Post your slic suggestions here!
Here's an old crusty file I found on my decrepit computer in which I came up with a slew of events suggestions (tailored to the Civ2 events macro language but probably translatable to Slic)
Some of these are moot things that Slic has totally different ways of doing. Maybe somebody can get something useful from this, as there are a lot of great suggestions for triggers and actions:
[This message has been edited by DarthVeda (edited November 20, 2000).]
Here's an old crusty file I found on my decrepit computer in which I came up with a slew of events suggestions (tailored to the Civ2 events macro language but probably translatable to Slic)
Some of these are moot things that Slic has totally different ways of doing. Maybe somebody can get something useful from this, as there are a lot of great suggestions for triggers and actions:
Code:
Rough Draft Events File for NeoCiv "Ok I think this will work" --DarthVeda's last words Follows this pattern: @BEGINIF ifciv = "civ" andand/or then @ENDIF ::Triggers:: IfAttackerCiv = (Civ name that this is done by... MUST PROCEED MOST "if"s) IfDefendingCiv = (Civ name that this is done to) IfUnitKilled = (Unit name) IfSpaceFilled = (If this x,y space is occupied) IfFieldFilled = (x1,y1,x2,y2,x3,y3,x4,y4 counter-clockwise around a square area) IfCityTaken = (Owner,City name) IfCitySurrounded = (If the city is surrounded on all sides) IfTechAchieved = (If the particular tech is attained) IfTechs = (If you have this many or greater techs) IfTurn = (Turn) IfUnitAmount = (If number of units equals this) IfCashAmount = (If money equals this) IfNegotiation = (Audiencer and then audiencee) IfTrade = (If your trade is greater or equal to this) IfScience = (Number of beakers per turn) IfLuxury = (Number of cups per turn) IfIncome = (If you are earning this much per turn or greater) IfDeficit = (If you are losing this much per turn or greater) IfManufacturing = (If your industrial power is greater or equal to X shields.[Civ,Manufacturing]) IfPopulation = (If the population is above this number...) IfCasualties = (If this many units or greater have been killed... *can* be followed by IfUnitType) IfKills = (If this many enemy units are killed... *can* be followed by IfUnitType) IfBuilt = (Number of units built... *can* be folowed by IfUnitType) IfStructures = (If this many city structures exist... *can* be followed by IfStructureType) IfStructureType = (Only used with IfStructures... structure type, like Factory or Pyramids) IfUnitType = (Used only with IfBuilt or IfCasualties... this kind of unit or domain) IfCivKilled = (If this civilization perishes...) IfWar = (If war is declared between Nation1,Nation2 [seperated by comma]) IfAlliance = (If an alliance is formed between Nation1,Nation2) IfNonAgression = (If a non-aggression pact is formed between Nation1,Nation2) IfCeaseFire = (If a cease-fire is signed between Nation1,Nation2) IfNukes = (If a nuclear weapon is used x times) IfWins = (If this many battles are won...) IfLoses = (If you lose this many battles...) IfCityPollution = (If there is this much pollution IN a particular city) IfPollution = (If there is this much pollution in the world...) IfNuclearPollution = (If there is this much pollution from atomic weaponry...) IfTerrainAmount = (terrain name followed by number of biomes: Arctic,10) IfStartup (Triggered when the game begins) ::Actions:: GlobalWarming (causes global warming) NuclearWinter (reverse global warming) KillUnit (kills a unit... see what must folllow below) KillCiv (Kills a civilization) (for whom the bell tolls) KillCity (kills a city) (city to be wiped from the map) ChangeMoney (change the monetary value by x) (400 or -400 for example) TransferMoney (move money from one civ to another) (Giver) (Receiver) (A negative value cannot be here) TransferUnit (move a unit from one civ to another) (If no unit exists then one is purchased and given to the appropriate civ") (Giver) (Taker) (Yes or No.... is this unit now a veteran?) (A percentage up to 100 but not lower than 1) ChangeIncome (set income for a civ) (-4 or 4 for example to be added *every* turn following) ChangeScience (set science rate) (7 or -4 beakers for example for every turn following) ChangeLuxuries (set luxury rate per city) (could be specific cities seperated by commas) (a positive or negative number could be added to the rate) ChangeProduction (Or you could do New York,Philadelphia for example) (-3 or 3 for example to be added every turn following) BeginNegociation (start negotiation between) (I.E. Enraged, Icy, Neutral, Worshipful, etc.) StopNegociation (prevent negociation from taking place) (cpu,cpu or cpu,human or human,human) CreateUnit (creates a unit) (could be over or under the original unit allotments) (x,y) (x1,y1,x2,y2,x3,y3,x4,y4) ChangeCityStatus (changes the values of a city) (Leave it alone to not change) (Specify the name of the civ that owns this city) (set shield progress on current goal in percentage) (number) (Disorder, Normal, or WeLove) (sets the current project, e.g. Pyramids) ChangePoliticalStatus (Civ or civs seperated by commas Greek,Babylonian) (Enraged, Icy, Neutral, Worshipful, Etc. toward each other) (War, Alliance, Cease-Fire, Peace, No Contact) ChangeCivStatus (changes a civ's properties) (no would mean not to change this value) (such as "hittite") (such as "Fundamentalism") (this will adjust their 'evilness' 0 means they never backstab while 100 means they are Hitler) (sets initiative for next statement [none would skip] could be Nation1,Nation2,Nation3 seperated by commas) (War, Alliance, Peace, Cease-Fire, No Contact to target) (10,80,10 for percentage Tax, Science, and Luxuries) DeclareIndependence (cities break away from x civilization) (Such as New York,Philadelphia) (War, Alliance, Peace, Cease-Fire, No Contact) ChangeHumanPlayer (sets who the human controls) (Civilization name, such as "Greek") GiveTechnology TakeTechnology ChangeAttack (modify attack values) (2 would double while .5 would halve the values) ChangeDefense (same as attack) ChangeMovement (same as attack) Duration (sets the duration of an event... if not stated then defaulted at 1) GiveOption (pops up an option... warning... this is complex) (Civ that gets the option)
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