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 > Restored Forums > [Restored Forum 198] SL: Civ2 Creation Hints, Tips and Guides > Naming Map Regions
Page: Print | Email | Subscribe | Report News       0 votes -  average
18.Sep: `ACSR WEEKLY`: SEPTEMBER 18TH, 2005
16.Sep: `ACSR GDS`: WARDELL INTERVIEW PROMO
15.Sep: `ACSR MAILBAG`: SEPTEMBER 15TH, 2005

bottom of page
  GALACTIC CIVILIZATIONS $19.99 - CIV3 CONQUESTS $29.99 - CIV3 from $9.99 - SMAC+SMAX $19.99
Author
Thread    < Last Thread     Next Thread > Post New Thread     Post A Reply
Boco
Prince
who was once King for a week.
Jan 2001
time: 00:37
21-01-2003 06:16 | www
edit | quote
#1 | report |
Naming Map Regions Support Apolyton, buy Civilization: The Boardgame


Otherwise titled as "Hey Henrik" (I didn't want to hijack Koby's thread).

quote:
How about placing unitless barbarian cities producing capitalization at certain odd-even coordinates?


What's the easiest way to create (move) these cities? It's been described before, but I'm usually inept at searching forums.

Field Marshal Klesh
King
Klesh Marshal Field
Jan 2000
time: 00:37
21-01-2003 06:21 | www
edit | quote
#2 | report |
Inflate your Upload Space


And what happens when someone walks into these cities? And why have you never told me about this before Henrik?

-FMK.

St Leo
King of Scenario League
Member of the Apolyton Social Democratic Party
Jul 2005
time: 00:37
21-01-2003 06:59 | www
edit | quote
#3 | report |
Support Apolyton buy from Amazon


1. Build a city.
2. Change its ownership via CivCity.

Boco
Prince
who was once King for a week.
Jan 2001
time: 00:37
21-01-2003 07:36 | www
edit | quote
#4 | report |
Increase the size of your Attachments


Is there a version of CivCity that allows a switch from even-even or odd-odd to odd-even coordinates?

Boco
Prince
who was once King for a week.
Jan 2001
time: 00:37
21-01-2003 11:04 | www
edit | quote
#5 | report |
Support Apolyton buy from Amazon


Okay, I had some luck searching CivFan: http://forums.civfanatics.com/showt...&threadid=1526&. So, Nemo discovered that odd-even (twilight zone) coordinates could serve as destinations for MoveUnit commands. Someone (Marko?) noted that if you placed a settler there, he could build a city.

I'll admit this one seems tricky to me. So let me know if I've got this straight.

1) Move a human-controlled(?) settler via an event to the desired odd-even coordinate.

2) Build a city.

3) Use CivCity to change its build to capitalization and its nationality to barb.

4) Run DelEvents on the save file?

Henrik, you posted something cryptic about an easier way:
quote:
Oh and I've got better ways of placing units in those zones, but I think its a bug in the mac version of civ (but after being placed they work fine for the PC as well as the mac).
Please say that it isn't a mac-specific feature! (Some programmer defined bug as an undocumented feature.)

Henrik
Emperor
The European Union, Sweden, Lund
Dec 2000
time: 06:37
21-01-2003 11:11 | www
edit | quote
#6 | report |
Remove this text


I suppose one can use hex editing to place the units/cities, but I usually do it (in the instances where I have done it, which is basicly just a few un-released mini-projects of mine) by placing a few units with the events.txt on the first turn, then build the cities (either playing as barbarian via the "no human player" skip or placing the cities for a player and change ownership later).
I find that if you just place one unit in an odd-even coordinate, activate it and press view pieces, you will be able to place these units at will (as long as you navigate with the numeric pad, if you click you will be back to the normal coordinates).

As for terrain improvements, I find that they will already be present in odd-even tiles, roughly mirroring the ones placed on the normal coordinates, I don't do anything with these though, I just place cities to name places (see the screenshot bellow of a wheel of time scenario I was working on a while ago for another example).

Attachment: naming.gif
This has been downloaded 249 time(s).

Henrik
Emperor
The European Union, Sweden, Lund
Dec 2000
time: 06:37
21-01-2003 11:13 | www
edit | quote
#7 | report |
Full PM-box? Change here!


Seems you posted while I was typing ;o
You got it right above pretty much.
That "better" way is to simple click around a while, eventually you will "hit" an odd-even coordinate and once the marker is there all you have to do is move it around with the numeric pad as described above.
That's the thing I suspect of being a bug

Boco
Prince
who was once King for a week.
Jan 2001
time: 00:37
21-01-2003 17:09 | www
edit | quote
#8 | report |
Support Apolyton buy from Amazon


Thanks!

Have you ever seen the AI move units toward these 'regions' to attack barb cities in the twilight zone?

