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Old December 14, 2000, 00:40   #1
OmniGod
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So you want to create a bridge? or a town?
Well I was tooling about... little frustrated about the no roads on my large earth or atlantic maps... (the pacific is on hold til a fix is found) and I decided to address the issue of the extra terrains found in the sumarai scenario... not sure if anyone has investigated or posted it... but here it is and it works in every day maps too..

For a workable bridge... (land units can cross)

D-B-B

D= desert, B=bridge(special2)

For a broken bridge

D-B-D

For a single hut town

X-J-X
X-S-H
J-X-X

or

X-X-H
X-S-J
G-X-X

X=anytile, H=hills, S=special 1, G=grassland

For a multiple hut town

W-W-W
W-S-W
W-W-W

J-H-X
J-S-H
J-J-J

For the coveted tower

X-F-X
F-S-F
X-G-X

F= forest

For the Huge Mt. Fuji

H-J-F-J
H-S-S-J
H-S-S-J
X-H-H-F

I know there's more combos for the multi hut village but do you need more?

So the next thing is to convert the bridge into something passable by boats and land alike... shouldn't be too tough but with the B-B there's the chance that boats would be able to pass across the second B... not good..

But there it is.. new or not...

Okay... I edited the special2 to allow sea and shallowwater movements... the boats can pass... only prob is you can't string multiple bridges side-by-side... was hoping for a canal... but I was to be rejected...

Omni
[This message has been edited by OmniGod (edited December 14, 2000).]
[This message has been edited by OmniGod (edited December 14, 2000).]
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Old December 14, 2000, 04:00   #2
Alpha Wolf
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I wonder if we could use a river graphic as our canal and come up with a tile that allowed both land and sea movement. But we would have to modify the increased movement factor for ships, in fact would probably have to slow them down. It would have to look like a river but not connect to any nearby rivers.

kinda on that subject, I wonder if we can make rivers shallowwater so that the early boats could navigate them. Or if that would even be useful.

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Old December 14, 2000, 21:54   #3
GasmanT
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So this would allow Moats around castles then? One bridge which we could guard?

Make the map. Build the moats on it then its up to the player to find the coveted spots?

Still sucks that user created maps can't be used in MP. (Missed a bunch of posts) is someone working on this?
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Old December 14, 2000, 21:57   #4
OmniGod
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To the best of my knowledge, mp isn't being worked on by anyone here... the patch from activision will correct the problem then maybe something will come out maybe a conversion of the world map to mp.... fingers crossed...

Omni
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Old February 28, 2001, 15:26   #5
Hannibal Ad Portas
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Thanks omni,

Really helpfull stuff damn shame id not seen it earlier.
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Old March 1, 2001, 01:55   #6
Flash
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Omni,
In your combo list, What is the J?

Flash
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Old March 1, 2001, 08:45   #7
OmniGod
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Jungle
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Old March 2, 2001, 15:52   #8
dennis_caver
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Omnigod,

Did you post a download for your final edit on the functional
bridge. Or do you have an editing text for the bridge to
include it in a regular game.?

Spelelunk forever,

Dennis
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Old March 2, 2001, 19:23   #9
OmniGod
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The change is very minor... it's just adding a movement type to the special 2 terrain... I could have gone along and tried to make sense of it all and make it available for the game as a terraform option, but alas I didn't....

################################################## ##########

TERRAIN_SPECIAL2 {
TilesetIndex 26
Icon ICON_TERRAIN_DESERT
InternalType: Special
CanDie
GLHidden

AddAdvance ADVANCE_AGRICULTURE
TransformAdd {
Time 1
Materials 10
}

RemoveAdvance ADVANCE_AGRICULTURE
TransformRemove {
Time 1
Materials 10
}

EnvBase {
Score 10
Food 0
Shield 0
Gold 5
Defense 0
Movement 200
Freight 100
DeadFood 0
DeadShield 0
DeadGold 0
}

EnvCity {
Score 0
Food 10
Shield 15
Gold 15
Movement 50
Freight 50
}

MovementType: Air
MovementType: Land
MovementType: ShallowWater #added
}

################################################## ##########
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