-
CTP MODIFICATION: UNIT FLAGS
- Created by: Harlan
- Published: December 30, 1999, 19:13
- 0 comments
CTP MODIFICATION: UNIT FLAGS
For X, Y, and Z you generally need to put a number there. Y usually is the chance a unit special function succeeds, and Z is the chance the killed if the function fails. Occasionally I didn't know what the numbers referred to, so I just left them as is (like the middle number in INVESTIGATE_CITY, for instance)... -
SLIC Built-in variables and trigger events
- Created by: Mr Ogre
- Published: December 30, 1999, 18:51
- 0 comments
SLIC Built-in variables and trigger events
By Joe Rumsey
About the author: CTP Programmer, a.k.a Mr Ogre on the forums
Variable concepts
Built-in variables in SLIC serve two purposes. First, they contain information about objects in the game. For example, when you have code that deals with a city, it will have access to a variable named city. To find out how many people live in the city, you can use city.population. Because you may sometimes have to deal with more than one city, an index as to which city you mean can be inserted between the container name and the member you are interested in. For example, city.1.population is the same as city.population since 1 is the default index if none is given. But city.2.population is the population of the second city in the current context. This use of indices is not specific to the city container, it works for all containers except g, clicked, and special. ... -
CTP MODIFICATION: MAKING UNIT GRAPHICS
- Created by: Harlan
- Published: June 15, 1999, 16:43
- 0 comments
CTP MODIFICATION: MAKING UNIT GRAPHICS
Get the Full version of this guide with images and unit.txt example
Here is what I have so far on a file to help explain how to make non-animated unit graphics. I'm going to add some more (such as an additional section on how to make shadows) but this is the basic part. When I post it, I will include a couple of files that will help the user make files easier. For now if you want to try this out, use the text I included earlier in this thread for the text file, and open up one of the cow pictures that comes with the graphics editor patch to start your graphic off from (deleting the cow, of course).
... -
CTP MODIFICATION: AIP COMMENTS
- Created by: Celestial_Dawn
- Published: June 14, 1999, 16:33
- 0 comments
CTP MODIFICATION: AIP COMMENTS
I think I've managed to figure out how the AIPs work. The AIPs certainly have a lot of information about the inner workings of the AI. Read and enjoy. AIP COMMENTS (based on default.aip) Default.aip is the first aip loaded at game start and contains a number of strings which are not found in the other personality aips. If repeated in the other aips, the new values take precedence over the default. // The next line was used in Dark Reign to specify a likelihood that a spy // would be seen... We can use that stuff in Civ3, too int infiltrator_period = 2; No clue. ... -
CTP MODIFICATION: SET_FOOD_OR_PROD.FLI and SET_RESOURCE_DESIRE.FLI COMMENTS
- Created by: Celestial_Dawn
- Published: June 13, 1999, 16:28
- 0 comments
CTP MODIFICATION: SET_FOOD_OR_PROD.FLI and SET_RESOURCE_DESIRE.FLI COMMENTS
SET_FOOD_OR_PROD.FLI and SET_RESOURCE_DESIRE.FLI COMMENTS For all non-barbarians: 1. If cities = 0-1 and total population is 1, Maximise growth ratio (minimise turns to next pop) Pay as much wages as needed, minimise rations, average workday No PW Minimum workers on production tiles Maximum workers on food tiles Opening game strategy (this means explore more, and don't build roads yet - this is the same for all entries in this FLI so I won't repeat it) ... -
CTP MODIFICATION: BEGINTURN.FLI&OUTPUTS.FLI COMMENTS
- Created by: Celestial_Dawn
- Published: June 12, 1999, 16:23
- 0 comments
CTP MODIFICATION: BEGINTURN.FLI&OUTPUTS.FLI COMMENTS
BEGINTURN.FLI(S) COMMENTS beginturn.fli is a template that is unused by the game. The settings for the various personalities are: Barbarian settle_dense, science_slow, diplomacybarbarians //Barbarian Cleric settle_dense, science_fast, diplomacypeacebackstab //Religious SciFew settle_loose, science_fast, diplomacypeaceloyal //Agreeable SciMany settle_dense, science_fast, diplomacypeaceloyal //Peaceful Slaver settle_dense, science_fast, diplomacywarbackstab //Slaver WarFew settle_loose, science_slow, diplomacywarloyal //Aggressive WarMany settle_dense, science_slow, diplomacywarbackstab //Militant Note that both science_fast and science_slow are identical, Activision decided to set them all to a fast science rate, but differentiated them according to their research goals - i.e. do you research war branches rather than development brances of the tech tree. I think this approach is just fine.... -
CTP MODIFICATION: CD's INPUTS.FLI COMMENTS
- Created by: Celestial_Dawn
- Published: June 11, 1999, 19:11
- 0 comments
CTP MODIFICATION: CD's INPUTS.FLI COMMENTS
CD INPUTS.FLI COMMENTS INPUT my_current_savings xref set_budget.fli Means exactly that. The AI's current savings. If savings are more than 10,000, the AI will rushbuy anything (its default setting is only to rushbuy buildings). INPUT desired_farm_pw, desired road_pw, desired mine_pw xref set_inst_priority.fli Game engine tells the FLI how much PW it wants for farms, roads and mines... -
CTP MODIFICATION: AIPLOADER.FLI COMMENTS
- Created by: Celestial_Dawn
- Published: June 11, 1999, 18:07
- 0 comments
CTP MODIFICATION: AIPLOADER.FLI COMMENTS
AIPLOADER.FLI COMMENTS OUTPUT primary_loaded is only in aiploader.fli primary_loaded is to make sure that the AIPs are loaded in the correct order. This is to ensure that survival_mode.aip and citywall.aip are only loaded after the personality aips have first been loaded. Personality AIPs are always loaded on the first turn (turn 0). Otherwise, not relevant... -
CTP1 editing Userprofile.txt
- Created by: Martin Gühmann
- Published: June 3, 1999, 19:12
- 0 comments
CTP1 editing Userprofile.txt
By David Williams, aka Non-Descript, dr[dot]funk[at]pdq[dot]net
Created 4-6-99
No-one else seems to have started one yet, so I figure why not me. This is my first FAQ so bear with me. Default values are based off the MaxHigh profile on the CTP CD.
