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Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Alternative Civs > Freeciv > Tranforming water?
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Idler is offline Idler
Settler

Nov 2002
time: 05:23
  Old Post 06-11-2002 06:25
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Tranforming water? Support Apolyton, buy Civilization III: Complete

Hello,

though I just read (most) of the manual and stumbled over the following page: http://www.freeciv.org/de/manual/is...me-terrain.html
It is mentioned there, that it is possible to transform water to swamp and vice versa. But I couldn't yet figure out how? Neiither did I yet find a thread about this topic?

Thanks for your help,

mfG Idler

maubp is offline maubp
Chieftain

Oct 2002
time: 05:23
  Old Post 07-11-2002 22:38
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I would also like to know this...

I would guess you need an engineer in a boat to turn ocean into swamp. It might also depend on the rule set in use. I don't have a suitable save game handy (new computer)

Thue is offline Thue
Freeciv Developer
Copenhagen, Denmark
Jan 1970
time: 06:23
  Old Post 08-11-2002 01:01 Visit Thue's homepage!
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maubp is correct.

And if he wanted a quick test game he could use the freeciv scenario editor, civworld.

btw, I made a big part of both the terrain change code and civworld.

Idler is offline Idler
Settler

Nov 2002
time: 05:23
  Old Post 08-11-2002 04:39
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Thanks. So I have to change a server variable? But there is none "allow transforming of swamps"? ;-)

I have a suiteable savegame, but putting an engineer on a boat doesn't help, so this is disabled via default?

Thanks, mfG Idler

maubp is offline maubp
Chieftain

Oct 2002
time: 05:23
  Old Post 09-11-2002 16:48
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I don't suppose civworld is available on Windows yet is it?

Thue is offline Thue
Freeciv Developer
Copenhagen, Denmark
Jan 1970
time: 06:23
  Old Post 09-11-2002 21:55 Visit Thue's homepage!
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Increase Your PM Length

Whether transforming is allowed is configured in terrain.ruleset . For the default ruleset this would be the file data/default/terrain.ruleset :

; number of "land" tiles required to be adjacent to an ocean tile before
; it may be "reclaimed" into a land tile (0-9; 0=anywhere, 9=nowhere)
ocean_reclaim_requirement=3

; number of "ocean" tiles required to be adjacent to a land tile before
; it may be "channeled" into an ocean tile (0-9; 0=anywhere, 9=nowhere)
land_channel_requirement=1



I don't think civworld has been packaged for windows. But I guess it should be possible to compile it yourself under cygwin. (but I have no experience with that)

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