roads/railroads over city tile imps. That's quite annoying 'cause in a large city that means it takes me 3 turns to travel from 1 side of town to the other. Either city tile imps should have the same movement effects as roads/cities or one should be allowed to build roads on top of them... |
It should be possible. This is a problem in the tileimp.txt not in the code. I will check this out.
quote: Originally posted by Locutus
3) Sometimes, when certain cities to a size where they should get a new city tile imp, they don't get this, even though there is plenty of room to create them. The city itself continues to grow just fine, but no additional tile imps are created. As I said, this oddly enough appears to happen only in some cities and after a while the effect dissappears again and city imps are created normally again upon city growth... | That is really odd. Did not appear in any of my testings. How often did this occur. Did it happen in a certain city size more often? It seems to be a problem in the trigger. Otherwise the city was not going to grow.
quote: Originally posted by Locutus
4) When the population of a city shrinks and a tile imp needs to be turned into a ruin, not 1 but *all* tile imps are turned into ruinn. | Are you sure at all. This has bee sucessfully tested severl times by me. only one city expansion should die at all. That is the most strange of your comment. since i am sure this should work properly.
quote: Originally posted by Locutus
5) Should it be possible to build tile imps in forests and on hills? 'Cause If seen it happens many, many times, even when there were still grassland/plains tiles available. I don't really mind myself, but I don't think this is supposed to happen (but I must say that it would make more sense to fill up plains/grassland first before moving to less habitable terrain). |
The human expansion is chaotic. Land City expansions can be created in any land tile except moutains (brown, white, green). And if there is a forest, jungle, swamp The city gets created normally but the tile is terraformed to plains (The humans destroing the enviroment). Hills are no problem to the expansion.
quote: Originally posted by Locutus
6) I noticed that some 1-tile island cities right next to a larger continent had city imp on the main continent. Looks rather odd. Not sure if this should be fixed, but I thought I'd at least mention it... |
Fix? Why? This is such a cool feature. Note that the other way around also happens (main continents creatin cities in islands). I think if a terrain is in the city radius there is no problem if a city expansion is created there. Like IW said we have plenty of example in real life like New York - US, Rio de Janeiro - BR, Vancouver - CAN, etc
quote: Originally posted by Locutus
7) pillaging tiles doesn't shrink the population of the city, I thought this was supposed to happen - or am I mistaken? |
This isnt included yet but i plan to add this in late updates.
Last edited by Pedrunn on 07-09-2002 at 23:17
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Locutus
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ACS CTP1/2 Manager & Civ4 Co-Manager
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Hengelo, The Netherlands
Nov 1999 time: 06:22
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quote: Originally posted by SMIFFGIG's
How come in the last two screens it is modern era yet most of the city expansion is renaissance era. Should these not automatically change to modern style? |
I had focused very strongly on growth throughout the game. By the time I got to the modern age, the size of my cities was well ahead of what should be considered normal during the modern age, so growth eventually slowed to a crawl as overcrowding was huge (the fact that the original game is very unbalanced also played a major part in this of course). Updating the tile imps only takes place during city growth, so in my case it hardly took place at all during the Modern Age as my cities hardly grew (but it went very rapidly in the Renaissance Age when my cities were booming). In most games things will probably change more gradually and more evenly spread.
quote: Originally posted by mapfi
Traffic lock! It's even more realistic than we thought! |
Hadn't thought of that yet...
quote: Originally posted by Pedrunn
That is really odd. Did not appear in any of my testings. How often did this occur. Did it happen in a certain city size more often? It seems to be a problem in the trigger. Otherwise the city was not going to grow. |
It happened to two cities or so in the Ancient Age (around size 9, I suppose) and to a lot more cities in the Renaissance Age (at several sizes, I paid very close attention to that). I will need to do further testing myself to determine exactly how often and when it happens, but I can't promise I can do this anytime soon. You and others really ought to play with this mod a lot more to find out exactly if this is indeed a problem and if so, what exactly is causing it.
quote: Are you sure at all. This has bee sucessfully tested severl times by me. only one city expansion should die at all. That is the most strange of your comment. since i am sure this should work properly. |
Yes, I'm quite sure, it happened with 3 cities (well, actually with 5 but 2 only had 1 tile). Very odd, maybe it only happens under certain circumstances? (Although I haven't seen it work properly at all)
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Pedrunn
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of Natal, Brazil
Jul 2001 time: 02:22
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I was thinking to make those mod addons already included in the whole pack. Like Martin did in his good mod.
I will use the 'modify link' then. I was just wondering what would be best for you.
Hexagonian, i can do a City Expansion version for craddle. If you are interested PM me. I need to make a few questions about your mod.
Last edited by Pedrunn on 10-09-2002 at 20:37
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Pedrunn
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of Natal, Brazil
Jul 2001 time: 02:22
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No need to wait. I sent you the version 2.2. The updates in this thread have this mean and it is the best version until now.
Last edited by Pedrunn on 17-09-2002 at 21:11
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nova
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Actually I had the same bug, for my WWII scenario, someway the civ was getting the subneural ad.
I am a brutal guy, so I fixed the problem by building a new agestylecity.txt file that gave to every city the modern city immage.
Yet I still have to fix the expansion mod in order to grow only as a modern city though.
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ahenobarb
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Pedrunn, with all the updating of the cityexpansion that was done, is the file in the file forum the latest version? Or does it need to be updated with the new files here?
Thanks in advance
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ahenobarb
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Hey I had a thought when playing with the city expansion mod. Why not make it so that after the discovery of Nationalism or Guerilla warfare, each city tile gets one or two defenders (with a good defense bonus because of the urban environment). Also, after you defeat the defenders in a city tile, the ownership of that tile is transferred to you.
I think it would make attacking cities in the modern age much more difficult just like it is in the real world.
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mapfi
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Zurich, Switzerland
Jul 2002 time: 06:22
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quote: I rather give the city tiles a bonus in defense to have this effect. |
A very realistic thing, but that'd mean the heal rate for units should be the same on those tiles, other city improvement bonus should also apply - like the forcefield, that'd include the suburbs for sure, and, and, and - so maybe it's not doable or playable after all
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ahenobarb
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Pedrunn, I just have to say this is by far my favorite mod. I will go to war with any civilization if I think they might pillage one of my suburb tiles.
One thing you should know though is that if you have a damaged unit that spends a turn on the suburb tile, it instantly goes back to 100%, even though in though in the city it only regains strength at 5% a turn (in cradle). In other words it has the same heal effect as a fort, perhaps this should be changed?
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ahenobarb
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quote: Originally posted by J Bytheway
Hex recently discovered that the instant healing is provided if the tile imp has any defense bonus - so I presume the suburbs do. Can you do without it? |
Glad the problem has been figured out. I will drop the defense bonus for the cities, it hasn't really figured into my gameplay yet.
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