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  • #61
    Originally posted by duke o' york
    Partisans can be generated from captured cities when the civ (previously ) owning them has both Communism and Gunpowder. They do not need to have a communist government though. Guerilla Warfare allows you to actually build partisans, and will increase your chances of having (more) partisans from a captured city. I'm not sure, but I think that GW also means that partisan barbs appear, whereas other civs can have them when their cities are captured, provided they have the requisite techs.
    Do you mean that IF the civ doesn't have Gunpowder AND Communism, then they wouldn't get partisans??

    Interesting, I'll have to check whether they have Gunpowder (Communism being the tech behind that civ name...).

    Anyway, I could use the spare slot I just got form my event problem upthere to create a special "rebellious" peasant I could throw in the partisan slot! It would then even make the game a bit more "interesting"...

    Don't think so. It's likely to build whatever's in the settler slot. Can you link a units preq tech to a CityTaken trigger? Or will that cause a problem with other cities from the civ-formerly-known-as-barbarians?
    Yes, actually I would really like them to build the same specific kind of unit that took the city!

    If that's not possible, then I'll have to put a "generic" monster in the settler slot, make sure that this civ is unable to build anything, and hope it will then go for the unit in the settler slot! Not 100% satisfying, but it would do...

    BTW, could someone find the time to make some tests with barbarian units and changeterrain commands?? Just to confirm that this problem is really messy (and that it's not only a matter of me being stooopid... ).??
    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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    • #62
      most comprehensive knowledge about partisans

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      • #63
        Thoddy, thanks! That XLS is useful. You and Slow Thinker are a real boon to the community.
        El Aurens v2 Beta!

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        • #64
          Thanks for the very useful info, guys!
          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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          • #65
            1 more question...

            Is there a way to "cover" only a few selected square in map, so that some terrain isn't displayed as known to the player??

            I don't want to cover all the map and redo the whole "reveal terrain" routine...
            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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            • #66
              No can do... Unless you don't mind hex-editing. But if it's more than just a handful of squares that's gonna be even more tedious. And by the time you figured out how to do it, or managed to find someone to do it for you, you could have all done it the traditional way.
              Civilization II: maps, guides, links, scenarios, patches and utilities (+ Civ2Tech and CivEngineer)

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              • #67
                Thanks Mercator, I'll then have to do it the (not so) hard way!
                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

                Comment


                • #68
                  2 more questions...

                  1) Is the "original" Radio tech needed for am Airport to operate? I changed the tech prerequisite in a scen (as I didn't want any airbases) and the Airport-equivalent doesn't seem to woirk properly?

                  And if the "Radio" tech is needed, then is there a way to avoid Airbases (and yes, I really need settler-types )

                  2) I use a civ for the Bad-guys (I have good reasons not to use the Barbarians for that), with the "right attitude": militaristic, expansionist, aggressive... They are set at war with all others every turn in the events file.

                  Nonetheless, they don't behave aggressively enough: they sometimes attack, but tend to fortify when they encounter foreign units (yes, the unit role is Attack).

                  Might that come from their lack of units?

                  Would creating heaps of units in their "unreachable corner city" convince them to use their other units aggressively??

                  If not, what would?
                  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

                  Comment


                  • #69
                    1 more question... and answers!

                    First the questions: where do I change the text/lists that appear in the tool bar at the top of the screen? I tried to modify most of the text files, but my menu list still reads for the Order menu: Build Roads, Build Irrigation, Build Mines, ...

                    And I would really need to change a few of those name (airlift and build airbase), so help please

                    Originally posted by Cyrion
                    1) Is the "original" Radio tech needed for am Airport to operate? I changed the tech prerequisite in a scen (as I didn't want any airbases) and the Airport-equivalent doesn't seem to woirk properly?
                    Answer after some testing: yes, it is needed!

                    2) I use a civ for the Bad-guys (I have good reasons not to use the Barbarians for that), with the "right attitude": militaristic, expansionist, aggressive... They are set at war with all others every turn in the events file.

                    Nonetheless, they don't behave aggressively enough: they sometimes attack, but tend to fortify when they encounter foreign units (yes, the unit role is Attack).

                    Might that come from their lack of units?

