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  • #16
    Originally posted by Catfish
    I don't know, but logic might suggest that it's to stop units for more than one civ appearing in the same tile in the same turn.

    Does it have to appear in the same turn? Do you have the Delay modifier available to you in the version of Civ2 you're using?
    Never heard of this Delay modifier, that would be perfect, but I fear it's only available in TOT (I'm using MPGE)
    Ankh-Morpork, we have an orangutan...
    Discworld Scenario: http://apolyton.net/forums/showthrea...8&pagenumber=1
    POMARJ Scenario:http://www.apolyton.com/forums/showt...8&pagenumber=1
    LOST LEGIONS Scenario:http://www.apolyton.com/forums/showt...hreadid=169464

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    • #17
      Originally posted by Cyrion
      Never heard of this Delay modifier, that would be perfect, but I fear it's only available in TOT (I'm using MPGE)
      Yeah, well that's a bit of a bummer - I don't have MGE, only FW and ToT, so I wasn't sure. The Delay modifier allows you to delay the event Action by 1 to 1000 turns.

      Despite the fact that you'd expect your event to work in theory, maybe the reason the game doesn't allow it is because of the way it handles events in memory.
      Catfish's Cave - Resources for Civ2: Test of Time | Test of Time FAQ | War of the Ring scenario

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      • #18
        Thanks Catfish
        So this delay thing is what I thought it would be, too bad it's not in MPGE...

        But we have a saying in french "la nuit porte conseille": and so I woke up with an idea "around" this problem; I'll try it right now, to see if it solves it!
        Ankh-Morpork, we have an orangutan...
        Discworld Scenario: http://apolyton.net/forums/showthrea...8&pagenumber=1
        POMARJ Scenario:http://www.apolyton.com/forums/showt...8&pagenumber=1
        LOST LEGIONS Scenario:http://www.apolyton.com/forums/showt...hreadid=169464

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        • #19
          OK, it didn't work, but I found another way aroud it and it works just fine: upon destruction of the unit, I give a (up-to-now discarded) tech to Nature (unplayable civ) and at the next turn, via a Receivedtechnology event, the new unit is created!

          Thanks for your thoughts!
          Ankh-Morpork, we have an orangutan...
          Discworld Scenario: http://apolyton.net/forums/showthrea...8&pagenumber=1
          POMARJ Scenario:http://www.apolyton.com/forums/showt...8&pagenumber=1
          LOST LEGIONS Scenario:http://www.apolyton.com/forums/showt...hreadid=169464

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          • #20
            Good to hear. Just be aware, however, that there still exists the potential for your event to be "blocked". If units from any other civs are present at these co-ordinates during the same player turn that the event Action is called, then no unit will be created at that location.
            Catfish's Cave - Resources for Civ2: Test of Time | Test of Time FAQ | War of the Ring scenario

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            • #21
              Yep, that's why, with this "technologyreceived", I triggered first a "changeterrain" (to wipe any unit currently sitting on the square) and then a a "create unit"!

              Stay tuned for the next questions that, I'm sure, will appear in the next days
              Ankh-Morpork, we have an orangutan...
              Discworld Scenario: http://apolyton.net/forums/showthrea...8&pagenumber=1
              POMARJ Scenario:http://www.apolyton.com/forums/showt...8&pagenumber=1
              LOST LEGIONS Scenario:http://www.apolyton.com/forums/showt...hreadid=169464

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              • #22
                Another possibility would be to list the four squares around the primary square in the locations section of the create unit; since one of these squares must be controlled by the attacker and thus a valid location for create unit.

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                • #23
                  it's 8 squares!
                  Indifference is Bliss

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                  • #24
                    Originally posted by William Keenan
                    Another possibility would be to list the four squares around the primary square in the locations section of the create unit; since one of these squares must be controlled by the attacker and thus a valid location for create unit.
                    Yes, you're right, except it wouldn't be serving my purpose (which you had no way to guess, so I'll explain what I did! )

                    So, my basic concept is the following:
                    1) civ X has an unit (static) on a definite square
                    2) every 3 turns (for instance), a mobile offensive unit for civ X is created on this square
                    3) as soon as a civ (let's call them Y! how original!!) destroys this static unit, I want another static unit (belonging to the "nature" civ in my scen, allied to each civ, so that they can't be attacked and don't hinder movement) from civ Z (did you guess that would be their name??) to be created on this square (and NOT on any other one), so that the units from civ X won't be able to span there from then on!!

                    So, as you now can see:
                    1) a surrounding square wouldn't do!
                    2) and the unit won't belong to the attacking civ!

