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
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"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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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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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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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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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.
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
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 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
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
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 .
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.
-MartinCiv2 military advisor: "No complaints, Sir!"
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Originally posted by tlatoani
Martin:
Does the Good Mod in the files section of Apolyton contain this new version of the capture city file?
-MartinCiv2 military advisor: "No complaints, Sir!"
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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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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
Well if you need a place for to download GoodMod try this link.
-MartinCiv2 military advisor: "No complaints, Sir!"
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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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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
-MartinCiv2 military advisor: "No complaints, Sir!"
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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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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.
-MartinAttached FilesCiv2 military advisor: "No complaints, Sir!"
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