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  • Some Dumb Questions

    Some dumb questions for ToT:

    1. I don't suppose there is a way to have a city revolt or just plain secede through events?

    2. Can I get the turn increments to be other than the default and monthly?

    3. I've got civs building units that they shouldn't be able to build. I have the "tribemaybuild" mask under UnitsAdvanced marked 0 and the prereq marked "no".

    4. I have a civ building new cities. The cities have no names. Do I need to include a city.txt for new cities?

    5. Can I implement an alliance through events?

  • #2
    For question 3:
    The first number in the "Tribemaybuild" mask is for the last civ (Indians/Mongol/Sioux) and the last number for the Barbarians. Maybe you´ve read them from the wrong way. I hope this helps you a little bit.

    To the other questions I can´t answer because I unfortunately don´t really know it.
    American War of Independence
    A Divided Nation - US Civilwar

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    • #3
      Re: Some Dumb Questions

      Originally posted by Harry Tuttle
      1. I don't suppose there is a way to have a city revolt or just plain secede through events?
      email/PM me.

      2. Can I get the turn increments to be other than the default and monthly?


      Not as far as I know. You can try to be inventive with AD/BC and the month names, but I think that's it.

      4. I have a civ building new cities. The cities have no names. Do I need to include a city.txt for new cities?


      Do you want them to be building new cities in the first place? If so, why wouldn't you include a city.txt?

      5. Can I implement an alliance through events?
      You can email/PM me about that too...
      Civilization II: maps, guides, links, scenarios, patches and utilities (+ Civ2Tech and CivEngineer)

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      • #4
        Take a look at tech's MARKET GARDEN where he uses hours.
        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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        • #5
          I forgot what exactly he did in OMG, but Darthveda used daily AM & PM turns in his Bulge scenario. IIRC, the twelve months in Labels.txt are read as labels for turns. It's probably something you've already given some thought, but you can get creative with them — just think in multiples of 12.

          Maybe that's exactly what Tech did in OMG.
          El Aurens v2 Beta!

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          • #6
            Mercator, email sent.

            Thanks everyone for your comments

            #2: The reasoning behind my wanting to change the turn increments is that I'm trying to keep up with the pace of the scenario. I have the civs doing what I want, but a little too soon. I may just tweak things a bit to make it all even out. I would like to just use months as that would be the easiest.

            #3: I'm pretty sure my mask is correct. The problem of unit building only effects a few units. I may have to go the dirty route and test, test, test.

            #4: I don't want the civs building new cities until I give them settlers through events. So it's acceptable for settlers to be present on the map, just not at random as they are now. I just thought the blank name was pretty damn odd.

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            • #7
              Re: Some Dumb Questions

              Originally posted by Harry Tuttle
              3. I've got civs building units that they shouldn't be able to build. I have the "tribemaybuild" mask under UnitsAdvanced marked 0 and the prereq marked "no".
              Are the units available in the build list, or are the cities set to building the forbidden units in the beginning of the game?

              You can always use the obsolete trick to make them unbuildable.

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              • #8
                Re: Re: Some Dumb Questions

                Originally posted by Jerec
                Are the units available in the build list, or are the cities set to building the forbidden units in the beginning of the game?
                Some of the units are buildable by one civ, but that's it. All the cities on the map are building permitted things.

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                • #9
                  That rules out the possibility of the cities just starting off building the forbidden, which would have been easy to fix. Rats.

                  If you can, try using an extra tech as an unreachable prereq for all the unbuildable units. This might not solve the problem, but at least it gets the units in the civilopedia. I hate it when I have to look up a unit's stats in the rules.txt.

                  Try obsoletion. On second thought, this would only work if none of the civs should be able to build your forbidden units.

                  Give the one civ that should be able to build the units a tech that is the forbidden units' prereq. Simplest, dirtiest solution MGE style. In CGW I still have obsoletion/tech barriers besides "TribeMayBuild" to make sure that something like this doesn't happen.

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                  • #10
                    Re: Some Dumb Questions

                    Originally posted by Harry Tuttle

                    3. I've got civs building units that they shouldn't be able to build. I have the "tribemaybuild" mask under UnitsAdvanced marked 0 and the prereq marked "no".
                    Guess what it was. I had removed the hut graphic from the game but not the actual huts! Doh!

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                    • #11

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                      • #12
                        Re: Some Dumb Questions

                        Originally posted by Harry Tuttle
                        Some dumb questions for ToT:

                        1. I don't suppose there is a way to have a city revolt or just plain secede through events?

                        2. Can I get the turn increments to be other than the default and monthly?

                        3. I've got civs building units that they shouldn't be able to build. I have the "tribemaybuild" mask under UnitsAdvanced marked 0 and the prereq marked "no".

                        4. I have a civ building new cities. The cities have no names. Do I need to include a city.txt for new cities?

                        5. Can I implement an alliance through events?
                        The good news: All of these issues, except 5 (for now) have been resolved. I have a fully functional game working now. I just need to add events in and make a few minor adjustments to make it more fun.

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                        • #13
                          Can you give a little more info re: Q #5? The short answer is no, but there may be workarounds depending on the situation. What is the relationship of the 2 civs prior to the alliance? Are there other civs whose relationships might be affected?
                          Tecumseh's Village, Home of Fine Civilization Scenarios

                          www.tecumseh.150m.com

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                          • #14
                            Prior to the alliance the two civs are at peace. No vendetta, normal relations. They are located on different sides of the map, no adjacent borders.

                            An alliance between the two civs could effect the other civs in the scenario, in as much as any alliance goes. The scenario is just like a regular game of Civ, with no special rules and full diplomacy. The scenario is open ended.

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                            • #15
                              How much do diplomacy-related events help with #5, specifically ModifyReputation?
                              Civilization II: maps, guides, links, scenarios, patches and utilities (+ Civ2Tech and CivEngineer)

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