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Old January 22, 2002, 06:16   #1
Pedrunn
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Need help to add new Tile Improvements
I want to add new tile improvments in the game.
I cant find the buttons names to the special tile improvements window. The land and the sea are logically understood (they follow a simple sequence) but the special TI window dont. Does someone know the buttons entries in the special TI window?

Thanks in advance
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Old January 22, 2002, 08:44   #2
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that makes two of us

I just saw it today and decided to drop you a line.
I managed to change the icon so that it looks different but I keep getting the old farm screen on the add tile imp window in ctp2.

try adding the new icon in the unit icon it works.

any way have you got tile edit as you and most people should know by now the tile imp from ctp 1 are still there but you need tile edit to look at them so you can use em
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Old January 22, 2002, 10:04   #3
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I did got tiledit without it i could never make the changes i wanted.
I have put a lot of work in a new tileimp.txt. With lots of new additions and fusions wich gave me cool new TIs. But the testing was really disapointing since I could not change the existent buttons. I had to add only in the blank ones .
I will give another try later.

If anyone could help me. Please do i have an unuseful tileimp wich i really want to make it useful.
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Old January 22, 2002, 11:10   #4
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hi perhaps we can help both of us out what new tile imp graphics have you made I resized a lot of them like the forcefiled and the metal round ring thing.

I will send you what I have in the line of tile imp ideas I normally go into the future of modern mods so most of my tile imps are that way
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Old January 22, 2002, 12:36   #5
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I'm not sure I understand exactly what you guys are talking about but my advice is to have a good look at the WWII scenario: it adds some special tile imps too and does have the correct buttons for everything...
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Old January 22, 2002, 12:37   #6
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In my tile inmp i have add a small farm (tileindex 4), robotic mine (tileidex 24), ancient fortification (tileindex 38).
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Old January 22, 2002, 12:50   #7
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Quote:
Originally posted by Locutus
I'm not sure I understand exactly what you guys are talking about but my advice is to have a good look at the WWII scenario: it adds some special tile imps too and does have the correct buttons for everything...
My problem is that i cant change the tile improvements buttons an example. To organize my file i have changed the road to the special window and in its place i have placed a farmlike improvement. by changing the following lines
Code:
Tooltip TOOLTIP_TILEIMP_SELECT_ROAD1_BUTTON
Statusbar STATUSBAR_TILEIMP_SELECT_ROAD1_BUTTON
But everytime i started am new game the road would still be in its original button even if i delete the road from the file the button become blank and unuseful. So i figured that i could not change the place of the original game tile improvements.
So i started this thread to ask the name of the buttons that werent used by the original game.
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Old January 22, 2002, 12:52   #8
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Old January 22, 2002, 12:53   #9
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There are four classes of Tile Improvements:

The land class
The sea class
The structue/detector class
The terraforming class

For every class there are twelve buttons available. And every class has four subclasses with three buttons for every subclass.

Avalable subclasses for the land class are Farm, Road, Mine, ATM
For the sea class OceanFarm, OceanMine, OceanATM, OceanRoad
For the structure/dectector class, Structure1, Structure2, LandDetector, OceanDetector,
And for terraforming justTerraform

I wrote the subclass names with capital letters, as these entries are used in the tileimp.txt for the entry Class:

You could also call these subclasses columns in the botton bank. And in the terraforming section they are really called collumns.

Now you have CTP2 to tell in which line of the button bank should your improvement appear. You use the Level entry to do it. Note there no buttons for levels higher than three, so a Level 4 will cause that the tile improvement can't be placed by the human but it is available for the AI.

It is possible to use a button for more than one tile improvement. That could be realized by giving the obsolate flag for the old improvment to the same advance that enables the new improvement. The AI only builds the most advanced tile improvement (that one that gives the most production or food) anyway.

BTW the small version of the metal round ring was in CTP1 the genetic and diamond city wall version.

-Martin
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Old January 22, 2002, 13:07   #10
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I see what i have done wrong. But what does the first two lines mean?
Code:
Tooltip TOOLTIP_TILEIMP_SELECT_ROAD1_BUTTON
Statusbar STATUSBAR_TILEIMP_SELECT_ROAD1_BUTTON
And if i have a mine improvement inst bad to cassify it as another kind? I will edit my tileimp now.

Thanks martin
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Old January 22, 2002, 13:25   #11
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I'm sort of guessing this but isn't Tooltip the text you get when the cursor hovers above the button for a few seconds and isn't StatusBar the name that appears in the status bar (the bar at the bottom of the control window) when you work with it? Are they graphics at all?
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Old January 22, 2002, 13:28   #12
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Quote:
Tooltip TOOLTIP_TILEIMP_SELECT_ROAD1_BUTTON
Statusbar STATUSBAR_TILEIMP_SELECT_ROAD1_BUTTON
This refers to a file called tips.txt in your language folder.

Quote:
Originally posted by Pedrunn
And if i have a mine improvement inst bad to cassify it as another kind?
That's not a problem if it is not the road class. The use of the road graphics looks a little bit hard encoded. I never experimented with the terraform class, as I feared that the tile under the improvement will be terraformed but I never tested this.

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Old January 22, 2002, 17:15   #13
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Quote:
That's not a problem if it is not the road class. The use of the road graphics looks a little bit hard encoded. I never experimented with the terraform class, as I feared that the tile under the improvement will be terraformed but I never tested this.
You were right, Martin. I have seen with my eyes this. I cant move the road imps from their original button otherwise they dont link one another anymore.

Locutus, You are confused because i did a stupid name confusion. I saw the name button written in those lines and i confused it with the places of tile improvments goes in the TI game window but it had nothing to do with my question.

Big Mc, I am open to suggestions.
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Old January 23, 2002, 06:22   #14
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hi

well I made a zero gravity emitter that is placed on a tile and looks all right. I then added the production thing to the bottom of the tile imp entry. I then added the icon to the icon bar.

so good so far.

and then I put it in the empty slot in the ocean bit.

works fine bit confusing maybe but it works.

apart from one bit when I go to click on it, it says farm sothe only bit I was missing was to put some text on the tool tip .

jobs a good one

I also made a mega farm using one of the space farm tile imps.

as well as an unbuildable tile imp called the worm hole generator I am using for my scenario.

to make this put it before one of the tile imps you make it will still show up on the editor stuff but wont appear on the in game menu
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Old January 24, 2002, 06:13   #15
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hi I am half way to making a default tile imp button using the tile imps found in the zfs files of activision there is some really good stuff in them
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Old January 29, 2002, 07:02   #16
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Hi

I attached a blank tile format just put you pic in the middle of the square and put it in with your pic folder and then link to it using the unit icon

Yes it is a pic square but the pink is the mask and will be removed

I got the zero g emitter to work perfect now

I thought I posted it but here it is again
Attached Files:
File Type: zip tileimp.zip (219 Bytes, 20 views)
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Old January 30, 2002, 06:36   #17
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Wow ten downloads

I hope no one had a problem downloading it.

Any way has anybody had an problems with it. I know the instructions were a bit brief
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