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Caesar's Gallic War

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  • #31
    Originally posted by Harry Tuttle


    No, I don't believe there's a limit. Your problem probably stems from the tech tree makeup. I would use CIVTECH, by Merc I think, to see if there are any problems.
    I've already mapped out my measly 11 techs on some scratch paper. Thanks for saying there is no limit! Helps a lot! CivTECH? Where do I find it? It ain't on Merc's site under the utilities section.
    Last edited by Jerec; January 5, 2008, 13:56.

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    • #32


      I've put it in my notepad for safe keeping. It's actually called Civ2tech.

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      • #33
        Originally posted by Harry Tuttle
        I've put it in my notepad for safe keeping. It's actually called Civ2tech.
        I remember it now. I used it to check the tree in my Alien scen. Anyway, I checked my Gallic War tree with it, and realized that to manually put in a prereq you have to put in the ABBREVIATION, not the prereq's whole name. Fixed that, and the tree works perfectly! It was Civ2Tech that alerted me to this error on my part. It's an indispensible utility Merc! Great job!

        Beyond that, I'm still plugging away at the events, seeing if I can cram in all of them in one events.txt Winter terrain and units are compiled, all I need in that area is to edit the corresponding batch file to my needs and put in the events telling the player when to run the batch file.

        One problem- my title still won't work. I followed McMonkey's way of doing it, but the game crashes when the title is in the scen folder. Could the problem be that the pic is too small/large?

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        • #34
          I almost forgot to ask. Can the barbs be hexed into a permanent alliance with the Gaulish civs?

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          • #35
            My first major mod: a Gallic interpreter, Caesar's diplo!
            Attached Files

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            • #36
              Sure, or with any other civ for that matter.

              By hexediting you can also have asymmetric relationships between any 2 civs. For example, Barbs can be made allied to civ A but civ A merely at peace with the Barbs. This means that Barbs will not attack civ A but civ A can attack the Barbs if needed.

              The hexediting required is trivial. If you need some, either post the file or drop me a PM.
              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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              • #37
                Originally posted by AGRICOLA
                The hexediting required is trivial. If you need some, either post the file or drop me a PM.
                I'll drop you a PM when I need it. Thanks Agricola.

                Question- in my game, the barb civ has Roman style cities. Do barb cities always copy the style of the human player or copy the protagonist's style? And where is the option to set the protagonist? Thanks in advance.

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                • #38
                  Set protagonists (for MGE) by going to Cheat->Scenario Parameters->Edit Victory Conditions->Set Objective Protagonist.

                  Barbarian cities are always look like whatever is in the "Stone/Bronze Age" slot i.e. the first slot

                  edit: lol
                  Sea Kings TOT

                  Sors salutis/ et virtutis/ michi nunc contraria,/ est affectus/ et defectus/ semper in angaria./
                  Hac in hora/ sine mora/ corde pulsem tangite;/ quod per sortem/ sternit fortem,/ mecum omnes plangite!

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                  • #39
                    Originally posted by Jerec
                    Question- in my game, the barb civ has Roman style cities. Do barb cities always copy the style of the human player or copy the protagonist's style?
                    See this thread.

                    Originally posted by Jerec
                    And where is the option to set the protagonist?
                    Cheat menu → Scenario Parameters → Edit Victory Conditions → Set Objectives Protagonist. Is that what you're after?
                    Catfish's Cave - Resources for Civ2: Test of Time | Test of Time FAQ | War of the Ring scenario

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                    • #40
                      Yes. That answers my question perfectly. Thanks again guys.

                      Now that that is out of the way, I'm close to completion of an alpha.

                      *edit* Argh. I forgot about sound when I said that I'm almost done. Sound is the most boring part of scenario creation for me.
                      Last edited by Jerec; January 8, 2008, 22:48.

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                      • #41
                        I have the winter season and units up and working with their respective batch files. All I need now are the events telling the player to run the bats...here's a possible problem. My scen goes over 8 years, 89 BC to 81 BC, with one month per turn, for a total of 96 turns. I want the winter season spanning the last 4 turns of each 12 turn cycle. But I don't have enough event space to include the 16 alerts needed to tell the player to run the bat files at the appropriate time. Would it be acceptable to put in 2-4 alerts, and then tell the player to keep track of when he/she should run the bat file next?

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                        • #42
                          That's been done before. And in the batch file you can tell the player which months are winter and summer.
                          "Peace cannot be kept by force.
                          It can only be achieved by understanding"

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                          • #43
                            Originally posted by Arthedain
                            And in the batch file you can tell the player which months are winter and summer.
                            Not sure what you mean. And I intend to keep it simple and just assume that the game starts right after the winter months, with 4 turns per 12 being winter.

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                            • #44
                              Originally posted by Jerec
                              But I don't have enough event space to include the 16 alerts needed to tell the player to run the bat files at the appropriate time. Would it be acceptable to put in 2-4 alerts, and then tell the player to keep track of when he/she should run the bat file next?
                              Honestly, I don't think it would be a good idea: it's too easy to forget it at the end of the turn if you are too caught up in a good scenario, unless you get a reminder at the right moment!

                              Events space is always a problem iwth MPGE (that's why I defected to ToT )! One of the biggest memory space "eater" is the text in the messages, so maybe by shortening some messages (yes, I know, bad for atmosphere... ) you could free some space and then make a short reminder everytime it is necessary?
                              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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                              • #45
                                Originally posted by Cyrion
                                Honestly, I don't think it would be a good idea: it's too easy to forget it at the end of the turn if you are too caught up in a good scenario, unless you get a reminder at the right moment!
                                I was afraid somebody would say that. Oh well, I'll put in all the needed alerts somehow. And thanks for the text tip, I didn't realize that...it will definitely help.

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