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Caesar's Gallic War

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  • I was thinking structurally for those flag events, but thanks very much for analyzing them beyond structure. I do need to change the defender to anybody in the first event.

    All options in diplomacy are open for the Romans at all times. Your answer has helped a lot. Now, I'm wondering if this scheme will work...

    1) 4 flag events, 1 for each Gaulish civ. These will turn on a continuous flag once the Romans kill any one of their respective units.

    2) An event that checks if all four triggers are on. If they are, the rebellion triggers. Now the question- is an event that checks four flags possible?

    Comment


    • Originally posted by Jerec
      All options in diplomacy are open for the Romans at all times.
      Yeah, well, turning off the war flags if the Romans decide to make peace with any of the Gaulish tribes might be difficult - if that's what you want. Maybe you could use ReceivedTechnology as the trigger. If the Romans (I'm assuming they're the human player) can negotiate with a Gaulish tribe and gift them a tech ('Pacification of the Gauls' or something, really high AI value so they'll want it, but otherwise useless), then maybe you could use that as an indicator of peace/cease fire (ie, switch off the flag for that tribe). If war continues (the UnitKilled event), use the TakeTechnology action to remove it from the tribe. The Romans could make repeated attempts to give it to them in an effort to prevent the uprising (unless, of course, the Roman player fancied beating the tripe out of all 4 Gaulish tribes at once). I reckon you'd need to kill diplomacy between the Gauls to prevent them from trading the tech amongst themselves, even though they'd lose it as soon as they started losing units to Rome. I'm just talking off the top of my head; I haven't tested this out.

      Originally posted by Jerec
      Now the question- is an event that checks four flags possible?
      Yes. Easy. That's what masks are for. You can check up to 32 flags in one event.
      Catfish's Cave - Resources for Civ2: Test of Time | Test of Time FAQ | War of the Ring scenario

      Comment


      • Originally posted by Catfish

        Yeah, well, turning off the war flags if the Romans decide to make peace with any of the Gaulish tribes might be difficult - if that's what you want. Maybe you could use ReceivedTechnology as the trigger. If the Romans (I'm assuming they're the human player) can negotiate with a Gaulish tribe and gift them a tech ('Pacification of the Gauls' or something, really high AI value so they'll want it, but otherwise useless), then maybe you could use that as an indicator of peace/cease fire (ie, switch off the flag for that tribe). If war continues (the UnitKilled event), use the TakeTechnology action to remove it from the tribe. The Romans could make repeated attempts to give it to them in an effort to prevent the uprising (unless, of course, the Roman player fancied beating the tripe out of all 4 Gaulish tribes at once). I reckon you'd need to kill diplomacy between the Gauls to prevent them from trading the tech amongst themselves, even though they'd lose it as soon as they started losing units to Rome. I'm just talking off the top of my head; I haven't tested this out.
        I don't want the flags off, for the reason that it would be simply too much of a headache to do otherwise.

        Originally posted by Catfish
        Yes. Easy. That's what masks are for. You can check up to 32 flags in one event.
        Then that is what I will do. If the Romans declare war on all the Gaulish civs at different times or simultaneously, the master rebellion will trigger. It doesn't matter when the Roman civ declares war, it just has to declare war sometime or another on each Gaulish civ.

        I'll read up on masks, which is one thing that I haven't researched yet.

        Comment


        • Originally posted by Jerec
          I don't want the flags off, for the reason that it would be simply too much of a headache to do otherwise.
          It might make things interesting.

          Originally posted by Catfish
          I reckon you'd need to kill diplomacy between the Gauls to prevent them from trading the tech amongst themselves, even though they'd lose it as soon as they started losing units to Rome.
          Despite what you said , I just thought of an alternative to the above. If you used 4 separate pacification technologies, one for each Gaulish tribe, you could use @CIVILIZE2 and @LEADERS2 to prevent tech trading amongst the Gauls.

          Originally posted by Jerec
          If the Romans declare war on all the Gaulish civs at different times or simultaneously, the master rebellion will trigger. It doesn't matter when the Roman civ declares war, it just has to declare war sometime or another on each Gaulish civ.
          Then you'd be looking at a series of events like this:

          @IF
          UnitKilled
          unit=AnyUnit
          attacker=Romans
          defender=[Gaulish Tribe #1]
          @THEN
          Flag
          continuous
          who=Romans
          state=on
          flag=1
          @ENDIF

          @IF
          UnitKilled
          unit=AnyUnit
          attacker=Romans
          defender=[Gaulish Tribe #2]
          @THEN
          Flag
          continuous
          who=Romans
          state=on
          flag=2
          @ENDIF


          Same deal for the other 2 Gaulish tribes.

