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Old April 5, 2002, 14:16   #1
Pedrunn
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Another tile improvement question
How do i make a tile improvement become unbuidable after a certain advance is discovered?
I want its button become empty again like if it wasnt discovered yet.

e.g.
Farms can be chosen since the ancient age but i dont want them after Genetics and i dont have any tile imp to cover its place. And i really dont want them!!!
So how would i get them off!!!!

Can someone help me here
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Old April 5, 2002, 14:54   #2
Martin Gühmann
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Open the GM1_tileimp.txt there you find this unfinished inprovement:

PHP Code:
## 39 ##########################################################

TILEIMP_UNDERSEA_FORTIFICATIONS {
   
Icon ICON_TILEIMP_UNDERSEA_FORTIFICATIONS
   Tooltip TOOLTIP_TILEIMP_SELECT_FORT_BUTTON
   Statusbar STATUSBAR_TILEIMP_SELECT_FORT_BUTTON
   Level 2
   IntBorderRadius 2
   SquaredBorderRadius 5
   
Class:OceanDetector
   GLHidden

   ConstructionTiles 50
   ConstructionTiles 911
   ConstructionTiles 913

   CantBuildOn TERRAIN_BROWN_HILL
   CantBuildOn TERRAIN_BROWN_MOUNTAIN
   CantBuildOn TERRAIN_DESERT
   CantBuildOn TERRAIN_FOREST
   CantBuildOn TERRAIN_GLACIER
   CantBuildOn TERRAIN_GRASSLAND
   CantBuildOn TERRAIN_HILL
   CantBuildOn TERRAIN_JUNGLE
   CantBuildOn TERRAIN_MOUNTAIN
   CantBuildOn TERRAIN_PLAINS
   CantBuildOn TERRAIN_SWAMP
   CantBuildOn TERRAIN_TUNDRA
   CantBuildOn TERRAIN_WHITE_HILL
   CantBuildOn TERRAIN_WHITE_MOUNTAIN

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

   TerrainEffect 
{
      
Terrain TERRAIN_WATER_BEACH
      Terrain TERRAIN_WATER_DEEP
      Terrain TERRAIN_WATER_RIFT
      Terrain TERRAIN_WATER_SHALLOW
      Terrain TERRAIN_WATER_SHELF
      Terrain TERRAIN_WATER_TRENCH
      Terrain TERRAIN_WATER_VOLCANO

      VisionRange 2
      DefenseBonus 0.5
      EnableAdvance ADVANCE_STONE_WORKING
      ObsoleteAdvance ADVANCE_STONE_WORKING
      ProductionCost 2000
      ProductionTime 4
      TilesetIndex 912
   
}

The ObsoleteAdvance flag is the entry for that you are searching, note that this improvement must be obsolete for all kinds of terrain. Yeah you can make it so that it will be obsolete for one kind of terrain and not for another kind. The above example becomes soon as you got the enabling advance the result is that you will never be able to build it.

-Martin
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Old April 5, 2002, 15:04   #3
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Thanks Martin,
I didnt know about that entry

As i read today:
There is no such thing as stupid questions
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Last edited by Pedrunn; April 5, 2002 at 15:18.
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Old April 5, 2002, 15:38   #4
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Quote:
Originally posted by Pedrunn
As i read today:
There is no such thing as stupid questions
Actual there are no stupid questions just stupid answers.

-Martin
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Old April 7, 2002, 06:49   #5
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Agreed

But lets leave this post drop before more people see it
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Old April 7, 2002, 19:04   #6
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*BUMP*


Ooops! Did I do that?
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Old April 8, 2002, 07:45   #7
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Let it go down never

Any way you got to finish the underwater fort its so much easier to make the underwater tunnels
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Old April 8, 2002, 11:43   #8
Pedrunn
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Who is this pedrunn guy? Do i know him?
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Last edited by Pedrunn; April 8, 2002 at 15:06.
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Old April 8, 2002, 18:13   #9
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Off Topic:
WWooohhhhooooooooo!!!!!!!!!!!!!!!!!!!!!!
I have been accepted in the Federal medical university (those are better than private ones here in Brazil and more difficult to join) of my state.
Time to celebrate
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Old April 9, 2002, 05:45   #10
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Yeah! Nice on Pedrunn
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Old April 9, 2002, 06:12   #11
Martin Gühmann
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Quote:
Originally posted by The Big Mc
Any way you got to finish the underwater fort its so much easier to make the underwater tunnels
If someone could give me a nice discription for the Great Library of this tile imp than no problem.

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Old April 9, 2002, 08:33   #12
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You have your self a deal. Is it OK if a presume it will look like a force field and can be build after nanites BECASE THATS WHAT MINE LOOKS LIKE
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