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CTP MODIFICATION: IMPROVEMENT FLAGS

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  • CTP MODIFICATION: IMPROVEMENT FLAGS

    Many improvements use more than one flag. The 45 in CTP improvements use 37 different type of flags. I included explanations of some flags that might not be clear.

    PRODUCTION_PERCENT PRODUCTION_TYPE_KNOWLEDGE X (%)
    PRODUCTION_PERCENT PRODUCTION_TYPE_GOLD X (%)
    PRODUCTION_PERCENT PRODUCTION_TYPE_FOOD X (%)
    PRODUCTION_PERCENT PRODUCTION_TYPE_PRODUCTION X (%)
    SCIENCE_PER_POP 0.X + .X science per citizen
    GOLD_PER_CITIZEN X
    LOWER_OVERCROWDING -X
    POLLUTION_BONUS X or -X
    HAPPY_INC X
    HAPPY_INC_SWITCH X effect is reduced or increased for specific gvmts
    GOVERNMENT_X X
    SILO X reduces food needed to grow pop one by X %
    CAPITOL reduces crime and unhappiness is nearby cities
    CITY_WALLS protects against attacks from land
    FORCE_FIELD protects against all attacks
    IS_RELIGIOUS ???
    CATHEDRAL happiness doubled with Hagia Sophia effect
    AIRPORT needed for airlift effect (?)
    TELEVISION related to Hollywood wonder effect
    DEFENDERS_BONUS X + defense of units by X / 10
    PREVENT_CONVERSION X (%)
    PREVENT_SLAVERY (100%)
    LOWER_CRIME .X
    ALLOW_GRUNTS allows laborers
    LOWER_PEACE_MOVEMENT -.X reduces war unhappiness by X%
    MOVEMENT_TYPE_IS_REFUELED MOVEMENT_TYPE_AIRallows airlifts
    POLLUTION_CLEANER -X reduces worldwide pollution by X
    DOUBLE_TELEVANGELISTS increases televangelist effect
    PROTECT_FROM_NUKES protects against nuke attacks in city radius
    PROTECT_FROM_BIO_AGENTS
    PROTECT_FROM_NANO_VIRUS
    SPACE_LAUNCH allows units to enter space
    FOOD_VAT 1 increases food at cost of additional pollution
    for each food created until +5
    NO_UNHAPPY_PEOPLE happiness permanently set at 75%
    NO_RUSH_BUY_PENALTY rush buy costs 1 gold for 1 production
    CANT_BUILD_IN_SPACE
    CANT_BUILD_IN_SEA

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    • CTP MODIFICATION: MAKING UNIT GRAPHICS
      Harlan
      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).
      ...
      March 5, 2012, 17:43
    • CTP MODIFICATION: AIP COMMENTS
      Celestial_Dawn
      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.
      ...
      March 5, 2012, 17:33
    • CTP MODIFICATION: SET_FOOD_OR_PROD.FLI and SET_RESOURCE_DESIRE.FLI COMMENTS
      Celestial_Dawn
      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)
      ...
      March 5, 2012, 17:27
    • CTP MODIFICATION: BEGINTURN.FLI&OUTPUTS.FLI COMMENTS
      Celestial_Dawn
      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....
      March 5, 2012, 17:23
    • CTP MODIFICATION: AIPLOADER.FLI COMMENTS
      Celestial_Dawn
      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....
      February 13, 2012, 19:07
    • CTP MODIFICATION: ACTIVISION FAQ
      Mr Ogre
      How 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:...
      February 11, 2012, 21:16
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