Announcement

Collapse
No announcement yet.

Setting Trust and Regard in CTP2 scenarios

Collapse
X
Collapse
  •  

  • Setting Trust and Regard in CTP2 scenarios

    Question:
    I would like to do a SCENARIO. where things have already happened you know.
    Are there some place to read about how to define regard,- trust,- startyear,- cost of researches and that kind of stuff?

    Answer:
    The questions you have asked are really two things. You can alter scenarios by changing the text files, and more abstract stuff has to be done by SLIC coding.


    For all your text modding questions, Hexagonia's modders guide is the first place to look. For SLIC help, just ask, but it can be complicated, and you might want to hang around getting a feel for things first. If you haven't already done so, check out Joe Rumsey's guide to making a scenario. It should be in the readme file. (Or was that CtP1?)

    Anyway, in answer to your first questions:

    Startyear can be done by making a file called turnlength.txt in the scen0000 folder. See the Activision scenarios for the format to follow, and remember the line numbers.

    Cost of researches you can change in advances.txt, which you will need to put into the scen0000/default/gamedata folder.

    Regard and trust have to be done using SLIC code, an in-game scripting language. There are various threads around with a similar thing, but basically, make a blank file, and name it scenario.slc in the scen0000/default/gamedata folder. Then add into it these lines:
    Code:
    HandleEvent(BeginTurn) 'silveraxe_init_scen' pre{
    	LogRegardEvent(4, 1, -9999, 0, ID_SA_REGARD);
    	DisableTrigger('silveraxe_init_scen');
    }
    For the line with numbers in, the first is the player who's opinion you are setting (4). The second is the player to be the target of the hate/love (1) the third number is the' respect coefficient' so the bigger the number, the greater the love, the further negative you go, the more they'll hate you. The fourth is a 0. No reason...
    After that, the ID_SA_REGARD bit is the associated text, so you will need to make a scen_str.txt in scen0000/english/gamedata and add the line:
    Code:
    SA_REGARD  "insert text here. I don't think it displays anyway"
      Posting comments is disabled.

    Latest Articles

    Collapse

    • CTP tga picture sizes
      by Caranorn
      Until today I was convinced there were only 3 sizes for the tga files 160 x 120, 32 x 24 and 24 x 18. But the large pictures used for units appear to be 96 x 72. This might explain some of the bad quality of the pictures in game (if the game has to scale them down). The uniticon.txt obviously uses 4 entries for icons (2 are identical), so I tried to enter a 96 x 72 tga instead of one of the UPUPXXXL.TGA files and it does work. However, I guess this requires additional space for the files, but probably this gives better quality of game icons and possibly even improves speed...
      December 25, 2011, 16:47
    • Setting Trust and Regard in CTP2 scenarios
      by Immortal Wombat
      Question:
      I would like to do a SCENARIO. where things have already happened you know.
      Are there some place to read about how to define regard,- trust,- startyear,- cost of researches and that kind of stuff?

      Answer: The questions you have asked are really two things. You can alter scenarios by changing the text files, and more abstract stuff has to be done by SL...
      December 25, 2011, 14:51
    • CTP II map editor manual
      by Immortal Wombat
      BUTTONS IN THE MAP EDITOR

      1. Cut Map Area
      2. Copy Map Area
      3. Paste Map Area

      - These work much like any such cut, copy and paste buttons in painting programs. To use them, you first have to select an area of the map using button 13, see below. Having selected a map region, you can cut it (copies it to the 'clipboard' and replaces with shallow ocean), copy it (copies to the 'clipboard' but remains present also. Once it is on the 'clipboard', you can paste the region by selecting the paste button (#3) and clicking a tile which you wish to become the TOP LEFT tile of the pasted region.

      4. save map area.
      -I never use this. I guess it's so you can save a segment from one map you make. why? (see #8)

      5. Small brush size. One tile at a time
      6. Medium brush size. I dunno, maybe 9 at a time.
      7. Large brush size. Something like 25 or 36 at a time.

      8. load map area.
      -Cunning, no? You can now load the segment (that you saved from one map in #4) into another.

      9. Set Map 'Explored'
      - All players see the map as fully explored. I think this saves into the scenario, otherwise it works no difference from button #16.

      10. Set Map 'Unexplored'
      - Opposite of #9

      11. X-wrap on/off.
      - i.e. do the sides of the map connect in the game?

      12. Y-wrap on/off
      - i.e. do the top and bottom of the map connect?

      CO-ORDS
      - Displays the co-ordinates of the tile your cursor is hanging over.

