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  • Events and saving question

    If . . . .

    1.) A game is saved, and . . .

    2.) the City graphic file is changed (so that a new flag will appear for a specified civ) . . .

    3.) Will the events file continue normally? or will it begin its turn count from the turn after reloading?

    The intention is to allow the events file to continue normally. For example, if the game is saved on turn 200, when it is reloaded to continue playing the same game, will the events file then recognize the first turn after reloading as turn 201? or will it start over at turn "1" ?
    Lost in America.
    "a freaking mastermind." --Stefu
    "or a very good liar." --Stefu
    "Jesus" avatars created by Mercator and Laszlo.

  • #2
    The events file is saved as part of the save file. After you save a game, the text file has no further function. You could change it or delete it altogether, and the original events would continue - regardless of how many times you save and reload.

    This is why the Delevent file is used when changing events txt files - it clears the events from the save file. Changing graphics files mid-game has no effect on events. Changing Rules txt. files can screw up your events, since those events may refer to names of units which no longer exist.
    Tecumseh's Village, Home of Fine Civilization Scenarios

    www.tecumseh.150m.com

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    • #3
      I don't see why swapping a graphics file would change anything, though I'm no expert. Why do you ask, Exile? Do events files have a reputation for rebooting the turn count that I've just not heard of?
      1011 1100
      Pyrebound--a free online serial fantasy novel

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      • #4
        Elok, the purpose here is specific. I've prepared an updated and revised version of Age of War. It has many changes, including graphics.

        One of the changes is an attempt to recreate the events of the Russian Revolution, circa 1919-1921

        Because the counterrevolutionary units will be primarily the Russian Conscripts units, placed by events as barbarians/neutrals, it's necessary to change the FLAG of the Russian civ from the Tsarist blue-cross-on-white-field to the Soviet red banner. To do this, the game must be interrupted/saved, the city graphic file switched by way of a simple file rename change, and then reloaded to continue the game. The events file will create a text popup on the appropriate turn to instruct the player to do this.

        It sounds as if there's no need then for a delevent because the game SHOULD simply continue with the Russian civ using the new flag AND NO INTERRUPTION OF THE EVENTS FILE. If there was any other way to change the flag, that would be a preferable solution. This way is 2nd best, however.

        I've tested this new version extensively, it's ready to go, and all I'm waiting on is Gareth's ok on the units graphic file. If he's satisfied with the graphics I've used, then I'll go ahead and release it. I've included a new readme file with a list of changes to the scenario.

        Should be a whole new ballgame.
        Lost in America.
        "a freaking mastermind." --Stefu
        "or a very good liar." --Stefu
        "Jesus" avatars created by Mercator and Laszlo.

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        • #5
          Originally posted by Exile
          I've prepared an updated and revised version of Age of War.
          Christmas comes early this year!

          One of the changes is an attempt to recreate the events of the Russian Revolution, circa 1919-1921
          Excellent! AoW has always been one of my favourite scen (even if you were disappointed with 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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          • #6
            This is good news indeed!
            "Peace cannot be kept by force.
            It can only be achieved by understanding"

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            • #7
              It's ready

              McMonk, considering you're the Scenario League wiki expert, you wanna upload the files to the League's site?

              I have a new Scen file and a new sound file to send.

              Here is a copy of the WarChanges file that lists the various improvements. Once again, Gareth has come through in spectacular fashion and provided a superb new unit set graphix. I would like particularly to point out his newest ship graphix--just amazing stuff. As usual.

              Changes to Version 2 of Age of War;

              1.) The tech paradigm is more than doubled to 150 and the turns are now 12/year (monthly). The problem that this fixes was the early arrival of most of the WWII military techs, easily acquired in the 20s. This increase in the tech paradigm might push the aquisition of these later techs to the 30s, a more historically accurate solution. The problem is that the lesser powers, Spain, Turkey, and Italy, all lose by this policy. Their efforts at technology gain are almost impossible.

              2.) Naval units are faster. The truth is that, during a month, a modern ship could traverse the entire map. But because this is primarily a military simulation, the bombardment abilities of ships must taken into account, as well as supplying these ships with coal, an essential element that cannot be accounted for in Civ2.

