Ok folks, the Freeciv developers have taken to heart some of the ideas we had for Freeciv that had to do with creating a more scenario modding friendly version or add-on to the game.
In short, they have started work on a Freeciv Events language!
So yes, in addition to all the other neat things about Freeciv it will, in a while, be possible to create events for the game, very similar to the kinds of events we have in Civ2 and Civ 2 ToT.
CapTVK and Vasc, proponents and designers of the game, have asked for our input as to what sort of events to include with Events language. The language will be in Lua.
To quote Cap's PM:
Now these threads can be used to post ideas about the events, but I think we can come up with some ideas pretty quickly here in this thread, just to make things simpler.
They already have a list of Civ2 MGE events, but we need a list of the Civ2 ToT events. If anyone can provide this it will be much appreciated!
Also, and let your mind abound in the possibilities, we need some additional ideas for events. Yes, events beyond the constraints of the Civ engine!
-------------------------------------------------------------------
My ideas:
1) A schism (a civil war, ie. seperation of a civ's cities into two different civs) is created in Civ2 almost by chance when a capital city is captured. I propose an event that would designate any city in an empire to be that trigger. In fact, why not expand on that. Have the trigger be anything, from the death of a certain unit, to a tech discovered, to a certain date or game turn, to a specific city being captured. Also, in that event certain cities can be designated as being seceding cities, allowing for a true depiction of an historic Civil War.
2) In certain utilities made for Civ2 (Civswap) it is possible, upon an autosave for a seperate BAT file to be run, which switches out certain files in a directory. An event that would cause a program to be run on a computer would be wonderful.
3) Keystone triggers, similar to the events in Civ 2 ToT. Once numerous triggers have been satisfied a "keystone" trigger is tripped, causing an event. For example: "Brits capture New York, Brits capture Boston, Brits gain War Funds tech ---> Americans lose war, GAME OVER" This would simplify the events string and would free up time and space for scenario designers by making the triggers leading to GAME OVER much shorter and compact.
4) Creating mulitple spawn points for units when event is triggered.
5) A captured unit event. This has always been a pain when dealing with diplomats. Diplomats in civ2 can bribe just about anything as long as the bribing Civ has cash. How about an event that knows when a unit or Civ has been bribed. This trigger would allow other triggers to be satisfied.
6) A MACRO event that designates the overall path that a civ will take in war. Let's say: "Upon tech gained "Barbarosa", the German civ will attack these cities first, with these kinds of units only.
7) An event that will designate civ behavior during a certain time period, from tech to tech, unit killed, etc... For example: During Game Turn 10 - 20, Spanish civ will be passive. Game Turn 11-30 Spanish civ will be aggressive. This would depict doctrine during certain Monarchies.
In all, I think that an open tree structure would do well when creating the events. If it is possible, allow for a scenario designer to create his own triggers upon a large number of variables and allow a large number of possible outcomes. Examples of events that allow a designer to designate:
- Macro economic conditions (forest terrain gets +1 shield after "Saw Blade" tech acquired)
- Unit Spawn area polygons (Tiles 33, 10 by 55, 15)
- War Plan conditions (Attack Boston, Attack New York, with Musketeers)
...would be much appreciated.
In short, they have started work on a Freeciv Events language!
So yes, in addition to all the other neat things about Freeciv it will, in a while, be possible to create events for the game, very similar to the kinds of events we have in Civ2 and Civ 2 ToT.
CapTVK and Vasc, proponents and designers of the game, have asked for our input as to what sort of events to include with Events language. The language will be in Lua.
To quote Cap's PM:
The main wikipage for FC events is listed below. Any ideas/suggestions for events can also be posted on the discussion page at this site. At the start we'll only have a limited set of events but later on this could be expanded.
Some general thoughts and ideas about events.
The full list of Civ2 events (we also need the extra ToT events and functions to this)
Some general thoughts and ideas about events.
The full list of Civ2 events (we also need the extra ToT events and functions to this)
They already have a list of Civ2 MGE events, but we need a list of the Civ2 ToT events. If anyone can provide this it will be much appreciated!
Also, and let your mind abound in the possibilities, we need some additional ideas for events. Yes, events beyond the constraints of the Civ engine!
-------------------------------------------------------------------
My ideas:
1) A schism (a civil war, ie. seperation of a civ's cities into two different civs) is created in Civ2 almost by chance when a capital city is captured. I propose an event that would designate any city in an empire to be that trigger. In fact, why not expand on that. Have the trigger be anything, from the death of a certain unit, to a tech discovered, to a certain date or game turn, to a specific city being captured. Also, in that event certain cities can be designated as being seceding cities, allowing for a true depiction of an historic Civil War.
2) In certain utilities made for Civ2 (Civswap) it is possible, upon an autosave for a seperate BAT file to be run, which switches out certain files in a directory. An event that would cause a program to be run on a computer would be wonderful.
3) Keystone triggers, similar to the events in Civ 2 ToT. Once numerous triggers have been satisfied a "keystone" trigger is tripped, causing an event. For example: "Brits capture New York, Brits capture Boston, Brits gain War Funds tech ---> Americans lose war, GAME OVER" This would simplify the events string and would free up time and space for scenario designers by making the triggers leading to GAME OVER much shorter and compact.
4) Creating mulitple spawn points for units when event is triggered.
5) A captured unit event. This has always been a pain when dealing with diplomats. Diplomats in civ2 can bribe just about anything as long as the bribing Civ has cash. How about an event that knows when a unit or Civ has been bribed. This trigger would allow other triggers to be satisfied.
6) A MACRO event that designates the overall path that a civ will take in war. Let's say: "Upon tech gained "Barbarosa", the German civ will attack these cities first, with these kinds of units only.
7) An event that will designate civ behavior during a certain time period, from tech to tech, unit killed, etc... For example: During Game Turn 10 - 20, Spanish civ will be passive. Game Turn 11-30 Spanish civ will be aggressive. This would depict doctrine during certain Monarchies.
In all, I think that an open tree structure would do well when creating the events. If it is possible, allow for a scenario designer to create his own triggers upon a large number of variables and allow a large number of possible outcomes. Examples of events that allow a designer to designate:
- Macro economic conditions (forest terrain gets +1 shield after "Saw Blade" tech acquired)
- Unit Spawn area polygons (Tiles 33, 10 by 55, 15)
- War Plan conditions (Attack Boston, Attack New York, with Musketeers)
...would be much appreciated.
Comment