      13. Select portion of the map
      - As used with buttons 1,2 and 3. Simply click the tile you want at a corner of the chosen region, then drag across to the opposite corner of the region and let go.

      14. Eraser.
      - Works like a paintbrush, but turns everything to default terrain (shallow water)

      15. Reset Map
      - Covers the whole map in shallow water.

      16. Reveal Map
      - duh...

      17. Reload Slic
      - You won't need this for map design, but it reloads the SLIC files that you may have changed while modding.

      18. Locate!
      - Type in a set of x and y co-ordinates, and press locate to center the map on them.

      19. Remove all Goods
      - Removes all goods...

      20. Generate Goods
      - Generates goods at random across the map. Different seeding pattern on each click.

      21. Hut
      - Place a hut on the map, or remove one by clicking this button, then clicking the hut.

      22. River.
      - As above, but with rivers, not huts.

      23-26. Place goods
      - Place (or remove) goods on the map. Most terrains only have 2 goods, so only the first two buttons work. Some mods allow the other 2 to work as well.
      Button 1 places the first good for that terrain, button 2 will place a different one (but will firstly remove the first good, click again to add the second - it doesn't replace. if that makes any sense...)

      27. Toggle Pollution on/off

      28. Map Size.
      Select the map size you want. This will reload the map as a blank all-sea map, so copy any regions you want to keep.

      29. Difficulty
      - Select one of the 6 difficulty levels.

      30. Barbarians.
      - Select one of the 4 barbarian levels.

      31. Date Roller
      - Change the year in the game by scrolling backwards and forwards.

      32. Save Map
      - Save the map to a map file. Then you can reload it later, or publish it, or something.

      33. Load Map
      - So you can continue working on it I guess. You have to have saved it first.

      34. Save scenario.
      - Save the whole scenario (map, rules, etc. ) to a scenario file, which you are asked to place in the scenario structure. Select the scenario fo your choice, and click save. The press 'back' outwards.

      ...
      December 25, 2011, 14:15
    • EditPlus: updated SLIC-definitions, new CTP2-DB-definitions
      by BureauBert
      Why not get back to CTP2-modding just to enjoy the luxury of syntax highliting in EditPlus?
      • for SLIC (Locutus' SLIC-definitions file updated for CTP2 AE)
      • for CTP2 AE database files (a brand new definitions file)

      I will keep updating both files as long as the Source Code Project is going on with the Information I can find in the AE Modding Wiki (or somewhere else, but preferably there).

      The EditPlus definitions for CTP2 AE database structures are currently supporting all files in \default\gamedata and \default\aidata. I will see how much I can do for the string files, but I intend to integrate at least some highliting support for editing the Great Library. Personally, I like browsing the textfiles with syntax highliting -- I can see clearly now .

      I will eventually post updates here (not too frequently though).

      Please don't hesitate to post your suggestions and complaints .

      Installation:
      • Requires: EditPlus
      • copy the zipped files into the EditPlus program folder
      • open EditPlus, open the menu Tools > Preferences
      • go to "Settings and Syntax"
      • hit the "Add" button
      • for SLIC enter a description like "SLIC", file extension "slc", the syntax file is "slic.stx", the auto completion file is "slic.acp" and the function pattern file is "slic.ctl"
      • for the database defintions enter a description like "CTP2 DB", the file extension is "txt" (which might be a bit annoying if you use EditPlus for other textfiles and if you frequently use words like "InvaderMovementRegardCost" in your notes ), there is just a syntax file "ctpdb.stx"
      ...
      January 29, 2011, 18:53
    • CTP1 Sprite List for CTP2 modders
      by Martin Gühmann
      The following is a list of the units sprites that existed in CTP1 and are not now in CTP2. To be more specific, the units are not in the game, but Activision left the sprites for use in mods. Here is the list...
      December 10, 2010, 20:19
    • AI Customization
      by Martin Gühmann
      AI Customization

      Following is a description of how to use the AI SLIC functions available in Call to Power II to customize the behavior of AI players and the mayors that can control human cities.


      Getting Started

      You should create a new scenario that will include the modifications you make. Specific directions for creating a new scenario can be found below in Appendix A. Most of the files that you will modify to make AI changes can be found in the default\aidata subdirectory of your scenario. You will also create/modify the scenario.slc file in the default\gamedata subdirectory of your scenario.
      ...
      December 10, 2010, 19:42
    Working...
    X