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  • #31
    Event manipulation

    This idea was thought up after reading a reply by Cyrion about ambushes, part of it read as follows:
    "What you could do is trigger an event when the unit is killed that changes the terrain around the killing-spot, which would destroy all units on the changed squares!"

    I did not realise that changing the terrain under a unit would result in that units destruction! This knowledge should help solve an old problem.
    For a long time I have believed that using an event to create one unit (unless it is Alexander the Great or something special) is a waste of the limited space in the events file. I therefore prefer to make events that trigger every 4/8/20 turns or whatever! This way one small event can have a larger inpact on the game.
    One problem with this kind of event is that it is not possible to make it start churning out units half way through the game. It is a case of all or nothing!
    My idea is to create an Invisible/Indestructable/Immobile unit that sits on top of (for example) grid ref 33,44. It would belong to the Barbarians and have no supporting city. I would create a: Create an NVA Unit every two turns at grid ref 33,44, which of course is blocked by the I/I/I Barbarian unit.

    When I am ready for the NVA unit to start being created (I.e. Tet Offensive) I would have an event to change terrain at grid ref 33,44. This would wipe out the 'I/I/I Barbarian' unit. Now the event to create the NVA unit will start working and communist hordes will appear in the US rear areas, causing chaos...I hope!

    If this is not new then I appologise, I have just not seen it done before. I hope it works!!! If anyone knows that it will not or has any suggestions then let me know.

    Also, would creating an event to change terrain under a city destroy all units in that city? I would think not, but if it does the city could be taken by any nearby enemy unit! I think this one would be TOO good to be possible!

    Someone make me happy and say my idea will work, oh please
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    • #32
      Mods

      Just got time to post a few Mods if have spliced together. These are the sort of graphics I am planning for the final game.

      Top row (l-r): ROK Infantry (I am not 100% about the author/s as the signatures are gone, I will double check these, please do not use them!!!), US Airborne Trooper, VC and VC Sapper.
      Middle Row: Start of mod of Fairlines mortar to US mortar, Bunker (Eivind), NVA Offensive/Defensive.
      Bottom row: Mines, Barbed wire, Border post and ?Mamasan who may or may not make it in.

      As I said, please do not use any of the graphics as the sigs are screwed up and I have not got time to fix them now, unfortunately I am going to have to work overnight as there are storms AGAIN, one day I will sleep through the night

      I was planning to get more done on my map too
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      • #33
        Changing the terrain under a city wipes out the city and all units in it, as well as undoing any terrain improvements.

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        • #34
          I thought as much. Shame, it would be a realy good event for civil wars and such like. Oh well! I suppose it could still be useful in some scenarios though!
          Do you think the other idea would work?
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          • #35
            Re: Event manipulation

            Amd here comes (a slightly drunk) Cyrion again!

            Originally posted by Werd100
            This idea was thought up after reading a reply by Cyrion
            And that's bl00dy good reading, if I'm allowed to say so...

            My idea is to create an Invisible/Indestructable/Immobile unit that sits on top of (for example) grid ref 33,44. It would belong to the Barbarians and have no supporting city. I would create a: Create an NVA Unit every two turns at grid ref 33,44, which of course is blocked by the I/I/I Barbarian unit.

            When I am ready for the NVA unit to start being created (I.e. Tet Offensive) I would have an event to change terrain at grid ref 33,44. This would wipe out the 'I/I/I Barbarian' unit. Now the event to create the NVA unit will start working and communist hordes will appear in the US rear areas, causing chaos...I hope!

            If this is not new then I appologise, I have just not seen it done before. I hope it works!!! If anyone knows that it will not or has any suggestions then let me know.
            It's not as if I would like to advertise my own work, but... this is exactly what I did in Discworld and it works perfectly!

            So I would advise you to take a look at the events in Discworld and Pomarj (yeah, I know, my ego is over-developed...), because you might find a few useful tricks (to be honest: I didn't discover anything, I just read carefully for years and compiled what I thought interesting! )

            BTW: if you don't want to use a Immobile unit, you can use an ocean square, and change it when necessary to grassland or anything, as it is impossible to create a land unit on water!
            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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            • #36
              Nice one Cyrion

              I'm glad this method works! I have not seen/noticed it used before but it would seem like a good way of maximizing events space. Tet now seems possible!
              I guess making an ocean square would be much easier and less likely to go wrong! Also by dotting a number of lakes around a smart player will now know where these events are likely to occur. A static unit is a bit of a giveaway!