                    But thanks for your thoughts anyway, I might use your suggestion for other things in the future!
                    Ankh-Morpork, we have an orangutan...
                    Discworld Scenario: http://apolyton.net/forums/showthrea...8&pagenumber=1
                    POMARJ Scenario:http://www.apolyton.com/forums/showt...8&pagenumber=1
                    LOST LEGIONS Scenario:http://www.apolyton.com/forums/showt...hreadid=169464

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                    • #25
                      The simplest way to do it is to change the said terrain to water. Units cannot spawn on water (see ST BAQ ion storm generator or Cardassian and/or Dominion Shipyards in ST Dominion War)
                      .
                      This is a link to...The Civilization II Scenario League and this is a link to...My Food Blog

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                      • #26
                        Originally posted by kobayashi
                        The simplest way to do it is to change the said terrain to water. Units cannot spawn on water (see ST BAQ ion storm generator or Cardassian and/or Dominion Shipyards in ST Dominion War)
                        Yes! Excellent idea Kobi, that's what I'll do!

                        Except for 1 of my events (I use the same "routine" for a few different units), the one that I tested, because the created unit is a "helo" unit, and I think it could be created on water (only Ground unit can't spawn on water, I think?? haven't tested it, though...)

                        But I'll use it on the other events, which we'll save some events space! Good!

                        BTW: if I want to create a boat with units on board, it doesn't seem to work; what I did is that I created the units on an island and a boat next to it; is there a way to have the units directly created onboard??
                        Ankh-Morpork, we have an orangutan...
                        Discworld Scenario: http://apolyton.net/forums/showthrea...8&pagenumber=1
                        POMARJ Scenario:http://www.apolyton.com/forums/showt...8&pagenumber=1
                        LOST LEGIONS Scenario:http://www.apolyton.com/forums/showt...hreadid=169464

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                        • #27
                          Originally posted by Cyrion


                          BTW: if I want to create a boat with units on board, it doesn't seem to work; what I did is that I created the units on an island and a boat next to it; is there a way to have the units directly created onboard??
                          I don't think there is a way around that one- and there's no guarantee they'll all get on the boat.

                          There is a slight twist to this. If you make a city in the sea and then creat a boat in it via events, all the units the city has been making will get on the boat since units in a sea city are always asleep. Unfortunately you can't create land units in a sea city via events. The only way to control which units end up in the boat is to use the barbarian civ since it can't change production.
                          Last edited by kobayashi; October 7, 2003, 09:38.
                          .
                          This is a link to...The Civilization II Scenario League and this is a link to...My Food Blog

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                          • #28
                            Originally posted by kobayashi
                            I don't think there is a way around that one- and there's no guarantee they'll all get on the boat.
                            Yeah, that's what I thought, but it's not a big problem in my case: it will probably never be controlled by the AI!

                            There is a slight twist to this. If you make a city in the sea and then creat a boat in it via events, all the units the city has been making will get on the boat since units in a sea city are always asleep. Unfortunately you can't create land units in a sea city via events. The only way to control which units end up in the boat is to use the barbarian civ since it can't change production.
                            Hmm, interesting! Might be useful one day, thanks
                            Ankh-Morpork, we have an orangutan...
                            Discworld Scenario: http://apolyton.net/forums/showthrea...8&pagenumber=1
                            POMARJ Scenario:http://www.apolyton.com/forums/showt...8&pagenumber=1
                            LOST LEGIONS Scenario:http://www.apolyton.com/forums/showt...hreadid=169464

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                            • #29
                              Next problem...

                              OK, I tested my event file completely and everything seems to work, except for 1 event:

                              I create a (Ground) unit for the barbarians (who own a city which can't be taken somewhere on the map), and this unit disappears at the end of the turn! The unit is in the Caravel slot.

                              Any idea or suggestion??

                              And now that my scenario is ready, I want to hide the map to the players (and show them only a part of it)before last saving my scen, how should I do that??
                              Ankh-Morpork, we have an orangutan...
                              Discworld Scenario: http://apolyton.net/forums/showthrea...8&pagenumber=1
                              POMARJ Scenario:http://www.apolyton.com/forums/showt...8&pagenumber=1
                              LOST LEGIONS Scenario:http://www.apolyton.com/forums/showt...hreadid=169464

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                              • #30
                                Check the map for each civ (shift+F2)... if any civ sees more than what you want, you'll have to hide the whole map (scenario options IIRC) and then 'explore' it again...

                                the easyest way to do this, AFAIK, is to create an air unit wih lots of movement (temporarily) and use it to explore (creating another one when only 1 move is left, and disbanding the old one)...


                                And i have no idea for the barbarian's disbanding of the unit... is it supported by the city (and the city has no shields to upkeep it?) maybe it gets disbanded (try changing it's support to the barb city, if it is a NON unit)... they're wild gusses, though..
                                Indifference is Bliss

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