                    Would creating heaps of units in their "unreachable corner city" convince them to use their other units aggressively??
                    I tried giving them many more units, but it didn't change anything.
                    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

                    Comment


                    • #70
                      The menu text should be changed in the labels.txt. Changing menu.txt doesn't seem to have any effect.Or not on the displayed text anyway, I didn't test any other changes.

                      I don't know the answer to your other question.
                      Civilization II: maps, guides, links, scenarios, patches and utilities (+ Civ2Tech and CivEngineer)

                      Comment


                      • #71
                        Originally posted by Mercatore Uno
                        The menu text should be changed in the labels.txt. Changing menu.txt doesn't seem to have any effect.Or not on the displayed text anyway, I didn't test any other changes.
                        Sadly, no!

                        I did some testing, and here is the (sad) result:

                        1) first of all: my goal was to replace "airlift" and "build airbase" in the "Orders" menu from the tool bar at the top of the screen!

                        2) replacing all the "airbases/airlift" occurences in the labels.txt didn't change anything about the menu!

                        3) replacing the the "airbases/airlift" occurences in a menu.txt placed in the scenario folder didn't change anything about the menu!

                        4) replacing the the "airbases/airlift" occurences in the "main" menu.txt placed in the CivII folder provided the desired result!

                        So, sadly, it appears that to achieve the deisred goal, you have to modify the menu.txt in the "root" CIvII folder, which will then affect ALL your games, and so not be "scenario-dedicated"!

                        As this is not desirable, I'm afraid I'll have to renounce modifying the menu list, unless someone can provide a solution...
                        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

                        Comment


                        • #72
                          1) Is the "original" Radio tech needed for am Airport to operate? I changed the tech prerequisite in a scen (as I didn't want any airbases) and the Airport-equivalent doesn't seem to woirk properly?
                          The radio tech has two effects. It allows setler units to build airbases and it reduces the cash/science bonus for delivering trade. Airports should still work properly without the radio tech.

                          2) I use a civ for the Bad-guys (I have good reasons not to use the Barbarians for that), with the "right attitude": militaristic, expansionist, aggressive... They are set at war with all others every turn in the events file.

                          Nonetheless, they don't behave aggressively enough: they sometimes attack, but tend to fortify when they encounter foreign units (yes, the unit role is Attack).

                          Might that come from their lack of units?

                          Would creating heaps of units in their "unreachable corner city" convince them to use their other units aggressively??
                          Make the AI units cheap. Cost to build effects how willing the AI is to scrifice it. Cheap units it will charge like orcs at Helmsdeep.


                          replacing all the "airbases/airlift" occurences in the labels.txt didn't change anything about the menu!
                          The change needs to be made in the memu.txt file. the problem however is that file has to be in the civ2 directory to function. Haveing it in the scenario directory is no good. This works in ToT, though.

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                          • #73
                            Thanks for your answers!

                            Originally posted by William Keenan
                            The radio tech has two effects. It allows setler units to build airbases and it reduces the cash/science bonus for delivering trade. Airports should still work properly without the radio tech.
                            That's what I thought too, but as you can see in one of my posts above, I did some testing which proved that it's not the case: the "Radio" itself is needed for the airport to work, rather like the "Mysticism" tech is needed for the temple!

                            Make the AI units cheap. Cost to build effects how willing the AI is to scrifice it. Cheap units it will charge like orcs at Helmsdeep.
                            Now that's a good solution: it's easy to implement, and I'll test how it works!

                            Maybe really cheap isn't needed, but right now they are horribly expensive, which I'll change!

                            The change needs to be made in the memu.txt file. the problem however is that file has to be in the civ2 directory to function. Haveing it in the scenario directory is no good. This works in ToT, though.
                            Exactly what my testing found, as written in my post above!
                            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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                            • #74
                              City names

                              Next question

                              What are ALL the changes needed, and in which files, if I want to provide new names for the cities to be built by the various civs?

                              I built the cities and entered the names manually, and now when I build a new city, the game doesn't propose a default name! (and no, it's not because the civ has built many cities! 5-7 at most!).

                              I tried adding a city.txt to the scen file, but the "name line" is still blank! What did I forget?

                              Do I need to modify the civ name somewhere, for instance?? Or to add the correct first 5 names in the city list??
                              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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                              • #75
                                The civ name in the city.txt file needs to match the civ name in the rules.txt file.

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