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Old October 7, 2002, 16:28   #31
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Quote:
Originally posted by Pedrunn
How you make them?
I'm guessing the "colourise" tool in PSP. It works really well
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Old October 7, 2002, 20:24   #32
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So they really are a colorized moutains arent they. I was thinking they were but i had no time to check at that time.
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Old October 8, 2002, 12:38   #33
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Quote:
Originally posted by Pedrun
So they really are a colorized moutains arent they.
That is actual the easiest and fasted way to do them.

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Old October 9, 2002, 06:01   #34
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Well you are 1/2 way right I also had to cut out the bases to get them to match the sea bed.

They were part of a bigger overhaul project called deep mod where I was trying to integrate a deep deep ocean tile but I could not get the deep sea shelf to match the deep tile terrain so you ended up with a slightly of colour square around the shelf.
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Old October 9, 2002, 10:00   #35
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Thats a shame you couldnt get it working


BTW i remember now its Ocean trenches that are in ctp1 and not ctp2 although there is a GL entry for them in ctp2 u never can see them. They could work on the same rules as ocean rifts?
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Old October 9, 2002, 10:12   #36
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It may be possible to get them working. it a slim chance but I will test it tonight.
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Old October 9, 2002, 10:21   #37
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YAY, hope u can..... shame to hear that about your deep sea mod?

Terrain in ctp2 is so awkward,

I wish the terrain from ctp1 could be intergrated with the terrain in ctp2, it would be AMAZING with the old jungle and forest massive mountains etc etc
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Old October 10, 2002, 09:34   #38
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The old terrain Is compatible with the new you have to use tile edit to make the tile rules and new borders but they are inheritable.

Any way I looked at ctp last night and noticed that the volcano form the first ctp tile was a different colour to the sea bed and it was so noticeable.

Any way I have attached my deep sea mod all I need is some one to do the tile rules there is a lot of them you sea and I can’t find the time

Also notice the tiles called cap 1 to 4 and one at the bottom for deep sea trenches

when a bring them on disk on Monday because I forgot them today and I am so upset with my self right now.
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Old October 10, 2002, 12:17   #39
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I have given a look in the deep sea mod idea. Maybe in a week or two i may try it (or help you if you have already started).
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Old October 10, 2002, 12:56   #40
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pedrun all you need is the tile rules i have done the rest
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Old October 10, 2002, 15:42   #41
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I have give a look exacly in the tile rules (and tile of course). I will try to make them at night. So that you can give them a shot. Ok?
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Old October 11, 2002, 18:30   #42
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Bad news.
My rules didnt work
The tiles just didnt show up in the map .
I plan to give another try later .
Yet, your pics are wrong sized. I fixed them to fit in the tile format without needing borders.
Attached Files:
File Type: zip new new folder.zip (19.7 KB, 2 views)
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Old October 14, 2002, 11:58   #43
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here are the deep deep sea mod files.
Attached Files:
File Type: zip deep.zip (164.1 KB, 6 views)
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Old October 19, 2002, 13:57   #44
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Are all those pictures really needed?!?!?!?

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Old October 21, 2002, 12:09   #45
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yep
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Old October 21, 2002, 18:27   #46
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Ok, for the hidden undersea, I have a theory as to why it was not implemented in CtP2.

You can see the goods, and go guard them, so the AI can't grab em when he gets sea cities.

Is the consensus of opinion for or against goods being visible on the deep water that appears shallow?
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Old October 21, 2002, 18:42   #47
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Much against. My theory is either

They didnt have time to implement it properly

They fu**ed it up whilst transering it from ctp1 ala the sea city bug

P.S. I have seen a Beta screenshot of CtP2 with sea cities working so it must have been something they did stupid later on in the games development
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Old October 22, 2002, 13:14   #48
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Quote:
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P.S. I have seen a Beta screenshot of CtP2 with sea cities working so it must have been something they did stupid later on in the games development
Did these cities had undersea tunnels on their tile. If no and there wasn't an invisible one under the city then it is no problem to reproduce the screenshot. If it is really a last minute bug, like I think the thing with the diplomacy pictures then it should be easy to fix if we get the source code.

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Old October 23, 2002, 05:30   #49
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I have my own theory you see on ctp 1 if by the time you rehearsed the flag to make the under water terrain visible you have explored a lot of them map.

When you research the flag the sea would show you what was deep or not this means that the entire map throw the fog or war is changed with out having to explore it again.
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Old October 23, 2002, 12:12   #50
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In my therory the deep tiles are shown as shallow water tiles. There are no terrain indices for the terrain graphic that should be used, so in CTP1 it depends on the order in the terrain.txt which graphic is used, so the deep sea thing is hard encoded in CTP1 most probably, the logical step from CTP1 to CTP2 would be to make it text file dependent which terrain graphic is in the eraly game shown as shallow water and which not. This part of the terrain.txt is missing in CTP2.

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Old October 23, 2002, 17:16   #51
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Another problem occurs when trying to terraform dummy shelf to actual shelf. It doesn't want to change. any ideas?
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Old October 24, 2002, 08:29   #52
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Don’t bother teraforming the shelf’s they will teraform on there own.
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Old October 24, 2002, 15:39   #53
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Just make all the shelf shallow water and let the game sort it out?

Yeah, that might work
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Old October 24, 2002, 17:16   #54
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You could try not changing the shelf at all (I think that's what Big Mc meant...). i.e. don't change it to a dummy version. What happens to shelf with no neighbouring deep water? IIRC it gets some kind of strange tile with cracks in, but you could easily change the graphic.

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Old October 24, 2002, 17:23   #55
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oooh, I see.
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Old October 24, 2002, 19:05   #56
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ok, another frikking paradox.

You don't change the shelf: what happens is that you get
[shallow] [shelf] [looks-like-shallow] [shelf] [shallow]

Which looks rubbish.

You can change the shelf: And it doesn't convert back to shelf again, leaving you
[shallow] [deep] [shallow] and no transitional bit.

I think the problem occurs because of the internal types. I tried using the dummy as an InternalType:WaterShelf - and it doesn't get replaced with the new tech discovery - it stays dummy. So then I tried using a InternalType:WaterDeep. Then it doesn't get put in in the first place. It seems (at sea) you can only replace terrains with those from the same zone. ie. (shallow-reef-kelp), (trench-shelf), (deep-volcano-rift).

So I'll try a different way

Edit:
Oh dear. You can a) Terraform to another Internal Shelf, and then it doesn't change back. Or b) Terraform to an Internal Shallow - then the next deep water inside turns to shelf, or c) terraform to an Internal Deep Water, then the next tile out turns shallow.

Bah
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Old October 24, 2002, 23:52   #57
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This may be bad news, IW. But still fit perfecly in the concept i have of it (as i stated in a ealy post in this thread:

Quote:
Originally posted by Pedrunn
Oh, it has been so long since my last CTP1 play that i cant barely remember what the game look like. Still I like to do things in my way and i think the ancient-renassaince people knew the difference of deep and shallow sea. They only didnt have radar to know how the bottom was like. So if i ever do this deep sea will be in the ancient-renassaince age.
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Old October 25, 2002, 03:41   #58
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So perhaps it would be best just to terraform volcanoes and ridge squares to dummies (which look like deep water) and back again.

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Old October 25, 2002, 08:24   #59
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Yeah, that's fair enough I suppose. Which would make removing the goods more important as well, so there's no giveaways.
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