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Old November 4, 2002, 14:33   #1
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Question regarding units and harvesting food/gold/prod
Is it possible to mod a unit like the crawler in SMAC?
So that you can use a unit to harvest shields that would normally be out of a cities range.
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Old November 4, 2002, 14:47   #2
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Quote:
Originbally posted by Lemmy
Is it possible to mod a unit like the crawler in SMAC?
So that you can use a unit to harvest shields that would normally be out of a cities range.
As far as I know there is no slic function that can increase the city's collection of food, gold or commerce per turn. Therfore it isn't posible to do this. It would be a great feature espeacilly if you could collect goods outside the city radius.

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Old November 4, 2002, 14:48   #3
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Thats a cool idea Lemmy

The Civ3 worker unit could be used for it (when its converted)
I have know idea if or how it could be done though

I cannot remember the crawler unit but a possible downside to this is that the game could end up like civ all over again with workers scattered all over the map to get extra resources

Could explain more about the crawler eg How far out city radius crawler can obtain shields/gold/food etc. How expensive is this unit ? etc etc
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Old November 4, 2002, 14:50   #4
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Old November 4, 2002, 15:40   #5
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The crawler could be put anywhere on the map, as long as the tile wasn't used by a city worker. So it could work inside another cities radius, but the city then couldn't benefit from the tile by working on it.
You could only select on resource to harvest, so only minerals(shields) or only energy(gold) or nutrients(food).

Hmm, another thing is that the crawler only harvest for the city that supports it, but since cities don't support units in ctp2 i don't know if that is possible...you would need to know where the unit has to send the resources to.

The unit wasn't that expensive...in an average 3 size city it took about 4-6 turns to build one.
Off course in SMAC it all depended on how you designed your unit, you could put the best armor on it with the worst reactor and some other expensive abilities, and it would take 15 turns to build.
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Old November 4, 2002, 17:54   #6
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You could harvest PW and gold I guess. It would be easy to send that to the nearest city. Actually, that wouldn't have to go to a city Which solves another problem
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Old November 4, 2002, 19:03   #7
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Yeah, but it doesn't make sense that a unit is gathering PW near the western border, and then it's being used on the other side of the empire...
I just wanted a way to use those mountains in the middle of my territory.
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Old November 6, 2002, 14:49   #8
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You can use SLIC to terraform the tile a city is on or place a tile improvement there to 'simulate' a SLIC function that increases food/production/commerce output...
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Old November 7, 2002, 15:27   #9
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Quote:
Originally posted by Lemmy
Yeah, but it doesn't make sense that a unit is gathering PW near the western border, and then it's being used on the other side of the empire...
It makes no less sense than PW being generated near the western border and used on the other side, which happens all the time.
Quote:
Originally posted by Locutus
You can use SLIC to terraform the tile a city is on or place a tile improvement there to 'simulate' a SLIC function that increases food/production/commerce output...
Tough to keep track of, perhaps - it wouldn't survive a reloadslic well without much care and attention.
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Old November 7, 2002, 16:14   #10
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Tough to keep track of, perhaps - it wouldn't survive a reloadslic well without much care and attention.
The easiest way to avoid the lost of data would be to search for the tile improvements on the map everytime when the information is needed. So you have to implement it via the tile improvement sollution. As long the tile improvements are on the map it should be possible to recreate the information. Of course you would use dummy tile improvements.

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Old November 7, 2002, 16:17   #11
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The problem would be associating the tile improvements with the units, but I expect it could be done.

Last edited by J Bytheway; November 16, 2002 at 08:35.
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Old November 14, 2002, 20:09   #12
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Just a thoght:
was the cow left out of ctp2?

There was a cowmod for ctp1, it generated food.

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Old November 15, 2002, 04:51   #13
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The cow was left out - there is still a flag in the units.txt that should let you make another one, but AFAIK noones tried it to see if it works.

Last edited by J Bytheway; November 16, 2002 at 08:35.
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Old November 16, 2002, 08:18   #14
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But then it would have to be in the city radius. You might as well stick down a farm or two.

Actually, I'd be surprised if the cow did work in CtP2, because resource collection is done differently from the one-citizen-per-tile way in CtP.
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