          The following event checks at the beginning of each turn to see if all of Roman flags 1-4 are switched on:

          @IF
          CheckFlag
          who=Romans
          mask=0b11110
          count=4
          state=on
          @THEN
          [Gaulish uprising actions]
          @ENDIF


          Unless you use the JustOnce modifier, the actions in the last event will be carried out every turn until one or more of the flags in the mask are switched off.

          Originally posted by Jerec
          I'll read up on masks, which is one thing that I haven't researched yet.
          Macro.txt → Flags
          Flags and Masks by William Keenan and Cam Hills
          Catfish's Cave - Resources for Civ2: Test of Time | Test of Time FAQ | War of the Ring scenario

          Comment


          • Originally posted by Catfish

            Despite what you said , I just thought of an alternative to the above. If you used 4 separate pacification technologies, one for each Gaulish tribe, you could use @CIVILIZE2 and @LEADERS2 to prevent tech trading amongst the Gauls.
            You go ahead and theorize, I'll stick to plain and simple.

            Then you'd be looking at a series of events like this:

            @IF
            UnitKilled
            unit=AnyUnit
            attacker=Romans
            defender=[Gaulish Tribe #1]
            @THEN
            Flag
            continuous
            who=Romans
            state=on
            flag=1
            @ENDIF

            @IF
            UnitKilled
            unit=AnyUnit
            attacker=Romans
            defender=[Gaulish Tribe #2]
            @THEN
            Flag
            continuous
            who=Romans
            state=on
            flag=2
            @ENDIF


            Same deal for the other 2 Gaulish tribes.

            The following event checks at the beginning of each turn to see if all of Roman flags 1-4 are switched on:

            @IF
            CheckFlag
            who=Romans
            mask=0b11110
            count=4
            state=on
            @THEN
            [Gaulish uprising actions]
            @ENDIF
            I already have the events written, this is an excellent check to make sure I wrote them correctly.

            Unless you use the JustOnce modifier, the actions in the last event will be carried out every turn until one or more of the flags in the mask are switched off.
            Thanks. It would have been a catastrophe if I didn't realize that until 50 Gaulish units appeared per-turn in a playtest.

            Comment


            • Originally posted by Jerec
              I already have the events written, this is an excellent check to make sure I wrote them correctly.
              That's assuming I didn't bugger them up myself.

              Originally posted by Jerec
              It would have been a catastrophe if I didn't realize that until 50 Gaulish units appeared per-turn in a playtest.
              You may want some Gaulish uprising events to occur every turn, eg, MakeAggression. Then, if, at some stage, you wanted to put a stop to them, you'd need another Flag event to turn off 1 or more of the war flags. To prevent war flags from being switched back on again if further Gaulish units are killed, you'd require JustOnce modifiers in the 4 UnitKilled events. The JustOnce modifier won't override the Continuous modifier in the Flag action, it'll just prevent the event from triggering again.
              Catfish's Cave - Resources for Civ2: Test of Time | Test of Time FAQ | War of the Ring scenario

              Comment


              • I've worked on this enough this to be testable a while ago, but I haven't been able to play it to the very end, due to a lack of time and my habit of continuously tweaking as I playtest. As such, I might as well post it to get another playtester besides me.

                ToT CGW Alpha 1-

                -updated, new version below-

                Anybody care to playtest? Believe me McMonkey, it infinitely more of a challenge now! Play fast and loose, and the result is being utterly overrun!


                I am never going to make another SP MGE scenario...
                Last edited by Jerec; April 17, 2008, 19:29.

                Comment


                • I will have a go when I get a spare moment. I look forward to the challenge
                  SCENARIO LEAGUE FORUM
                  SCENARIO LEAGUE WIKI SITE
                  SL INFORMATION THREAD
                  CIV WEBRING MULTIPLAYER FORUM

                  Comment


                  • Thanks.

                    Comment


                    • Still tweaking.

                      -edit-
                      Last edited by Jerec; April 20, 2008, 11:25.

                      Comment


                      • I have not had enough time to take a look yet but I have four days off from tomorrow. This week I have only had enough time to play my turns at Civ Webring.

                        Just thought I would let you know that I have not forgotten
                        SCENARIO LEAGUE FORUM
                        SCENARIO LEAGUE WIKI SITE
                        SL INFORMATION THREAD
                        CIV WEBRING MULTIPLAYER FORUM

                        Comment


                        • One last slight update before you go too far-

                          Comment


                          • Just started my playtest and noticed a problem straight away. Half the units graphics seem to be huts and forts!

                            Wagwan?
                            SCENARIO LEAGUE FORUM
                            SCENARIO LEAGUE WIKI SITE
                            SL INFORMATION THREAD
                            CIV WEBRING MULTIPLAYER FORUM

                            Comment


                            • Those are the winter graphics!

                              Run the bat and load the summer units.

                              Comment


                              • I've just double-checked the files, and found an actual error. The winter rules aren't adjusted. No idea how that happened, I know I adjusted them before.

                                Anyway, just replace the old rules2 with the attached version.

                                Comment

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