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Re: Coru's game mods (and questions!)

Posted: Sat Jan 24, 2009 1:20 pm
by Grandma Ruth
It falls over, of course! You try walking without toes. ^**lylgh

Re: Coru's game mods (and questions!)

Posted: Sat Jan 24, 2009 1:41 pm
by Stoker
I feed Toma Toes to my Naugas, which of course I raise only for their Hides. :roll:

Re: Coru's game mods (and questions!)

Posted: Sat Jan 24, 2009 2:15 pm
by nedfumpkin
Up here in the north we have their close cousin the Vinylope. :)

Re: Coru's game mods (and questions!)

Posted: Sun Jan 25, 2009 7:41 am
by Grandma Ruth
!**fldwn!

Re: Coru's game mods (and questions!)

Posted: Wed Dec 09, 2020 8:21 am
by sbaros
coruscate wrote: Fri Oct 03, 2008 10:59 am...saw the Gwizz port. Nice
Does anybody have an opinion about this strange "Gwizz port" and some ideas to employ it creatively? Thanks in advance.
coruscate wrote: Thu Dec 18, 2008 11:04 amHouses demand gods2 but not goods3
Maybe they should turn to churches?

Re: Coru's game mods (and questions!)

Posted: Wed Dec 09, 2020 3:35 pm
by Gumboots
Not really. I think the Gwizz port is more of a cute oddity than a useful game asset. The problems are:

1/ In default form it does not actually behave as a port. In other words, it does not transfer cargo price from land to water (or water to land).
2/ It only has a small station cargo capture area.
3/ Due to it having to be placed at the edge of the water, most of the small capture area is not on land.
4/ The result is that it is pretty useless as a station.
5/ The amount of pax it generates can be made up with one large house.
6/ If you really need troops too, a barracks has a small footprint and will make troops.

Note that you can fix 1/ and 2/ by hex editing the Gwizz port, but you still have the other issues. IMO it makes more sense to use a standard station and a standard port for better cargo coverage.