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Old May 21, 2001, 09:46   #1
sparge
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Simple questions?
Hi,

I got a few questions:

1. I know I get a science victory by building the gaia controller. this consists of 3 pieces. But how can I built the Obelisks? I can't find it in the city. Do I use units to build it?

2. How can I built tile improvements? Cities build these automatically but I wanna build roads and other improvements outside of the city range.

Thanks for the response!
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Old May 22, 2001, 00:20   #2
Martin Gühmann
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1. Obelisks are tile improvements therefore you can find them at the same place as the radar staion.

2. To build tile improvements just open the tile improvement menue and of course you need enough public works. You can build things like fortifications radar stations or listening posts outside of you borders. But the terrain tile must be in the view of one of your units. So far as I know you aren't able to build farms, roads et cettera outside of your border. And I think this is an balance design decission. In CTP1 you are able to build roads or better maglevs and undersea tunnels directly to an enemy just to accelerate conquering. Maybe there is a way to change it. But you can expand by building fortifications on a neutral terrain tile. Then your are able to build roads there.

-Martin
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Old May 22, 2001, 05:11   #3
sparge
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Re: Simple questions?
Thanks, found it!

i never used the tile menu before. I played it a few times untill 2300 ad. Now it's time for a science victory!

Sparge
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Old May 27, 2001, 19:40   #4
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how did you get up to 2300AD without building roads and stuff? How did you not see the tiles menu? How can you live with dumn mayors making your decisions?
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Old May 28, 2001, 03:31   #5
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Well, that was easy. I did see the tile menu but didn't pay attention to it. roads and stuff were built automatically.... Yesterday I played CTP2 untill the end on hard with the science victory for the first time. That was a lot more fun to play !


PS: I don't use the mayors anymore now!
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Old May 28, 2001, 07:23   #6
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While we are on the subject...note that forts extend your borders out further (when built near the edge of a border). This is very handy for completing longish roads, and stopping pesky neighbours building cities on one of your continents.
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Old May 28, 2001, 19:30   #7
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I've got a great game going now. All the land is taken up because it's full ocean and full island. The problem is there isn't any sea equivelent to the fort for when I build by trans ontinental sea tunnels. Does anyone have suggestions??
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Old May 29, 2001, 08:11   #8
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In CTP there was a "hidden" tile improvement that you could replace the sonar buoy with, that you could adjust to make act as a sonar buoy and sea-fort. I will have a look to see if it exists in CTP2, but I think from Martin's delving into the tileset index, it doesn't exist any more

Otherwise, I guess you'll have to build sea cities. Which brings me to another pet hate with CTP1/2, the AI doesn't build its sea cities strategically, just puts them next to its coastline.
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Old May 29, 2001, 14:02   #9
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It's possible + tileimp.txt
Here is the part of the tileimp.txt about gforts

Code:
############################################################

TILEIMP_FORTIFICATIONS {
   Icon ICON_TILEIMP_FORTIFICATIONS
   Tooltip TOOLTIP_TILEIMP_SELECT_FORT_BUTTON
   Statusbar STATUSBAR_TILEIMP_SELECT_FORT_BUTTON
   Level 1
   IntBorderRadius 2
   SquaredBorderRadius 5
   Class:Structure1

   ConstructionTiles 1
   ConstructionTiles 80
   ConstructionTiles 81

   CantBuildOn TERRAIN_WATER_BEACH
   CantBuildOn TERRAIN_WATER_DEEP
   CantBuildOn TERRAIN_WATER_RIFT
   CantBuildOn TERRAIN_WATER_SHALLOW
   CantBuildOn TERRAIN_WATER_SHELF
   CantBuildOn TERRAIN_WATER_TRENCH
   CantBuildOn TERRAIN_WATER_VOLCANO

   Excludes:ATM
   Excludes:Farm
   Excludes:LandDetector
   Excludes:Mine
   Excludes:OceanFarm
   Excludes:OceanDetector
   Excludes:OceanATM
   Excludes:Structure1
   Excludes:Structure2
   Excludes:OceanMine

   TerrainEffect {
      Terrain TERRAIN_BROWN_HILL
      Terrain TERRAIN_BROWN_MOUNTAIN
      Terrain TERRAIN_DESERT
      Terrain TERRAIN_FOREST
      Terrain TERRAIN_GLACIER
      Terrain TERRAIN_GRASSLAND
      Terrain TERRAIN_HILL
      Terrain TERRAIN_JUNGLE
      Terrain TERRAIN_MOUNTAIN
      Terrain TERRAIN_PLAINS
      Terrain TERRAIN_SWAMP
      Terrain TERRAIN_TUNDRA
      Terrain TERRAIN_WHITE_HILL
      Terrain TERRAIN_WHITE_MOUNTAIN

      VisionRange 2
      DefenseBonus 0.5
      EnableAdvance ADVANCE_STONE_WORKING
      ProductionCost 1000
      ProductionTime 4
      TilesetIndex 82
   }
}

############################################################
Quote:
from CODE above

IntBorderRadius 2
SquaredBorderRadius 5
I think these lines make the fort to a border extending tile improvement.

Quote:
from CODE above

VisionRange 2
This line should estends your vision range.

It should be possible to add a seafort to the game without removing one of the existing tile improvements. I never took a look on the hidden tile improvement in CTP1. Therefore I wasn't able to identify it. By the way I made tileimp.txt with 927 extra tile improvements just to take a look on the graphics. Maybe you can identify it in all of the graphics. The exrtra tile improvements can only placed on the map by the cheat editor. And some of the tile improvements could produce a crash. The reason for it is a mistyped TilesetIndex. Instead of 433 4333. 927 is the last TilesetIndex bigger numbers will cause a crash.

I attched this file to this post.

-Martin
Attached Files:
File Type: zip tileimp.zip (11.5 KB, 4 views)
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Old May 29, 2001, 16:22   #10
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or you could just have one extra settler handy to make the neccesarry connections, disband the city later.

or is that a cheat?
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Old May 29, 2001, 16:36   #11
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I guess if you added a sea fort, you would still have to use the same graphic, and it has a desert-looking floor to it, so would look a little strange. If I can get a *.til editor, I will attempt to get the sea-fort from CTP into CTP2.
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