Henrik
Emperor
The European Union, Sweden, Lund
Dec 2000
time: 06:37
21-01-2003 18:15 | www
edit | quote
#9 | report |
Support Apolyton, buy Civilization 2


No I haven't, that doesn't mean it won't though...
I suppose it'd have to be tested more thuroughly.

kobayashi
Prince
Singapore
Dec 2000
time: 13:37
21-01-2003 20:20
edit | quote
#10 | report |
Inflate your Upload Space


Any trouble with the invisible cities imposing ZOC?

Henrik
Emperor
The European Union, Sweden, Lund
Dec 2000
time: 06:37
21-01-2003 23:52 | www
edit | quote
#11 | report |
Support Apolyton, pre-order Civilization IV


Nope, cities haven't got ZoC
And as long as you make sure those cities produce capitalism they wont get any units.

:) Smiley
Emperor
USCA, Berkeley
Feb 2001
time: 21:37
11-08-2003 21:14 | www
edit | quote
#12 | report |
Lose 30 kilos (of popups)


What else can these twilight zone cities be used for besides map labeling?

Alinestra Covelia
Queen
I sense the dodgy presence of Bing - a presence I've not felt since...
Feb 2000
time: 00:37
25-02-2004 05:53
edit | quote
#13 | report |
Support Apolyton or Terrorists Win


If you set the production to, say, fanatics, then could you have a fundamentalist stronghold of fanatics that cannot be captured?

Boco
Prince
who was once King for a week.
Jan 2001
time: 00:37
25-02-2004 10:23 | www
edit | quote
#14 | report |
Remove this text


I don't know whether the AI will move units from 'illegal' coordinates to 'legal' (and visible) ones.

Here's an old idea from Kobayashi for invincible cities in oceans.
quote:
The Invinciple Pirate Port Idea
Its basically a variation of the sleeping beauty city (for those of you unfamiliar with my scenario building tip, its a city built in the ocean where all units fall asleep as soon as they are built). Just had this fantastic idea to combine it with barbarian ownership (I have already tried it out and it works)
1. Create a settler for race A and then use it to build a port city on a grassland tile. (not the event create unit, use the cheat menu)
2. Edit the city to change its size to say 5
3. Set reveal map to barbarian.
4. Create a few barbarian warriors next to the city
5. Set player to none and hit return.
6. The barbarians will takeover the city and start producing warriors.
7. Use the terrain editor to make grassland change to ocean when you irrigate.
8. create a race A setler inside the barbarian city.
9. Activate the settler and close the city screen.
10. Order it to irrigate.
11. Disband the settler.
12. Reverse the terrain change so irrigation becomes normal again.
13. Use the unit editor to change warrior to some kind of ship
(The concept should be novel because not many people would know all the bizzare techniques I've listed let alone combine them in this sequence. However, if someone else has thought of this before, do let me know.)
a. Ships won't fall asleep so they can go hunting as soon as they are built. The city will keep churning out pirate ships.
b. Enemy ships and planes can attack but can't occupy the city.
c. Enemy land units can't attack as the city is on an ocean tile.
d. Probably the only way to takeover the city is to use helicopters. (not tested0
variations:
If you change the city style of race A to invisible, make sure no other race has the same city style and then kill off race A, you can have pirate ships appearing out of nowhere.
If you change the terrain of the surrounding land to ocean, you will have an invisible invincible pirate port which is almost impossible to find. This could also be a rift to another dimension which lets invaders in.
You can create a special way of ending the pirate threat - a quest which will result in a change in the terrain of the pirate city tile which will then erase the city.
You could also use the same concept on land if you changed the warrior unit to a plane with say 50 turns in the air.
[This message has been edited by kobayashi (edited August 06, 2001).]

Harry Tuttle

Prince
of the Hoople Heads
Mar 2003
time: 00:37
26-02-2004 06:39
edit | quote
#15 | report |
Support Apolyton or Terrorists Win


Interesting. I'll have to test it. Problem is that the unit creation could be reproduced with a random or turn based event (multiple pop points if prime pop point is occupied). This technique could be useful for limited event space, but not for a large map with the 255 city limit. Also you'd have to use up multiple city tiles, or at least one for a very large city if you'd want it to be invisible.

Hmmm, the ocean city idea does have a definite use though, like in SMAC.

Henrik
Emperor
The European Union, Sweden, Lund
Dec 2000
time: 06:37
26-02-2004 11:09 | www
edit | quote
#16 | report |
Support Apolyton buy from Amazon


quote:
Originally posted by Alinestra Covelia
If you set the production to, say, fanatics, then could you have a fundamentalist stronghold of fanatics that cannot be captured?


Units produced in these cities will not move unto the normal coordinates. You'll just have a whole bunch of fanatics appearing to move around underground (as barbarian movement is allways shown by the game).

  < Last Thread     Next Thread > Post New Thread     Post A Reply
All times are GMT. The time now is 05:37.
Apolyton Time is 00:37.
    top of page
 
Forum Jump:

 



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 0.0383 seconds (90.37% PHP - 9.63% MySQL) with 30 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