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Civ Series Settler Tile Improvement Building

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  • #16
    Yeah what a ****in piece of rats ass ****in bull****

    Anyway back on topic... I think most of these new Public Workersâ„¢ will be built late on in the game, milling about blocking roads making huge armies move in single file!
    Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
    CtP2 AE Wiki & Modding Reference
    One way to compile the CtP2 Source Code.

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    • #17
      Well, I just tried out the civsettler.slc, and I think that it works very good...PW alone is better, but for a Civ3 mod etc. it should work pretty good. I have just one suggestion, in order for it to be more similar to the feel of the Civ series, the settler/worker should not be allowed to move until the tile improvement is finished. I don't know how to do this so ahem, ahem, ...

      By the way Dale, this may not be such a bad thing, all that it's doing is giving further proof that CTP2 is probably the best of all of the Civ-type games

      Also this method though a possible downgrade from PW alone, is superior to the Civ1,2,3 settler/worker system, because you still need to save PW points, and the interface is much friendlier (ie. point and click on the type improvement that you want)

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      • #18
        My code does not do what was suppose to: Send workers to the location whare a improvement was created and oce there create one of same type that he tried to create.
        Dale may want to see it. But i wont loose more time in a feature that i dont want. I love PW.
        "Kill a man and you are a murder.
        Kill thousands and you are a conquer.
        Kill all and you are a God!"
        -Jean Rostand

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        • #19
          Pedrunn:

          I took a quick look through your code.

          Code:
          HandleEvent(BeginTurn) 'WorkIsSoRetardThatWeMustRemindHim'


          I'll see what's going on. This script would actually be handy to introduce Civers to CTP2. They play a few games with this script, then we convince them into a MOD (SAP2, Cradle, Med, WAW, GoodMod, etc) which doesn't have civsettler/worker.

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          • #20
            Okay, I'm going to commit myself today to get this worker system going. For the above reason.

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            • #21
              you guys are crazy! just mad as hatter's, off with the fairies, nutz, looney. Unbelievable
              'The very basis of the liberal idea – the belief of individual freedom is what causes the chaos' - William Kristol, son of the founder of neo-conservitivism, talking about neo-con ideology and its agenda for you.info here. prove me wrong.

              Bush's Republican=Neo-con for all intent and purpose. be afraid.

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              • #22
                COT: Maybe, but I'm having fun.

                UPDATE: I got the workers doing what they should now. They build a tile improvement and then become active again when it's built. Now just have to tell the AI how to use them.

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                • #23
                  Civ Series Workers v0.3

                  It's all finished!

                  Civ Workers is completed for both Humans and AIs.

                  Rules:
                  - You must have a worker on the square to build a TI.
                  - Your worker will build the TI and reappear when completed.
                  - You can group workers with other units, but only through the grouping window (not through Group All...). If you do group, when you build a TI under the worker the stack will be ungrouped.
                  - The worker is a civilian, so if you attack one, the same rules/penalties apply as a settler.
                  - You can build workers.

                  AI changes:
                  - The AI doesn't have to have a worker on the square, however the AI must have a worker on hand within 4 squares to build a TI. (Simulates a move-then-TI anyways, so no advantage to AI).

                  Notes:
                  - I've setup this as a MOD (through ModSwapper) but it should be fairly easy to add into other MODs.
                  - Don't ask me to change this MOD, as I'm not going to. It's the only crappy Civ concept I'm adding to CTP2.

                  LONG LIVE PW!

                  Attached Files

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                  • #24
                    2 things

                    1. Is the Worker unit graphics from civ3 being used?

                    2.
                    Your worker will build the TI and reappear when completed
                    Does the worker disappear completely aka invisible? If this is the case i think it would be better if it used the animation of the worker working (hiting pick axe against ground) rather than just tottaly disappearing



                    civ3 style worker
                    Oxygen should be considered a drug
                    Tiberian Sun Retro
                    My Mod for Tiberian Sun Webmaster of
                    http://www.tiberiumsun.com

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                    • #25
                      Answers:

                      1. The sprite is the nomad settler from C:CTP/Cradle. If you want a different sprite, just rename it GU018.spr

                      2. Yeah, it "disappears" for a couple of turns. Do you know how hard it is to create an array that'll keep track of everything needed? Unfortunately, SLIC ain't C or C++. Also, the AI had a tendancy to keep moving the worker of the tile being worked. It was the easiest thing I could come up with that didn't eat mega-heaps of RAM. BTW, to kill the worker who's building the TI, just pillage the unfinished TI.

                      Let's just say I would've had to have made:

                      More workarounds than you can shake a leemur poo at

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                      • #26
                        So when is this getting a news item?

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                        • #27
                          This really does deserve a news thread. As much as it isnt important to me, many Sid fanatics will love this
                          Oxygen should be considered a drug
                          Tiberian Sun Retro
                          My Mod for Tiberian Sun Webmaster of
                          http://www.tiberiumsun.com

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                          • #28
                            Yeah this needs a news item as well, but Locutus seems to be a little bit too busy. I hate these summery news items, there are too much of these Civ3 items in the news box. (OK that is also true for the MoO3 and RoN and Misc and About.)

                            -Martin
                            Civ2 military advisor: "No complaints, Sir!"

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                            • #29
                              Yeah, where's my news item?

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                              • #30
                                Locutus had some personal issues this past week

                                Be patient young Grasshopper...
                                Yes, let's be optimistic until we have reason to be otherwise...No, let's be pessimistic until we are forced to do otherwise...Maybe, let's be balanced until we are convinced to do otherwise. -- DrSpike, Skanky Burns, Shogun Gunner
                                ...aisdhieort...dticcok...

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