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  • #16
    Okay i need good ideas for turnlength.

    Currently the scenario lasts 46 months in real life, and i ideally want the scenario to last around 150-500 turns. Just some ideas,

    1-8 Jan
    9-16 Jan
    17-24 Jan
    25-31 Jan
    1-8 Feb (or 7-14 Feb)
    etc
    ... or

    Week 1 Jan
    Week 2 Jan
    Week 3 Jan
    Week 4 Jan
    Week 1 Feb (or Week 5 Feb)

    Which do you prefer? Keep in mind i want it to last over 150 turns and not anymore than 500, and also each turn to be an equal increment. I cant decide which one i like. Obviously length of the scenario is most important because all the ideas and events will fit around it, not to mention growth and science costs. Any other ideas welcome...
    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
      the latter
      Concrete, Abstract, or Squoingy?
      "I don't believe in giving scripting languages because the only additional power they give users is the power to create bugs." - Mike Breitkreutz, Firaxis

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      • #18
        I like the 2nd choice as well... Just looks "cleaner" I guess.

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        • #19
          Okay that one it is. Although itll have to be,

          Wk 2 Dec 1941
          Wk 3 Dec 1941
          Wk 4 Dec 1941
          Wk 1 Jan 1942

          so the year fits in the little turn box.

          A new question: How do i stop all players from changing government? Aside from giving them all seperate advances for each of their governments. Ideally through nice clean slic code.
          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.

          Comment


          • #20
            Okay nevermind i figured out a way to do it. Ill give each nation a new strategy in strategies.txt and define only one government for each. Like it was done in the Activison ww2 one. I was gonna give each government a new strategy anyway so...
            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.

            Comment


            • #21
              How do i immediately start a new line in a messagebox? Is it possible?
              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.

              Comment


              • #22
                Insert \n for a line break. Locutus mentions it in the SLIC oddities thread
                Concrete, Abstract, or Squoingy?
                "I don't believe in giving scripting languages because the only additional power they give users is the power to create bugs." - Mike Breitkreutz, Firaxis

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                • #23
                  I should read more. ta
                  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.

                  Comment


                  • #24
                    Does \t actually work for TAB? Only when i used it it seemed to move the line left instead, sometimes even left off the edge of the messagebox window.
                    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.

                    Comment


                    • #25
                      I've never tried it personally. A string of spaces usually serves.
                      Concrete, Abstract, or Squoingy?
                      "I don't believe in giving scripting languages because the only additional power they give users is the power to create bugs." - Mike Breitkreutz, Firaxis

                      Comment


                      • #26
                        Yeap, using that now.
                        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.

                        Comment


                        • #27
                          Well, I never tested the \t properly, only once or twice and it seemed okay. I wouldn't be surprised at all if it was buggy - trying to combine C and SLIC never sounded like a particularly good idea to me in the first place - that's like asking begging for trouble

                          BTW, do you mind if I move the citystyle related posts to a seperate thread? It contains some *very* useful info but for future reference it would be much easier to find if it was in a seperate thread rather than as part of a big and general discussion like this one...
                          Administrator of WePlayCiv -- Civ5 Info Centre | Forum | Gallery

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                          • #28
                            Originally posted by Locutus
                            BTW, do you mind if I move the citystyle related posts to a seperate thread? It contains some *very* useful info but for future reference it would be much easier to find if it was in a seperate thread rather than as part of a big and general discussion like this one...
                            Yeah go ahead, my threads always seem to meander off into other subjects but then i suppose most threads do that in this forum.
                            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.

                            Comment


                            • #29
                              Okay after placing more cities and tile imps than i care to count i can start building some events for this thing, so things which i would like to use;

                              1. Spawn unit/s at given location on a given turn for a certain Civ and group all units at location into an army.

                              2a. Move an army on a given turn to attack another enemy army.
                              2b. Move an army on a given turn and bombard a city or enemy army.

                              3. well im sure there will be...

                              Ive looked through all existing scenarios but couldnt find anything clear with these. Can anyone give me some simple pointers on doing these?
                              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.

                              Comment


                              • #30
                                I have here a piece of code that was able to make an army to attack a city that is on a neighbor tile of that city. I tried something like this recently. But I failed as far as I figured it out I wasn't able to group the just created units into one army.


                                Code:
                                void_f MG_SendTroopsTo(location_t theLoc, location_t theGoal) {
                                location_t MGLoc;
                                location_t MGGoal;
                                army_t MGArmy;
                                unit_t MGUnit;
                                MGLoc  = theLoc;
                                MGGoal = theGoal;
                                	if (GetUnitsAtLocation (MGLoc)>0) {
                                		Event:ActivateAllUnits(MGLoc);
                                		GetUnitFromCell(MGLoc, 0, MGUnit);
                                		GetArmyFromUnit(MGUnit, MGArmy);
                                		Event:Battle(MGArmy, MGGoal);
                                		message(1,'MG_TestMessage');
                                		message(MGArmy.owner,'MG_TestMessage');
                                	}
                                }
                                If you want to group all units at agiven location into one army you could use this event:

                                GroupOrder(army_t);

                                But note that you can't do anything with this army on the same turn, because all the events are executed afterwards the current event handle and all called events before were executed.

                                For the rest I suggest to consult also slci code that is not part of scenarios, the BetteraAI code contains some stuff about grouping single units into an army and has also some stuff about moving armies if you want to make the army to attack someone you needs the battle event.

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

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