Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
+2 文化。
防止单位从其占用的图块上下船或下船。
在建造了这个奇迹之后,建造它的城市可以建造海岸墙改进,以进一步保护其沿海边界。
占据此方格的单位可获得 +4 的视野,以及 +8 的远程攻击力。
敌方间谍在这座城市的低一级活动。
该建筑还可以容纳两件遗物。
必须建在海岸上。
独特改良:海岸墙
独特的防御改进,可以在建造该奇观的城市内建造。
提供防御工事加成,防止单位从它所占据的方块上船或下船,并降低任何穿过它的单位的移动速度。
必须建在海岸上。
With respect to the Coastal Wall - they are designed to be permanent/unremovable. In reality, I wanted to allow them to be removed, but that would cause other (bigger) issues.
When the White Tower wonder is built, it automatically populates Coastal Walls on its own tile and all adjacent, valid tiles - that is by design. I do have a note to update the in-game description of the wonder effect to account for this, so its clear to players. The placement of the adjacent Coastal Wall is not a fault, however - it is by design. As is the inability to remove it. The idea is that it 'gets you started' in terms of protecting your coastline.
Also after building it , the wonder created an unremovable coastal wall tile between it and my capital were I had hoped to put a theater square. I could also not find an answer for why this was happening.
In the case of the Coastal Wall, it occupies the inland tile (as opposed to the one that's coastal water). It is this tile that drives the gameplay mechanics associated with the Coastal Wall - that is, the embarkation/disembarkation (technically, the presence of the coastal wall triggers the approach to that tile, from the sea, or from that tile to the sea, to be prevented), the fortification and reduced movement for units moving into that tile from an adjacent inland tile.
Sorry for the confusion it caused at your end and hope it didn't ruin your son's first experience with the mod too much!
That should have no bearing on the ability to place the Coastal Wall, in terms of the rules for placement.
It's worth noting that the Coastal Wall can only be built on 'clear' terrain (either flat or hills). Is it possible that the tiles in question had resources/features on them?
As mentioned previously, I really can't see how, objectively, this mod could cause that behaviour. There is no overlap into any AI behaviour - except for a very basic addition of the wonder as a 'favoured building' for a few leaders.
In the interests of being a responsible mod creator, though (and because I want to definitely rule it out), can you let me know:
- the details of the game(s) in which you observed this behaviour. If you can, it would be great to understand what other mods you had enabled, too.
- was the failure to declare war across all AI and in the direction of both human and AI players, or was it just that the player who built the wonder wasn't declared war on? Or some other combination/variant of what I've described?
- across how many games have you observed this?
I have had feedback from others related to the mod and no-one has brought this issue up, as yet.
For those requesting/suggesting the Coastal Wall as a standalone improvement - I will not personally make a mod of that. If someone wants to take it on themselves to create it as a sub-mod, I have no issue with that.
My reasoning for thinking it is a bad idea is because of the way the Coastal Wall's effects are implemented. Having them on too much of the map will create a significant and irreversible imbalance for travel (IMHO). Just my two cents.
I think we need more wonders that affect the combat strength of units and general combat parameters such as defense, attack, range or flanking.
The extra tiles upgrades provided by wonders are also great concept.
Keep up the good work.
It would be nice to integrate your idea on walls to be another tile improvement in combination with districts. Like a secondary wall improvement just like the Great Wall in Civ 5
On the note of having them removable - I settled on not allowing them to be removed because of the way I had to implement them preventing embarkation.
Finally, the improvement will remain locked behind the wonder - thus making it a unique improvement only for the owner. You are free to change it, locally, as you said - but the unique improvement is a fundamental part of the design and one of the core benefits the wonder brings to the player.
I'll respond to the 6T suggestion under the thread.
I think the improvement is generic enough that it should be available to all civs instead of wonder dependent, but I can just change mine locally. Opened a discussion with code for 6T support.
No other gameplay changes were made in this update. Enjoy!
As such, I'll be setting this to Unlisted and uploading a corrected version later today. For anyone that has already subscribed, it should update automatically to reflect the intended design.
I have updated the Chinese translations here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2456904079