October 15, 2002, 18:44
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#1
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Firaxis Games Programmer/Designer
Local Time: 05:24
Local Date: November 1, 2010
Join Date: Apr 2002
Location: Maryland
Posts: 9,567
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Making Resources 'Untradable'
Part of my the scenario I'm working on requires me to make it so that you can't trade resources from one city to another. Has anyone figured out a way to do this?
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October 15, 2002, 19:04
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#2
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Emperor
Local Time: 02:24
Local Date: November 1, 2010
Join Date: Sep 2001
Location: Henderson, NV USA
Posts: 4,168
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Sorry Trip, this is a "really stupid" response, but the best I can come up with:
Make each city a separate civ...
... that doesn't work either, does it.
In civ3, I think not at all.
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JB
I play BtS (3.19) -- Noble or Prince, Rome, marathon speed, huge hemispheres (2 of them), aggressive AI, no tech brokering. I enjoy the Hephmod Beyond mod. For all non-civ computer uses, including internet, I use a Mac.
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October 15, 2002, 19:08
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#3
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Prince
Local Time: 01:24
Local Date: November 1, 2010
Join Date: Dec 2001
Location: of the Sierra Nevada foothills
Posts: 527
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There's two ways. Both require custom maps:
1.) Put each civ on its own island. Make harbors and airports either unavailable, or remove the "allow trade" flag from them. This, as far as I can tell, would disable all trade.
2.) Give each Civ all strategic resources near its starting position. They won't trade if they already have it.
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October 15, 2002, 19:34
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#4
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Firaxis Games Programmer/Designer
Local Time: 05:24
Local Date: November 1, 2010
Join Date: Apr 2002
Location: Maryland
Posts: 9,567
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You see the problem is that what I'm trying to do is add a 'people' resource to every city on the map, so that certain cities can produce units of a particular nationality (requiring the nationality resource to make in each city), but no where else in the country, simulating the ability to build UUs on a city-by-city basis.
So you see, islands, seperate civs and multiple resources don't help that much, but thanks for the suggestions guys.
[Edit]What I mean is untradable from city to city within a civ.[/Edit]
Last edited by Jon Shafer; October 15, 2002 at 19:40.
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October 15, 2002, 23:55
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#5
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Emperor
Local Time: 04:24
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Join Date: May 2001
Location: flying too low to the ground
Posts: 4,625
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just disallow roads and rails
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"I've lived too long with pain. I won't know who I am without it. We have to leave this place, I am almost happy here."
- Ender, from Ender's Game by Orson Scott Card
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October 16, 2002, 00:50
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#6
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Deity
Local Time: 02:24
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Posts: 17,354
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perhaps you could disallow roads. They can be messy anyways.
Maybe you could have certain terrain types that allow movement similar to roads. or give units higher movement rates. This may require changing the terrain graphics to show roads so the game looks good.
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Barack Obama- the antichrist
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October 16, 2002, 09:16
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#7
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Chieftain
Local Time: 11:24
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Join Date: Jul 2002
Posts: 81
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Dunno how, but wouldn't this make the need for warmongering even higher?
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October 16, 2002, 09:59
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#8
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Settler
Local Time: 18:24
Local Date: November 1, 2010
Join Date: Aug 2001
Location: Adelaide, Australia
Posts: 13
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I don't think it can be done trip, short of cutting those cities off from the rest of the trade network.
A unit equivalent of the small wonder flag to require all resources to be in the city radius would be the ideal solution for this sort of thing. Perhaps we should push for such a thing if they ever give us a patch or expansion which provides proper events, and other such useful scenerio building tools.
Another idea would be to only allow units to be built in cities with certain improvements. Then they could be attached to unique improvements like the palace, and voila, Royal Guards who can only be built in the capital. Or tanks which can only be built in cities with a factory, and air units which can only be built in cities with airports, and advanced naval units which can only be built in cities with harbors (Battleships, Carriers, subs)... start customising the improvements and the possibilities become endless and very interesting for scenerio creation. [eg: tanks which can only be built in cities which have invested in the very expensive tank factory... make it a small wonder and then finding an enemies industrial heart, and taking out his tank factory becomes a vital part of strategy, to stop those pesky enemy tank led counter attacks... OR a Red Front recreation, where the Soviet Union builds Tankograd, and now has somewhere to build those really nifty advanced tanks which have become attached to the Tankograd wonder...]
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October 16, 2002, 13:01
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#9
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Emperor
Local Time: 04:24
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Join Date: May 2001
Location: flying too low to the ground
Posts: 4,625
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make no roads.
is it possible to make a terrain have fractional move points?
if not, make it so every 1 move unit has 3 moves and only grassland/plains/whatever take 1 move, everything else takes 3.
__________________
"I've lived too long with pain. I won't know who I am without it. We have to leave this place, I am almost happy here."
- Ender, from Ender's Game by Orson Scott Card
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