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  • Some interesting questions

    Well I was looking at the events in the new scenario Roman Civil War by techumseh and found some different things I never knew existed.
    An example is this.

    @IF
    UnitKilled
    unit=Senator
    attacker=Roman Senate
    defender=anybody
    @THEN
    DELAY
    delay=1
    CreateUnit
    owner=Roman Senate
    unit=Senator
    veteran=No
    homecity=None
    InCapital
    locations
    44,68
    67,75
    43,93
    endlocations
    @ENDIF

    The InCapital was something I've never seen before. It creates the unit right in the capital and i assume if no capital it then places the unit in the locations specified. I looked at the Cradle of Civilization site and didn't see this there. So my question is, does anyone have a list of all these special features (InCapital, etc) of the event language and if so can you post it here in this thread. Thanks to all who submit.


    Civfan....
    Last edited by Civfan; January 1, 2003, 23:44.
    Civfan (Warriorsoflight)

  • #2
    There's a lot! And Techumseh uses them to the hilt.

    Sounds like you don't have the manual. Someone (Mercator?) once said that it was in a file on some of the later CD packages (those without printed copies?). Not mine.

    The optional parameter InCapital forces the unit to be created in the capital city of the specified civilization. Even though this causes the locations to be ignored, you still must include the required Locations and EndLocations parameters and at least one location. Finally, you can use the optional Randomize modifier to have the location chosen at random from the list.
    p209

    Since I'm deep in it at the moment, I can give a quick list of some of the new macro stuff.

    Triggers:

    BribeUnit

    CityDestroyed

    CityProduction - if any city owned by the builder completes the specified improvement or unit, this trigger activates on the next turn

    CityTaken - now includes optional UnitType=Spy for bribes

    Negotiation - now accepts a complex but powerful talkermask/listenermask pair of arguments -> allows you to specify which Civ-to-Civ negotiations to occur

    Actions:

    BestowImprovement - builds improvement in a city of the specified race. Unfortunately, you can't name the city. It builds it in the best city. However, you can specify InCapital or whether or not the improvement goes in the largest city or the one with the most WoW's.

    GiveTechnology

    TakeTechnology

    This is just the tip of the iceberg. CoC does have articles on Flags and Civ-specific Tech trees. It's difficult not to take advantage of these features.

    One time I summarized the triggers in a Word file. If you can't find an electronic copy, I'll see if I can dig it up.
    El Aurens v2 Beta!

    Comment


    • #3
      ToT has lots of new "events" options but the ToT "macro.txt" was only available in the US (UK?) CD !

      U can find the Macro.txt in the "Aide-ToT.zip"
      http://eyn.free.fr section Test of Time-Utilitaires

      Comment


      • #4
        you can also create events with more than one trigger.
        @If
        unitkilled
        unit=triggerunit
        attacker=Zulu
        defender=Greek
        @and
        receivedtechnology
        technology=93 (for instance tech 93=AI-only)
        receiver=Greek
        @then
        ...
        @endif
        (Special event for AI Enhancement)

        Another great feature - civilisation specific units.without creative use of prereq/obsoelete Tech thing.

        Comment


        • #5
          ToT offers lots of new options...
          -New techs and units slots
          -one attack sound for each unit
          -civilizations specific units
          -civilizations specific techs
          -multimap
          -impassable terrain
          -lots of more "events" options
          -Random "events" at scenario start (events1, events2...)

          negative point: Units power bar

          Comment


          • #6
            U can find the Macro.txt in the "Aide-ToT.zip"
            What a useful collection! My French is almost nonexistent, but with a little Civ knowledge it can be deciphered. The Macro.txt, & Describe.txt are invaluable.

            What are the differences between Fusiliers, Tirailleurs, and Chasseurs a pied? Particularly in a WWI setting. What does Poilu mean?

            Thoddy's right! Multiple triggers with the @AND modifier are really useful.
            El Aurens v2 Beta!

            Comment


            • #7
              I found the readme file to the ToT macro language on my hard drive. Enjoy
              Attached Files
              War doesn't prove who is right, only who is left.

              Comment


              • #8
                actually thanks everyone. I found it not to long after i made this post. Its in the main folder when you install the game. Macro.txt
                Has anyone made some great combinations with the events. Maybe we can post them right here.

                Heres some i did.

                event 1
                On turn 10 I wanted to give the Romans a Palace in the city of Rome. Rome is the largest in Population and this will give the palace to the city of Rome

                event 2
                On turn 15, I decide that times have changed for the empire and a better location for the Capital Palace needs to be created. I wanted the city of Constanople to be the new capital. So I created the several wonders in that city ( it has the most) and used this as a method to move the capital to that city. So on turn 15, the palace is moved.

                @IF
                TURN
                Turn=10
                @THEN
                TEXT
                Its time to create a capital
                ENDTEXT
                BestowImprovement
                improvement=1
                race=Romans
                capital=No
                wonders=No
                @ENDIF

                @IF
                TURN
                Turn=15
                @THEN
                TEXT
                Times have changed for the empire, a new capital is created.
                ENDTEXT
                BestowImprovement
                improvement=1
                race=Romans
                capital=No
                wonders=Yes
                @ENDIF

                So does anyone else have some examples of events such as using the flags to create triggers. This thread would a great value if people posted some of there events with explanations.

                Thanks all

                Civfan
                Civfan (Warriorsoflight)

                Comment


                • #9
                  @IF
                  CityProduction
                  builder=English
                  unit=Steamer
                  @THEN
                  FLAG
                  who=English
                  state=on
                  Flag=31
                  @ENDIF

                  @IF
                  CHECKFLAG
                  who=English
                  flag=31
                  state=on
                  @THEN
                  FLAG
                  who=English
                  state=off
                  Flag=31
                  Text
                  no broadcast
                  Another Steamer leaves its port heading overseas and is expected to arrive in 3 turns.
                  EndText
                  @ENDIF

                  @IF
                  CityProduction
                  builder=English
                  unit=Steamer
                  @THEN
                  DELAY
                  delay=3
                  CREATEUNIT
                  owner=Triggerdefender
                  unit=supplies
                  veteran=no
                  homecity=NONE
                  randomize
                  locations
                  30,44
                  125,53
                  136,56
                  108,68
                  93,57
                  85,57
                  75,79
                  69,71
                  88,88
                  endlocations
                  Text
                  Steamer drops its freight.
                  EndText
                  @ENDIF
                  A long time ago I contrived this event: Building a steamer would result in a caravan type unit being dropped directly on a far away island. I wouldn't call it great but it's an example one wouldn't even try to implement with FW/MGE Events language... The concept of building something and getting a bonus unit (or wonder!) somewhere else is quite amazing I think.
                  I don't know any more why I used the flags, maybe it was to avoid this message to pop up several times(?).
                  Civilization Webring Forum

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