Announcement

Collapse
No announcement yet.

A Scenario That Lets You Colonise Mars....

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • A Scenario That Lets You Colonise Mars....

    ...nearly.

    The scenario is starting in 2024, with four civilisations sending a colony up to the surface of Mars to capture territory before the others can. Most of the units are abolished, all the Ancient, renaissance, and most Modern advances are deleted, and a lot of improvements are ready-built inside the cities (CTP1 space cities under force-fields), but I think the game will retain challenge, as the map is 80% desert, and so needs substantial terraforming. CATCH: Public works are sent from earth, 3000 at a time, every 3 turns. Use it wisely.

    I have almost sorted the map, game files, units, AI etc, but I need two things:

    1) I read somewhere that to get the civilisations you want in a game, to delete the rest from civilisation.txt and civ_str.txt, and start a game using just those you want. When I do this (cut them down to 4 civs - USA, Europe, China, Russia) the game crashes to desktop without an error message. Do I need a minimum of 8 or something ?

    2) SLIC. Having spent most of this afternoon wrestling with aspects of Dale's FPH mod, Alex mod etc. i have realised that I am utterly incapable of doing this, so I present in pseudocode (qbasic style) what I think I need to make the scenario interesting:

    Trigger1: BeginTurn: let turncount = turncount + 1
    if turncount = 3 then (add 3000 pw and let turncount = 0)
    else end


    Trigger2: BeginTurn: let turncount2 = turncount2 + 1
    if turncount = 24 then (create a settler in capital city and let turncount2 = 0)
    else end


    Trigger3: No idea how to do this, but basically if the USA or Europe are at war with China or Russia on Mars, then on earth, the emigrants would stop coming so no more settlers arrive, until the nations are at peace again.

    If USA or europe are at war with China or Russia for too long (a year, 12 game turns maybe), then drastic measures are taken by china (redirected asteroid, oops ) or russia(stray nuke), and all the Martian colonies are deprived of all future settlers and PW.

    If anyone can help put this scenario into reality, I would be very grateful. Thanks in advance.
    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

  • #2
    I can't help you with the SLIC, but I sure can make the map. Also, you might want to include Japan as well. -Do you plan on makeing new units? And also have you thought about what the AI may do with this map?--It may just set there in a comotose state, you may need some AI modification.


    -Hassan

    Comment


    • #3
      Code:
      // Triggers 1, 2 & 3
       
      int_t turncount1;
      int_t turncount2;
       
      // Begin Game stuff
       
      HandleEvent(BeginTurn) 'BeginGame' pre {
           turncount1 = 0;
           turncount2 = 0;
           DisableTrigger('BeginGame');
      }
       
      // Turncount1 func
       
      void_f Turncount1(player) {
           int_t playernum;
           playernum = player;
      // Whatever command is to add PW to a player using playernum (don't remember it)
      }
       
      // Turncount2 func
       
      void_f Turncount2(player) {
           int_t playernum;
           city_t tmpcity;
           location_t tmploc;
           playernum = player;
           GetCityByIndex(playernum, 0, tmpcity);
           if(CityIsValid(tmpcity)) {
                tmploc = tmpcity.location;
                if(GetUnitsAtLocation(tmploc) < 12) {
                     CreateUnit(playernum, UnitDB(UNIT_SETTLER), tmploc, 0);
                }
           }
      }
       
      // Each Turn stuff
       
      HandleEvent(BeginTurn) 'EachTurn' pre {
           turncount1 = turncount1 + 1;
           turncount2 = turncount2 + 1;
           if(turncount1 == 3) {
                Turncount1(g.player);
                turncount1 = 0;
           }
           if(turncount2 == 24) {
                Turncount2(g.player);
                turncount2 = 0;
           }
           if(AtWarWith(player[x], player[y])) { // player[x] and [y] refer to Civ number of USA & China
                turncount2 = 0;
           }
      }
      It'll be something along those lines. You might need to have turncount1 & turncount2 as arrays if you need the values stored for each Civ, but that's an easy change. The AtWarWith(..) statement will need you to put in the numbers of the relevant civs. IE: USA is player3 and China player 5. AtWarWith(3, 5). There'll be a few other if(AtWarWith(...)) statements for the other war conditions.

