 |
|
mapfi
|
|
Zurich, Switzerland
Jul 2002 time: 06:22
|
|
That banana option is very attractive... but yes, I'm with you on this.
So what movement bonus do you want to give those highways? One thing that always bothered me is the simple 1/3 movement for roads anywhere. That windy track through the mountains can't possibly let you move as fast as on the plains. Could that be changed somehow?
|
|
|  |
 |
|
Pedrunn
|
 |
of Natal, Brazil
Jul 2001 time: 02:22
|
|
But that is impossible since the 600 series starts at 608 and not 600 as it should to have this as a addition.
The Apol tile file does have all starting 600 numbers (608-624) filled. So i went test with it though setting railroads number to 600 intead of 300. The game crash when it should appear in the map. So there may be a hope after all since the game does try to look for numbers in the 600 series. Maybe the 700 or 800 or upper may work after all but it needs to start from *00 to *17.
Last edited by Pedrunn on 26-09-2002 at 17:21
|
|
|  |
 |
|  |
 |
|
Zaphod Beeblebrox
|
|
aachen, germany
Aug 1999 time: 05:22
|
|
well, talking about infrastructure:
what i'm always missing is the ability to build canals!
those were also built in ancient times, though not as big as the panama canal for instance.
but i guess that would require a field which is both sea and land terrain. is that possible?
|
|
|  |
 |
|
Zaphod Beeblebrox
|
|
aachen, germany
Aug 1999 time: 05:22
|
|
its offtopic but it reminds me of what a friend and i did to the original civ-game (yes, THAT game): enabling settlers to terraform sea to land. it worked fine, though underseatunnels are better of course
|
|
|  |
 |
|
Immortal Wombat
|
 |
in perpetuity
Dec 2000 time: 05:22
|
|
Maybe fun wasnt the best word. Interesting certainly.
My findings were thus:
1. You can have 3 'Level's of roads in the PW placement box (duh...) so I assume Dale was planning to remove maglevs.
2. By default, roads are Class:Road, level 1; railroads, level 2, maglevs, level 3
3. Even when you have no Maglev TI, any improvement with Class:road, Level 3, shows up as a maglev
The problem seems to be to render Maglevs ineffective without removing them.
So (as far as I can see) there are two, maybe 3 different solutions:
1. Set Maglevs to OceanRoad level 2 (unusuable, but this doesnt matter) and Highways to Road level 3 - doesnt work, highways still show up as maglevs
2. Set Highways to Road level 4. Even if this was placeable by conventional means, nothing I have tried with road level 4 has even shown up on the map 
3. Remove Maglevs from Tile File, replace with Highways.
This I have tried with great success. It is possible to render maglevs completely absent from the game, and include a third "Road" TI - Highways.
Unfortunately, this would mean all ApoTileFile-using mods would also be devoid of maglevs. 
So AoM would need a separate Tile File, and the stupid complications that the ATF was set up to avoid would begin because of it. 
This is however, the only workable solution I have found.
Incidentally, Pedrunn, I have got the highways to show up using 700+ and 800+ TileID numbers, so I don't quite know what happened there...
My test graphics:
Attachment: h.jpg
This has been downloaded 132 time(s).
|
|
|  |
 |
|  |
 |
|  |
 |
|
Zaphod Beeblebrox
|
|
aachen, germany
Aug 1999 time: 05:22
|
|
ok, just to say something again:
i'm interested in at least modern times as much as in the "historic" part, though one really can argue where the line is, if there is a point where one can be drawn at all, which i much doubt.
and i would also be interested in the future, but both ctp1 and 2 rather suck there.
actually they even aren't very good in our times. to put the focus on the military aspect (though i remember reading this a couple of times before and guess it has been written alotmore often in those nearly two years i hadn't been at apolyton)
in reality you just don't go (to just pick one branch) from fighter to jet fighter to stealth fighter to space fighter or something like that. there are is an uncountable amount of small improvements or completely new ideas beeing developed all over the time in the engines, in the aerodynamics, evasive capabilities, in the fuelconsumption in the countermeasures against radar detection, on board weapons systems are always developing to higher accuracy and so on and so on. it really should make a difference whether you arm the same plane with lots of ww2 bombs which only possess the ability to react with gravity and explode when hitting something hard (or not, there are still alot of failed bombs lieng around from that time) or with a harm or a "daisycutter" or laserlinked "smart" bombs.
and this is true for every aspect of warfare, and of course for civilian aspects as well, i mean for instance at some you get public transits to reduce your cities pollutions, but it makes a difference as well if you use steampowered trains, electric trains or busses (though of course the question arises, where the electricity comes from, in most of the last decades from that big coal plant on the citys edge, so that actually just moves the highest density of pollution to another spot) or those cool tubes featured in futurama 
i guess the same insufficiencies are true for the earlier parts of the game, though we (or at least i) don't notice them as much, because these times are more alien to us.
the question about how long to play(talking about vanilla game experience here): until its boring or really useless, the first arrives normally in late modern/early future times when you just got more cities, better tech and better infrastructure than anybody else and just don't want to waste some other hours to conquer all those badly defended underdeveloped regions, the other one (rather seldom) when i got a really bad starting position, too long endangled in useless fights with dumb neighbours who just have the benfit of starting with more cities and better tech than yourself and at some point i see its just only a matter of time before somebody finishes me off only because he got handed everything on a silvertablet. if this occurs its normally somewhat between the late ancient time/early medieval age (for me) and early modern age to them.
which brings me to the point of what kind of ai i'd really like to see: not a frenzy one, because its just dull, if everybody hates you though you haven't done anything except perhaps defending succuesfully against the same warmongering bastards that have always attacked the others, who now hate me for freeing the world of that threat.
i want an ai which only seldom goes to war, but if so, with real effort.
what i really dislike is that, especially when playing with more than 8 civs, soon almoszt everybody will be on war or in a pre-/post-/between-war state if mistrust and hate for most of the time with almost everybody else. i never saw something like a real coalition or pact with states abc against defg and maybe some others outside of that system or not totally fit into. but what am i telling? i guess most of you have the same complaints.... perhaps i just should try to get some sleep
|
|
|  |
 |
|  |
All times are GMT. The time now is 05:22. Apolyton Time is 00:22. |
top of page
|
| archivepost |
|
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
|
|
|
|
|
|