              I will deffinately take a look at your games when my copy of ToT arrives through the post. I also learned much of what I know through imitation. This forum is a great place to bounce ideas around, I wish I had joined in a couple of years ago, if I had done it think that several of my other projects may have succeded?!

              I'm going to do some work on my map this afternoon, its a pity its not easier to edit the terrain in cheat mode!

              Ta
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              • #37
                Originally posted by Werd100
                I will deffinately take a look at your games when my copy of ToT arrives through the post.
                No need to wait for ToT, they are for 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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                • #38
                  Downloading now!
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                  • #39
                    Run to the Hills

                    Just an update on the maps progress. Although I have done lots of work it seems slow as it is such a big map. This screenshot is only half the country. Helicopters are going to be essential!
                    I have decided to leave out the normal rivers (other than around some cities) as I want the game to be about US airpower and VC guerillas (1/3 movement). I will use a fairly high road movement multiplier so minor rivers would become like motorways! I can't have this, especially as I want jungle valleys to be remote and inaccessable communist lairs. It looks ok without them anyway. I can't wait to finish the map and start placing cities and units!!!
                    Attached Files
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                    • #40
                      Good news...I think

                      My copy of ToT just arrived in the post. I did not realise tou could import maps from MGE! This may mean this scenario is now in development as a ToT game. I have not started the tech tree yet (beyond plans) and graphics are in early stages. Creating it for ToT would also mean more events I gather! What do you think I should do?
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                      • #41
                        Go for 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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                        • #42
                          ToT

                          I could be persuaded to make some units if it's ToT
                          http://sleague.apolyton.net/index.ph...ory:Civ2_Units

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                          • #43
                            Thanks guys, I thought there would be more support for a ToT game (don't tell MGE!). When the copy arrived it took ages to install, to be honest I did not think it would work and fell asleep at my desk. Nice suprise when I awoke to see it ready to go!
                            I have just installed Tecumseh's patches, the whole system is a little unfarmiliar and looked a bit naff at first. With the patches and Tech's Warlords scenario installed I can see the potential!
                            Is it possible to use all 80 units? I hope so, also the extra space for events appeals! I may need a few of the new options in the rules explained at some point.

                            Gareth, if you could be persuaded to create some up to date helicopters and MRF ships (examples at start of thread) that would be amazing! A version of the 81mm Mortar for the US would be cool too!
                            I think there are enough Infantry, Armour and Air units knocking about to fill the rest of the spaces.


                            Right, I'm off to build a bit more of the map and maybe have a sneaky play of Worlords
                            Cheers
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                            • #44
                              If what follows is already taken care of by techumsehs patches, ignore it.

                              I thought that TOT graphics totally sucked and looked like something from the dungeon level of the Dark Side until I visited Catfish's Cave



                              The Cave is loaded with priceless TOT treasure, ranging from sets of terrain graphics, skins for game windows, and a guide for hexediting TOT game saves. It is a must for all TOT users.

                              Run, don't walk, to the Cave to fix the omigoditssoawfulthatimgonnaupchuck appearance of vanilla TOT.

                              BTW, you can toggle the appearance of both the main game window and the city window.

                              Excerpts from the Manual of the Civilization Fanatic :

                              Money can buy happiness, just raise the luxury rate to 50%.
                              Money is not the root of all evil, it is the root of great empires.

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                              • #45
                                Originally posted by Werd100
                                I have just installed Tecumseh's patches, the whole system is a little unfarmiliar and looked a bit naff at first. With the patches and Tech's Warlords scenario installed I can see the potential!
                                If you want to use the old civ2 mge interface for map and city display, click on 'map layout' and 'city layout' in the view tab on the top menu bar. Be sure to check out Catfish's alternative in-game graphics and general advice/info on his site.

                                Is it possible to use all 80 units?
                                yep

                                Gareth, if you could be persuaded to create some up to date helicopters and MRF ships (examples at start of thread) that would be amazing! A version of the 81mm Mortar for the US would be cool too!
                                yes, as soon as I've cleared a backlog of stuff I'm overdue with
                                http://sleague.apolyton.net/index.ph...ory:Civ2_Units

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