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Old October 6, 2002, 17:11   #1
SMIFFGIG
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A new goody hut ( from civ3)
I recently started playing civ3 again with the newest patch to see how it was like, I have recently finished playing civ3 cause i now remember.

However total crap civ3 is, it does have some good ideas most of which are already being or are already converted which is great (i mean even the units are)

However there is two that has been forgotten relating to goody huts

1) The goody hut the reveals map of the surrounding area (this is a good one, hope it can be converted to ctp2

2) Each goody hut having a tribal name. So in ctp2 it will say something like
"Searching the Vandals ruins we find nothing" or "Thanks to the Phonecian tribe we now have the knowledge of Bridge Building"


Message boxes (again)
3) There are alot of message boxes in civ3 which i hope will make it into HotW and pedrunns mod or whatever

Like when a road has been built to grapes a message box comes up saying "Pompeii has built a road to grapes, now the people of that city will recive a happiness bonus" or something like that. Although even with Pedrunns new trade system im not sure if you do need a road to the particular good. But if you dont would be nice if a message box did come up saying "We have found iron withing the boarders of Pompeii which will alow us to build new units" or something like that

Anyway i cant think of anything else civ3 has to offer that hasnt been mentioned. Maybe i should make a thread on what ppl want converted from civ3 ?????????
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Old October 6, 2002, 18:56   #2
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Quote:
1) The goody hut the reveals map of the surrounding area (this is a good one, hope it can be converted to ctp2
2) Each goody hut having a tribal name. So in ctp2 it will say something like
The problem is that there is no way to know if a location has a hut or not

Quote:
3) There are alot of message boxes in civ3 which i hope will make it into HotW and pedrunns mod or whatever
I am waiting eagerly to read your ideas
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Old October 7, 2002, 08:57   #3
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There may be away to tell you when a city starts to collect a good however it will have to be done using slic. I thick you would have to list every good in the game to get the kind of msg box you are after.
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Old October 7, 2002, 10:16   #4
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Re: A new goody hut ( from civ3)
Quote:
Originally posted by SMIFFGIG
Message boxes (again)
I know… it’s been said a million times (don’t flame me ). I’m just scared somebody forgets. Definitely messages warning you just before you do something that could be painful – like start a war.

(Now where did I put that messagebox for Washington? )
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Old October 7, 2002, 20:28   #5
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1) The goody hut the reveals map of the surrounding area (this is a good one, hope it can be converted to ctp2
I take it back. It is possible by creating and placing TI's with the same graphic of the ruins (will need a tileimp.txt changes). The effect would be given by creating and disbanding (so fast that the human player is not going to see it) a dummy unit with a high vision radius.
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Old October 8, 2002, 07:08   #6
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or make the TI a fort, or listening post, with a vision range.
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Old October 8, 2002, 08:40   #7
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Quote:
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or make the TI a fort, or listening post, with a vision range.
If you place a TI, wouldn’t it create a border (irrespective of IntBorderRadius setting)?
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Old October 8, 2002, 08:51   #8
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no, you have to place TIs within your borders, which you can create temporarily with a fort, then place the "listening post", and destroy the fort.
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Old October 8, 2002, 09:33   #9
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Thanks IW. You have again corrected my errant ways.

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Old October 9, 2002, 05:17   #10
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I had an idea what about hidden goods you could see the ruins go into them and find large amounts of coffee growing around the ruins and the use the plant good command in slic to put coffee on that tile.
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Old October 13, 2002, 09:46   #11
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Ahh big Mc. Ala SMAC

Another goody hut idea. In the ruins we find great deposits of (coffee, Gold, Poppies, Tea, Silver, Hardwood) etc etc then that good appears on the map where the goody hut was (or within a radius around it) of course it would have to correspond to the right terrain eg u couldnt have Hardwood appear on Sand dunes or desert etc
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Old October 13, 2002, 10:37   #12
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What about roads connecting cities to goods? Anyone got any ideas to implement this?
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Old October 13, 2002, 11:04   #13
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What about roads connecting cities to goods? Anyone got any ideas to implement this?
Using the current system, no! Since a city can only harvest a good with in its border. We cant make any work arounnd for this even with slic.
But thinking in the trade system i proposed i would say no too. But i wonder if truly isnt impossible using the functions HasRoad and GetNeghbor to follow a road path. Still i suspect it will cause crashs due to the amout of info needed. Yet i like to say that hope is the last to die.
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Old October 13, 2002, 12:45   #14
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Pedrun there is no HasRoad function in CTP2, but fortunatly you can use TileHasImprovement to check if the tile has a road like improvement.

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Old October 14, 2002, 12:19   #15
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What about random pop points say you find a ruin were survivors are and they are transported to you nearest city.
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