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Capture City Options For CTP2

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  • #31
    I have been playing it for a small amount of time and one thing hits me (ouch !!!) and that is that a city I want to enslave is close to a bigger city so I decide to keep it and that is were the problem is. I attack and capture the bigger city ( no need for the small one now as it is in a poor location but I can't enslave or do anything with this city could you not put a new option in like a delay of execution so I can do the enslave stuff in a few turns time
    "Every time I learn something new it pushes some old stuff out of my brain" Homer Jay Simpson
    The BIG MC making ctp2 a much unsafer place.
    Visit the big mc’s website

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    • #32
      a general thought: i would like to see it, when slaves from captured cities would be distributed fairly about all cities in the empire, that have capabilities (forces currently not busy whipping slaves to work) to hold additional slaves instead all of them just to the very next city, and the chanche for a slave uprising would correspond to the number of slaves added. in that case i might think about reenabling the uprising in my games

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      • #33
        That is not that hard to do

        All you need is array to hold the number of slaves in a city.

        When a slaving event is triggered (e.g. enslave settler)

        We kill the settler put the appropriate special effect over them. Then scan the cities in the player’s empire to see which one has a free space to let the slave in. we then trigger a slave catching sequence near to that city does giving that city the slave.

        If there is no free city to take our slave we then put him in the city with the least slaves .
        "Every time I learn something new it pushes some old stuff out of my brain" Homer Jay Simpson
        The BIG MC making ctp2 a much unsafer place.
        Visit the big mc’s website

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        • #34
          Originally posted by The Big Mc
          That is not that hard to do
          thats fine to hear, so i will do this as soon as i have time.... ~2005 perhaps

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          • #35
            Come on its more like 2069. If you have the same amount of free time as me.:d
            "Every time I learn something new it pushes some old stuff out of my brain" Homer Jay Simpson
            The BIG MC making ctp2 a much unsafer place.
            Visit the big mc’s website

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            • #36
              Originally posted by stankarp
              I tried it briefly in Cradle 1.35 and every time I hit enslave, the game froze. However, the same thing happened when I tried to use the 1.33a capturecity.slc in 1.35 as well.

              I am working on a small mod that flesh's out the ancient part of Cradle at the moment, using 1.33a as the start. I will save all my files then try MG CE in 1.33a andf see what happens.
              So happened this also afterwards you reloaded slic?

              Originally posted by The Big Mc
              I have been playing it for a small amount of time and one thing hits me (ouch !!!) and that is that a city I want to enslave is close to a bigger city so I decide to keep it and that is were the problem is. I attack and capture the bigger city ( no need for the small one now as it is in a poor location but I can't enslave or do anything with this city could you not put a new option in like a delay of execution so I can do the enslave stuff in a few turns time
              I would say you should plan your strategy before you conquer that city or at least before you hit the button. If you destry the city then it is an act of war and afterwards the city is conquered and the city is assimilated the decission is made and that would be an Barbarian act. So I won't do it, I had something in my mind to put the message into an alert box instaed of a message box.

              Originally posted by Zaphod Beeblebrox
              another interesting point:
              if combined with the cityexpansion, all suburbs in a range of 4 around a moved city will be reduced to rubble, even if they belong to a city, which expands due to the resettlement.

              btw, it doesn't belong in this thread, but might interest you as well: cityexpansion tiles "overwrite" tradegoods
              The first thing looks like a problem with the city expansion code that triggeres on the KillPop event. Obviously it doesn't take the actual city size into consideration.

              The second issure is a problem with the tile imp classes used for the suburbs. All the land good tile imps are of class OceanATM and the sea good tile imps are of class ATM. Alle the other Tile Imps does not exclude this class of tile imp in a GoodMod tileimp.txt. Unfortunatly the suburbs are of the same type and exclude the type of the good tile imps. So the good imps are removed afterwards an suburb is placed over them. To fix this problem you need to remove the line Excludes:ATM from the sea suburbs and the line Excludes:OceanATM from the land suburbs. Additional you have to chabge the type of the land suburbs from from Class:OceanATM to Class:ATM. Then you should have fixed this problem.

              Originally posted by Zaphod Beeblebrox
              in my current cradle game (where i test quite a lot things, for instance the updater2, modified for cradle) i had to set the chance for a revolt below zero. i generally like that idea, but it should be based upon the number of slaves/refugees moved to one of your towns. unfortunately in cradle they always seem to be moved to the next city, regardless how many slaves there are already or if or how many military units are around to guard them. don't know if that can be changed somehow. otherwise it seems very fine. interestingly the enslavement/move pop only works, when i did a reloadslic in the same turn, which of course means, that dave's "recruiting" wonder units always give spearman militia
              Well for that problem with the /reloadslic I have to test it myself. Unfortunatly I don't have the time to do it soon. For the destination of the slaves the same rhules as for the manual enslaving with slavers apply here as well. So you have to move out the armies out of the cities that shouldn't get additional slaves before you attack the city. With the old code there was no problem I enslaved a size three city or was it a size for city and the slaves went to close city and most of them received only one slave, one city received two.

              And actual I did not changed the system of using slavers for the enslavement acton.


