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Freeciv Event Examples

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  • #31
    Boco,

    Here´s the part your looking for.

    ; "Bombarder" = this unit cannot kill other units, only damage them, but
    ; also is not harmed by return fire when attacking; the field
    ; bombard_rate regulates its number of shots
    ; "CityBuster" = this unit has double firepower against cities
    ; "NoBuild" = this unit cannot be built
    ; "BadWallAttacker" = the firepower of this unit is set to 1 if
    ; attacking a city
    ; defended by a city wall (or other city building defense)
    ; "BadCityDefender" = if attacked while in a city, firepower is set to 1
    ; and firepower of attacker is doubled (the Pearl Harbour
    ; rule)
    ;
    ; Following flag strings require extra fields:
    ; "Paratroopers"
    ; paratroopers_range = the maximal range the unit can be paradropped to
    ; paratroopers_mr_req = the move rate which is required at least for
    ; paradropping
    ; paratroopers_mr_sub = the move rate which is subtracted after paradropping
    ; "Bombarder"
    ; bombard_rate = the number of shots fired at enemy units when attacking
    ;
    Skeptics should forego any thought of convincing the unconvinced that we hold the torch of truth illuminating the darkness. A more modest, realistic, and achievable goal is to encourage the idea that one may be mistaken. Doubt is humbling and constructive; it leads to rational thought in weighing alternatives and fully reexamining options, and it opens unlimited vistas.

    Elie A. Shneour Skeptical Inquirer

    Comment


    • #32
      Originally posted by Per
      Search for the "bombard" flag. It will make the unit cause "bombard_rate" field number of firepower damage to an attacked unit instead of a normal attack.

      Harry Tuttle: I can't download your excel sheet for some reason.
      Thank you gentlemen. Can bombard_rate be set by events or a specific city's building capacity?

      The xls posed no DL problem for me.
      El Aurens v2 Beta!

      Comment


      • #33
        Unit type information like bombard_rate cannot be altered by in-game events... yet. However, I see no technical reason why this should be particularly hard to implement, so if you need this for a modpack, file a bug report to request it.

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        • #34
          Cap, here's the file in text format. It has been updated a bit since I posted the one in Excel format.

          EDIT: Whoops, I meant Per. Sorry about that, must have been tired.
          Attached Files
          Last edited by Harry Tuttle; May 8, 2006, 13:38.

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          • #35
            Harry,

            Thanks for the update.
            Skeptics should forego any thought of convincing the unconvinced that we hold the torch of truth illuminating the darkness. A more modest, realistic, and achievable goal is to encourage the idea that one may be mistaken. Doubt is humbling and constructive; it leads to rational thought in weighing alternatives and fully reexamining options, and it opens unlimited vistas.

            Elie A. Shneour Skeptical Inquirer

            Comment


            • #36
              Here is another update. This covers the total variables in the save, as far as I know for now. It's still not complete, but this will cover the Player information.
              Attached Files

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              • #37
                As far as I can tell from my initial mapping of the saves it may be possible to change every bit of the save in Wordpad.

                I have to test adding and deleting cities, units, and improvements.

                Pretty damn cool so far.

                Comment


                • #38
                  Yet another update. I can't seem to find the identifier for airfields yet, but I have found 99% of the terrain and improvements.

                  Special resource tiles can apparently be interchanged with different types of terrain. In one of my test saves I created a grid for testing and came up with fish and whales on dry land.

                  I'm still at a loss for what some of the identifiers appear after the special terrain files. They seems like continent identifiers, AI trireme routes, and possibly greenhouse effect topology maps.
                  Attached Files

                  Comment


                  • #39
                    Update:

                    - Fixed some spelling mistakes that mistakenly matched the map terrain descriptions to the player terrain descriptions (not a big deal since they were properly lined up).

                    - Discovered the tech string that identifies which techs a player civ owns.

                    - Also discovered that a player civ will keep obsolete barracks in their cities after obsoletion techs such as gunpowder have been edited as discovered into the player civs tech tree.

                    - Figured out how to add cities through text editing. To do so:

                    1. There are two areas under the [player] part of the file that identify the player cities on the map. One is right after the unit script, the other after the uncovered map script.

                    2. Copy and paste another city script in the city script list under the unit script and the uncovered map script. Both types of script are different, so just copy a city from each list.

                    3. Change the two new city scripts so the ID and map coordinates are different from all the other cities. Make sure the two scripts that identify the new city have the same ID and map coordinates.

                    4. Close to the two city scripts there are two scripts called "ncities=" and "total_ncities=". Update the city numbers to include one more city.

                    5. Save the text file. Use Gzip to recompress the file into a saved game file. Reload the game. You should now have a new city on the map.

                    I have not tried to make cities on the ocean yet.
                    Attached Files

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                    • #40
                      Hmmm, small problem. I have been able to edit a city onto land and onto the ocean. Viewing the city window of the ocean city makes the game bomb and I can't change anything in the on-land or on-ocean cities in-game. Production, shield placement, rename, governor etc., are nonresponsive.

                      The cities do expand their borders and does accept production shields through the disbanding of units.

                      I suspect this has to do with the "current and past" parts of the city strings. I will attempt to edit to see what I can do.

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                      • #41
                        So, does anyone else want to help me out in this wonderful little endeavour?

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                        • #42
                          It seems very easy to break thinks by manual editing. What about trying Civworld - the editor? You can get an old version here: http://www.freeciv.org/index.php/Extras#Utilities

                          In the development branch that will be 2.2 in the future, the editor is built-in. Maybe we could ask one of the devs to make a Windows build of that!

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                          • #43
                            I tried loading Civworld and running it using a number of the old versions but I could never get it to run. The directions for loading the editor into the proper Freeciv versions don't seem to be updated.

                            A Window build of a Freeciv with an ingame editor would be the goal to meet. The vast majority of civ players are window based.

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                            • #44
                              A functioning FC map editor for windows should be a short/midterm goal. It doesn't even have to be bugfree. Just good enough to test a few things.

                              In the meantime we should try concentrating on the map part of the save format. That's the most easy part to understand even with a text editor.

                              P.S
                              Hima, have you heard anything recently from evyscr? He said he was working on a Civ2 ->FC mapconverter. I've lost contact with him for awhile. If we had that converter we could simply convert Civ2 maps to the Freeciv iso format.
                              Last edited by CapTVK; June 2, 2006, 16:22.
                              Skeptics should forego any thought of convincing the unconvinced that we hold the torch of truth illuminating the darkness. A more modest, realistic, and achievable goal is to encourage the idea that one may be mistaken. Doubt is humbling and constructive; it leads to rational thought in weighing alternatives and fully reexamining options, and it opens unlimited vistas.

                              Elie A. Shneour Skeptical Inquirer

                              Comment


                              • #45
                                Flat Iso map

                                For another example here's a FC isometric map (flat) for Europe 100x50*.

                                *Note: in the save itself the map appears 'stretched'. But ingame it should appear like a regular isometric map.
                                Attached Files
                                Last edited by CapTVK; June 2, 2006, 16:44.
                                Skeptics should forego any thought of convincing the unconvinced that we hold the torch of truth illuminating the darkness. A more modest, realistic, and achievable goal is to encourage the idea that one may be mistaken. Doubt is humbling and constructive; it leads to rational thought in weighing alternatives and fully reexamining options, and it opens unlimited vistas.

                                Elie A. Shneour Skeptical Inquirer

                                Comment

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