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Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Civilization: Call To Power > CtP-Creation > Has anyone tried adding Mines?
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Martin the Dane is offline Martin the Dane
Prince
Aarhus, Denmark
Feb 2000
time: 06:13
Exclamation  Old Post 15-11-2000 04:54 Visit Martin the Dane's homepage!
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Has anyone tried adding Mines? Support Apolyton, buy Civilization III: Complete

While placing a few listening posts, radar stations, and sonor boues, i noticed that when I swiched from land to sea, with the radar station selected an icon that I can only interprete as a mine showed up. I cold not place it anyware, but it gave me the idea of adding minefields as terain improvements (there seems to be an icon for a land mine also).
I have, however, no idea how to make a minefield work in the game, and what effect it would have, ie. on game balance etc., but the fortification TI has a firepower of 0 so there might be something there.

Has anyone tired adding TI's with firepower? what about minefields as TI's?

Just a stray thoght.
Martin the Dane

Solver is offline Solver
Apolyton Duke Of Something
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Sep 2000
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Post  Old Post 16-11-2000 19:03 Visit Solver<br><img src=/forums/images/staff-icon.gif>'s homepage!
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Almost never created scenarios, but I think you can place anything, and it will work there, mines, fisheries, or etc. Not 100% sure, however.

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gemini is offline gemini
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time: 05:13
Talking  Old Post 17-11-2000 03:48
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I thought I saw in the modification section under activision faq that they did mention something about a mine unit but it was pulled from the game before release. Sounds like due to a bug in the game the mine icon is still there. It'd be cool to have minefields but I can't find where you could implement them in the files to get them to work.

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Gemini

Martin the Dane is offline Martin the Dane
Prince
Aarhus, Denmark
Feb 2000
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Post  Old Post 18-11-2000 03:26 Visit Martin the Dane's homepage!
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Well I tried several different things but now I give up. What I ended up with was the following, that seemd to work, but doesn't.

code:
INSTALLATION_MINES { PRODUCTION_COST 150 PRODUCTION_TIME 2 VISION_RANGE 1 RADAR_RANGE 0 ATTACK 100 FIREPOWER 100 DEFENSE_BONUS 0 ENABLING_ADVANCE ADVANCE_MASS_PRODUCTION ### FLAGS HERE #DEFAULT_SPRITE SPRITE_SONAR_BUOYS # #id string of the default sprite BUILD_SOUND_ID SOUND_ID_SONAR_BUOYS VISIBILITY_CLASS_0 VISIBILITY_CAN_SEE_0 VISIBILITY_CAN_SEE_1 IS_LISTENING_POST INSTALLATION_WATER }


It replaces the "sonar bouye" on the TI screen, in stead of adding a new TI as it should, no mater what IS_... I put in there or what sprites etc. I try to use. When attempting to place the Improvement it shows up both read and green at the right time, but when I place it it dissapears. I can't place a new one on top of it, so it must still be there.
The TI has however no effect that I have found beside letting you put TI's beside it.

What am I missing? I did put a new line in both "tileimp.txt" and "tileimpicon.txt" and incremented the numbers in the tree files.

Martin the Dane

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