Table of Contents
I. General information... -
SLIC Function Reference
- Created by: Mr Ogre
- Published: April 1, 1999, 18:56
- 0 comments
SLIC Function Reference
By Joe Rumsey
About the author: CTP Programmer, a.k.a Mr Ogre on the forums
This is an alphabetical list of every function available in SLIC scripts for Civilization: Call to Power.
Functions marked with (1.1) were not present until version 1.1.
Functions marked with (1.2) were not present until version 1.2.
...
There are no articles in this category.
Please log in to your account to view your subscribed posts.
Categories
Collapse
Article Tags
Collapse
- apolyton (33)
- call to power (82)
- call to power 2 (94)
- civilization 1 (22)
- civilization 2 (61)
- civilization 4 (89)
- civilization 4 colinization (12)
- civilization 5 (152)
- civilopedia (14)
- colonization (11)
- column (21)
- gods & kings (11)
- gods and kings (10)
- info (10)
- modification (29)
- multiplayer (17)
- patch (30)
- preview (10)
- review (16)
- smac (55)
- smax (18)
- superguide (13)
- the list (21)
- units (11)
- wonders (13)
Latest Articles
Collapse
-
by HarlanGet the Full version of this guide with images and unit.txt example
Here is what I have so far on a file to help explain how to make non-animated unit graphics. I'm going to add some more (such as an additional section on how to make shadows) but this is the basic part. When I post it, I will include a couple of files that will help the user make files easier. For now if you want to try this out, use the text I included earlier in this thread for the text file, and open up one of the cow pictures that comes with the graphics editor patch to start your graphic off from (deleting the cow, of course).
...-
Channel: Modification
March 5, 2012, 17:43 -
-
I think I've managed to figure out how the AIPs work. The AIPs certainly have a lot of information about the inner workings of the AI. Read and enjoy. AIP COMMENTS (based on default.aip) Default.aip is the first aip loaded at game start and contains a number of strings which are not found in the other personality aips. If repeated in the other aips, the new values take precedence over the default. // The next line was used in Dark Reign to specify a likelihood that a spy // would be seen... We can use that stuff in Civ3, too int infiltrator_period = 2; No clue. ...
-
Channel: Modification
March 5, 2012, 17:33 -
-
SET_FOOD_OR_PROD.FLI and SET_RESOURCE_DESIRE.FLI COMMENTS For all non-barbarians: 1. If cities = 0-1 and total population is 1, Maximise growth ratio (minimise turns to next pop) Pay as much wages as needed, minimise rations, average workday No PW Minimum workers on production tiles Maximum workers on food tiles Opening game strategy (this means explore more, and don't build roads yet - this is the same for all entries in this FLI so I won't repeat it) ...
-
Channel: Modification
March 5, 2012, 17:27 -
-
BEGINTURN.FLI(S) COMMENTS beginturn.fli is a template that is unused by the game. The settings for the various personalities are: Barbarian settle_dense, science_slow, diplomacybarbarians //Barbarian Cleric settle_dense, science_fast, diplomacypeacebackstab //Religious SciFew settle_loose, science_fast, diplomacypeaceloyal //Agreeable SciMany settle_dense, science_fast, diplomacypeaceloyal //Peaceful Slaver settle_dense, science_fast, diplomacywarbackstab //Slaver WarFew settle_loose, science_slow, diplomacywarloyal //Aggressive WarMany settle_dense, science_slow, diplomacywarbackstab //Militant Note that both science_fast and science_slow are identical, Activision decided to set them all to a fast science rate, but differentiated them according to their research goals - i.e. do you research war branches rather than development brances of the tech tree. I think this approach is just fine....
-
Channel: Modification
March 5, 2012, 17:23 -
-
AIPLOADER.FLI COMMENTS OUTPUT primary_loaded is only in aiploader.fli primary_loaded is to make sure that the AIPs are loaded in the correct order. This is to ensure that survival_mode.aip and citywall.aip are only loaded after the personality aips have first been loaded. Personality AIPs are always loaded on the first turn (turn 0). Otherwise, not relevant...
-
Channel: Modification
February 13, 2012, 19:07 -
-
by Mr OgreHow to stagnate growth and technology
"When you create scenarios, will you be able to stagnate growth? For example, if I wanted to create a Viking scenario would you be able to ensure the tech level remains the same for that time period as opposed to being able to develop nuclear weapons? In Civ 2 that was one of the things that bothered me most. Someone creates a WW2 scenario and it quickly turns into a Desert Storm scenario."
You can "stagnate" technology through three routes:...-
Channel: Modification
February 11, 2012, 21:16 -