              3.) Only certain civs have, or ever will have, Guerilla Warfare tech. Historically, populations in German/Austro-Hungarian regions didn't exhibit much propensity to carry on partisan operations . . . except against the Germans. So this tech needed to be isolated. Spain and Turkey have it, and this seems right. Too many times during the modern era an occupied Spain has resisted bitterly, and of course the very word itself is derived from Spanish resistance movements. While it may seem questionable to give this tech to Turkey, the reality is that attempts by various aggressors to occupy parts of Post-Great War Turkey failed due to a widespread nationalist uprising. Although the conflict is little known today, the Turks fought pitched battles with the Greeks east of Smyrna, successfully demanded the withdrawl of Italian and French forces, and faced down the British contingents that were occupying Istanbul, forcing their departure as well. The Russians will receive it now along with the Communism tech. The British MIGHT receive it. The French will not, but French partisans can nevertheless appear in certain circumstances.

              4.) New Graphix. Thank Gareth Burch for the most part, but there are also terrain, city, and icon graphix that I've borrowed from various sources.

              5.) All military units are more expensive to build, and several are MUCH more expensive to build.

              6.) The Caucasus Petroleum wonder is now located in Stavropol. The Russian civ now has a considerable boost, when and if it can build the factories that can utilize it. The Germans now have a VERY good reason to move in that direction.

              7.) The Impassable units simply don't work in a Flight scenario. When the AI acquires units that can attack air units, it attacks the impassable units. Because I found this AI stupidity unacceptable, mountain units were created and placed. They are on mountains, don't move, in fortresses, and have a 10 defense strength. They are all also located deep in the mountains. This is an unhappy solution to the problem, but the only one that worked. If the AI MUST hurl valuable units at brick walls, at least it'll appear that there is actual military conflict occurring, not planes diving into mountain peaks.

              8.) Terrain has been changed in many places. Gibraltar is one place. There are others.

              9.) A few techs have been renamed or eliminated, along with their units, and/or improvements. There are no more colonial units. These were really superfluous and added more for flavor than for effect. Ceremonial burial and temples are changed now to Occupation and Garrisons, respectively. Monotheism and Cathedrals are now Propaganda and Newspapers, respectively, and building of a Newspaper has a new sound to accompany it.

              10.) Democracy has been made a no,no tech, and only the English have it. It cannot be traded.

              11.) The Cosmic principles of both Fundamentalism/Fascism and Communism have been altered. Communism can now support more units and Fascism much less. Fascism's tech characteristics have been brought much closer to those of basic monarchy, but Fascism still brings in abudant cash, stifles dissent, and provides the free Fascist Elite units.

              12.) Many, if not most original events were dropped. The new events file is more reactive, replying to the particular demands of an individual game.

              13.) I have included another city.bmp file. When the Russian Revolution occurs, the text prompt will appear. Alter the names on the two files. All the 2nd file does is change the Russian city-flag to the Soviet red banner. This is important because barbarian units will appear that WILL appear to have the old Tsarist flag. These units will represent the counterrevolutionary forces that appeared, an oversight in the first game that needed to be addressed.

              14.) All civs may now choose their starting research technology.

              15.) The Arms Race wonder now has no preq., and may be built at start by anyone. The English have an advantage here, but then, historically, this is exactly what happened.

              16.) Many cities have been manipulated so that they can't build ships or coastal batteries, and some have been manipulated so that the "founders" of the city aren't historically accurate. Russia didn't found Iasi, for example, and the "liberate" message will appear. This was done to reduce the chance that these selected cities will vanish when they're seized and only have a 1 population.

              17.) Naval transports are now much more limited in carrying capacity. The Transport can now carry 1, the Ocean Liner 2.

              18.) Amphibious Warfare is now a tech that provides the Amphibious Transport fleet unit. It's carrying capacity is much greater than normal transports (12), but it is very slow, moving only 2/turn, and is very vulnerable.

              19.) The Railroad graphic has been changed so that it's more visible.

              20.) The tech tree has been reworked.

              21.) All surface naval units may shore bombard. Submarines have been added to the game w/the Submarine Warfare tech.

              22.) American entry into the war on the side of the English can occur in 2 ways; if London is occupied by Germany, or by the 1/950 chance/turn for the Pacific War event. This event and/or the occupation of London by Germany will deliver several American units and a SuperFortress unit each turn to Great Britain. It will also set up the event that will compel Britain and Germany to war each turn, regardless of negotiations--the Unconditional Surrender.

              23.) Various wonders now have obsoleting techs.

              24.) Pollution is now "wreckage" caused by social unrest. The graphic for this is the same graphic, the little fire, used for cities in unrest. The indicator graphic for pollution has been eliminated, however, which neccessitates IMMEDIATE cleanup for the player civ.
              Lost in America.
              "a freaking mastermind." --Stefu
              "or a very good liar." --Stefu
              "Jesus" avatars created by Mercator and Laszlo.

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