November 23, 2001, 11:59
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#1
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Chieftain
Local Time: 12:23
Local Date: October 31, 2010
Join Date: Jan 2001
Location: of a small village in Upstate S.C., USA
Posts: 76
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terraforming sea squares
Has anyone ever tried to terraform sea squares to build ''roads'' across the ocean?
I was able to modify the alpha.txt file to allow it, but none of my land based units would walk/drive across these bridges that I built.
Any suggestions?
?????
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November 23, 2001, 12:59
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#2
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Deity
Local Time: 11:23
Local Date: October 31, 2010
Join Date: Aug 2000
Location: With a view of the Rockies
Posts: 12,242
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I don't know the answer to your question but I am curious as to whether boats would only use 1/3 movement point if on such a "sea road" ? Did you try moving boats on the "road"?
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November 23, 2001, 18:44
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#3
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Chieftain
Local Time: 05:23
Local Date: November 1, 2010
Join Date: Nov 2001
Location: New Zealand
Posts: 74
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Were you manually trying to move them into the sea squares, or placed them on 'Go-To' mode? If you can manually it would stil be quite good...
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November 23, 2001, 19:50
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#4
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Emperor
Local Time: 14:23
Local Date: October 31, 2010
Join Date: Feb 2001
Posts: 4,783
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"sea roads" dont work with either moving land units on them or increasing movement rate of ships. i've tried. what does work are sea sensor platforms. useful if you need an extra 2 radius viewing as early warning for transports IOD's or whathaveyou. have to be in your sea territory though and don't give you a +25% bonus IRRC. if you consider this "cheating" then you can always make a trawler with deep radar and position it offshore...
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November 23, 2001, 20:08
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#5
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Deity
Local Time: 11:23
Local Date: October 31, 2010
Join Date: Aug 2000
Location: With a view of the Rockies
Posts: 12,242
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I always thought that sea sensors or sonar buoys were something that would be useful but to be effective they would have to not be bound by the territory rules. Wouldn't it be great if you could drop these anywhere in the ocean and they would let you see that area.
Oh well, one can dream.
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