              Originally posted by Zaphod Beeblebrox
              a general thought: i would like to see it, when slaves from captured cities would be distributed fairly about all cities in the empire, that have capabilities (forces currently not busy whipping slaves to work) to hold additional slaves instead all of them just to the very next city, and the chanche for a slave uprising would correspond to the number of slaves added. in that case i might think about reenabling the uprising in my games
              Well I could make it so if the city receives 3 or more slaves the change is one third, if the city receives 6 slaves or more the change is 2 thirds as it is now after three slaves. As I said the slaves are destributes as they are distributes when you capture a settler in front of the captured city and I don't think it is a good idea to distribute them fairly, because there must be a risk of too much enslaving and that risk would be reduced with the current model to 0 if you have a size 14 city that you enslave and 14 other cities where the slaves would go, that would mean no revolt, so if you want to enslave you has to accept the danger. And even if I would randomly take a city that would be the nearest place for such an enslavement action you wouldn't be shure if the slaves goes to that city and in addition it is not very realistic that a slaver hunts a citizien to your capital just to enslave him.

              Originally posted by The Big Mc
              That is not that hard to do

              All you need is array to hold the number of slaves in a city.

              When a slaving event is triggered (e.g. enslave settler)

              We kill the settler put the appropriate special effect over them. Then scan the cities in the player?s empire to see which one has a free space to let the slave in. we then trigger a slave catching sequence near to that city does giving that city the slave.

              If there is no free city to take our slave we then put him in the city with the least slaves .
              /reloadslic

              and your array is empty and all the cities slaves wouldn't have slaves according to this array. So you can make it so that they are randomly enslaved in front of that city. Maybe you should use then the UseDirector() function to abort the animation.

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

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              • #37
                Martin:

                Does the Good Mod in the files section of Apolyton contain this new version of the capture city file?
                "Between nations, as between persons, respect for each other's rights is peace".- Benito Juárez.

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                • #38
                  Originally posted by tlatoani
                  Martin:

                  Does the Good Mod in the files section of Apolyton contain this new version of the capture city file?
                  No, the last update of GoodMod was last year, and this version of the city capture option was released this year so it is not in GoodMod only the last version you can find on my homepage. Afterwards you installed GoodMod just unzip the file you find in this thread over it and you are fine.

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

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                  • #39
                    Thanks for the quick reply Martin. Just another thing, I assume that the following files aren't in the Good Mod, so I'll have to add them myself.

                    MG_BetterAI.slc; GM1_airunit.slc; MG_ComImpsForAIs3.slc, apol_slics.slc
                    "Between nations, as between persons, respect for each other's rights is peace".- Benito Juárez.

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                    • #40
                      BTW the Good Mod is not currently available in the files section.

                      Dan said they're still recovering some of the files onto the new server.
                      "Between nations, as between persons, respect for each other's rights is peace".- Benito Juárez.

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                      • #41
                        Originally posted by tlatoani
                        Thanks for the quick reply Martin. Just another thing, I assume that the following files aren't in the Good Mod, so I'll have to add them myself.

                        MG_BetterAI.slc; GM1_airunit.slc; MG_ComImpsForAIs3.slc, apol_slics.slc
                        GM1 stands for GoodMod so at least the GM1_airunit.slc should be in and the other two MG files are also in and I put the additional content of the APOL_slics.slc into the GM1_strategies.slc. And these files should be latest release versions.

                        Well if you need a place for to download GoodMod try this link.

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

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                        • #42
                          Thanks Martin, I downloaded GoodMod v.1.0.

                          I noticed that the files I mentioned in my previous post are newer versions of the files that are posted in the SAP threath, am I correct?

                          Anyway, thanks again for the help
                          "Between nations, as between persons, respect for each other's rights is peace".- Benito Juárez.

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                          • #43
                            Originally posted by tlatoani
                            Thanks Martin, I downloaded GoodMod v.1.0.

                            I noticed that the files I mentioned in my previous post are newer versions of the files that are posted in the SAP threath, am I correct?

                            Anyway, thanks again for the help
                            Well it is a little bit ago when I posted these extra packs in the ApolytonPack thread, at least I know that for MG_ComImpsForAIs3.slc and GM1_airunit.slc you find the latest versions in GoodMod, for apol_slics.slc I copied the content to another file and the content should be identical IIRC. For MG_BetterAI.slc the latest version is on my harddrive and only there it still needs one or two tests, but the last released version can be found in GoodMod. Maybe I posted the files in the Apolyton thread afterwards GoodMod was released. But I did not released them as seperate new files like this one, with own thread and so on.

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

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                            • #44
                              Martin:

                              Thanks for the info, so I'll just install the newer kill city option of this thread once I've installed the Godd Mod.

                              Once you have the new BetterAI code in a beta stage, I'll be happy to give it test run.
                              "Between nations, as between persons, respect for each other's rights is peace".- Benito Juárez.

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                              • #45
                                Originally posted by tlatoani
                                Martin:

                                Thanks for the info, so I'll just install the newer kill city option of this thread once I've installed the Godd Mod.

                                Once you have the new BetterAI code in a beta stage, I'll be happy to give it test run.
                                Maybe you should try version 2.01 of the City Capture Options, I found some bugs, while I tested it with Cradle. Well it is not quite compartible with Cradle, but I would like to hear any report from the Cradle setup.

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

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