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Old September 1, 2002, 13:33   #1
ahenobarb
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Sonar Buoys
The Sonar Buoys in Cradle cannot actually see submarines. In the tileimp.txt file, they are the only improvement with the "CanSee:Underwater" attribute.

I guess the game has hardcoded that tile improvements can't have this ability?
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Old September 1, 2002, 15:12   #2
ahenobarb
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After some fiddling, they now work.

However, you have to drop the line "Cansee:Standard"

Apparantly, it's either one or the other.
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Old September 1, 2002, 23:23   #3
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As a mod idea I would like to be able to send a ship to a far corner of the world and drop off a sonar buoy to get a sense of the enemy navy.

To do so, I have added that Sonar Buoys have a IntBorderradius of 0, with a SquaredBorderRadius of 0 as well.

However, when the improvement is complete, you get a snap shot of what the area looks like for that turn only. After the first turn, the "vision range" component of the tileimprovement text seems not to function anymore. Does anyone know a way around this?

I have tried giving it a vision range equal to its border, which works, but I don't want to use this as an ocean-borne land grab.

BTW, It's getting kinda lonley on this thread:

Hey you! out there beyond the wall,
breaking bottles in the hall,
Can you help me?
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Old September 2, 2002, 08:53   #4
Martin Gühmann
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Quote:
Originally posted by ahenobarb
To do so, I have added that Sonar Buoys have a IntBorderradius of 0, with a SquaredBorderRadius of 0 as well.

However, when the improvement is complete, you get a snap shot of what the area looks like for that turn only. After the first turn, the "vision range" component of the tileimprovement text seems not to function anymore. Does anyone know a way around this?
It seems that the improvement loses its owner afterwards. You could try to increase one of IntBorderradius and SquaredBorderRadius only and see what happens.

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Old September 3, 2002, 21:49   #5
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Quote:
Originally posted by Martin Gühmann


It seems that the improvement loses its owner afterwards. You could try to increase one of IntBorderradius and SquaredBorderRadius only and see what happens.

-Martin
Thanks for the tip, Martin. It's working fine now. I have posted the script below. The only thing is that the game seems to pick up a few weird ticks evey now and then. For instance, now the buoys can see both above and below water, which is great, but it was having problems with this before.

Also, when I built a new buoy with the script below at first, you could not build another buoy within the visionrange of the first one unless you saved and reloaded the game. I have since shutdown the computer and rebooted and this problem has gone away. I don't know what to say except that it's strange.


Here the script:
## 26 ################################################## ########

TILEIMP_SONAR_BUOYS {
Icon ICON_TILEIMP_SONAR_BUOYS
Tooltip TOOLTIP_TILEIMP_SELECT_SONAR_BUOYS_BUTTON
Statusbar STATUSBAR_TILEIMP_SELECT_SONAR_BUOYS_BUTTON
Level 1
IntBorderRadius 4
SquaredBorderRadius 0
Class:OceanDetector

ConstructionTiles 50
ConstructionTiles 50
ConstructionTiles 50

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

CanSee:Underwater
CanSee:Standard
Excludes:ATM
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_KELP
Terrain TERRAIN_WATER_REEF
Terrain TERRAIN_WATER_RIFT
Terrain TERRAIN_WATER_SHALLOW
Terrain TERRAIN_WATER_SHELF
Terrain TERRAIN_WATER_TRENCH
Terrain TERRAIN_WATER_VOLCANO

Radar
ListeningPost
VisionRange 4
RadarRange 4
EnableAdvance ADVANCE_MASS_PRODUCTION
ProductionCost 1500
ProductionTime 2
TilesetIndex 70
}
}
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