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Xin Yu
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Emeryville, CA, USA
Jan 1970 time: 21:13
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It is not a secret that transforming 'no transformation' terrians can produce rivers. This happens to be convenient in playing RedFront since the base time for engineers to transform terrian is very short (1/20 of that in regular games).
It works for all terrians except minefield, plains, tundra, and grassland.
Use labor brigades to transform the terrians (for example, a forrest square). After several turns they will become 'bone with river', then you hit 'i' to irrigate them and instantly they become 'oilfield on river'. You can even improve existing oilfields by transforming them into bones and irrigate -- adds rivers to them.
How nice you can produce another caucasus region on the eastern edge of the map and get tons of money from trading convoys between them! You even have excess human resouces to do this -- just build cities with your refugees when the first winter comes and disband them to get NONE labor brigades!
I have also tested this in TOT games, especially the fantasy game. A lot of the terrians in undersea and underground maps can be improved, giving much needed elements (in undersea, shields; in underworld, trade arrows).
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Captain Nemo
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Red Front
Jan 1970 time: 05:13
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I am interested in this... What is the exact nature of this transform bug. Apparently it turns some/any (?) terrain that has transform set to no into some(?) other terrain with river and ressources? please clarify.
The transform command is supposed to be used only to convert plains/grassland/tundra (Fast move terrain)into minefields. Because this is supposed to happen quickly (Lay barbwire, bury mines) I lowered the time requirement to the minimum. All other "transforms" are done through the mining/irrigation method that is set to take a long time. The big improvement is not supposed to be creating new oil fields but building industry around the cities...
If someone knows exactly what is affected by the cheat I will remove it version 1.941
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Harlan
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Berkeley, CA, USA
Aug 2005 time: 21:13
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This transform bug has been known for some time, I wrote a paragraph about it for Leon Merrick's Advanced Design Tips, here it is:
Adding rivers after you start designing your scenario
It has long been thought that rivers could only be created in the map editor. Now, thanks to LeMay and Harlan Thompson, this is revealed not to be the case. To create rivers:
1) Open up the rules.txt file and change the base time for engineers to transform terrain in the cosmic principles section to zero (0). Also in the rules.txt file, temporarily change the terrain that all the terrains you plan to alter are transformed into to "no". After you have finished making rivers, change them back.
2) Create three (or more on other terrain types. For example, mountains take eight) engineers on each of the squares you want rivers to appear. Lastly, create any unit of that civilization off to one side (see next step for why).
3) Select the unit off to one side, and give it any order. This "initializes" the method, and tells the program that all future sets of engineers will be making funky terrain. Without using the mouse, issue the "o" (transform) command to engineers on the squares you want rivers to appear on as they start blinking in turn. As the third engineer on a desert, plains, or grassland square (or more on any other terrain) receives the transform command, the terrain will turn into a odd river/coal/desert combination.
4) To restore the proper terrain type, simply use the cheat menu to alter terrain. All the funny-looking graphics will disappear, but the river will remain.
I wouldn't recommend it for anything except adding rivers once the file is in .sav format. There are some wierd effects, like river graphics appearing on adjacent squares, and the view cursor graphic "sticking" on the square.
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