      NOTE: Untested and untried. Probably full of bugs.

      ------------------
      Rommell to a sub-commander outside Tobruk: "Those Australians are in there somewhere. But where? Let's advance and wait till they shoot, then shoot back."
      [This message has been edited by Dale (edited March 25, 2001).]

      Comment


      • #4
        Civ2 had a very well done Mars scenario. Only problems were that you didn't know where the good locations for cities were and that you started at the same place in every new game.

        Don't know where I have it now but if you manage to see it, this might help you. BTW cool idea to get colonists and PW from Earth. I'm looking forward to play it.

        Comment


        • #5
          Hassan-
          quote:

          Originally posted by Hassan on 03-25-2001 01:46 PM
          I can't help you with the SLIC, but I sure can make the map.


          Thanks for the offer, but I have a basic one already.
          quote:


          Also, you might want to include Japan as well.


          I don't know much about their space capacities, but I may have to include up to 8 civs anyway.
          quote:


          -Do you plan on makeing new units?


          I was considering it. I thought a sub-orbit unit carryer would be nice, the space-plane sprite is getting a bit boring Any ideas...?
          quote:


          And also have you thought about what the AI may do with this map?--It may just set there in a comotose state, you may need some AI modification.



          I had thought about this, and I think the AI will need some serious sorting, but I'm sure any things that need sorting will come out in the playtesting... any volunteers (gimme til april though, I got exams coming)

          Dale -
          Thanks a lot, I really am hopeless at this, even when I copied and pasted to get a messagebox up I managed to mess up oh well.
          Thanks again.

          Anyone -
          How do I get just 4 civs onto the map? I'm stupid

          I might have an alpha version by early April
          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


          • #6
            Immortal Wombat:

            As for the map: Ok, I'm gonna make my own anyway, probably a semi-terraformed version as in "Blue Mars".

            And as for Japan? We all know that ESA launches their own rockets, as does Russia and the US, the NASDA (Japan) does as well. They even have their own labs on the International Space station. Now, I'm not a big Japanophile (is that a word ) but they do have good space tech, infact they've invented their own cargo-shuttle for the International Space Station. Anyway, they should be included.

            BTW, there is actually an association, The Association of Space Explorers, where each member nation has to meet the following requirements:

            I. Membership in the Association of Space Explorers is open to any person who has made one or more orbits of the Earth in outer space (as defined by the IAF). ASE is currently comprised of over 270 flown individuals from 28 countries

            The Members are as follows:

            Afghanistan
            Abdulahad Mohmand (Soyuz TM-6)

            Austria
            Franz Viehbock (Soyuz TM-13)

            Belgium
            Dirk Frimout (STS 45)

            Bulgaria
            Alexander Alexandrov (Soyuz TM-5)
            Georgi Ivanov (Soyuz 33)

            Canada
            Roberta Bondar (STS 42)
            Marc Garneau (STS 41G, STS 77, STS 97)
            Chris Hadfield (STS 74)
            Steven MacLean (STS 52)
            Julie Payette (STS 96)
            Robert Thirsk (STS 78)
            Bjarni Tryggvason (STS 85)
            Dafydd Rys Williams (STS 90)

            Costa Rica
            Franklin Chang-Diaz (STS 61C, STS 34, STS 46, STS 60, STS 75, STS 90)

            Cuba
            Arnoldo Tamayo-Mendez (Soyuz 38)

            Czech Republic
            Vladimir Remek (Soyuz 28)

            France
            Claudie Andre-Deshays (Soyuz TM-24)
            Patrick Baudry (STS 51G)
            Jean-Loup Chretien (Soyuz T-6, Soyuz TM-7, STS 86)
            Jean-Francois Clervoy (STS 66, STS 84, STS 103)
            Leopold Eyharts (Soyuz TM-27)
            Jean-Pierre Haignere (Soyuz TM-17, Soyuz TM-29)
            Jean-Jacques Favier (STS 78)
            Michel Tognini (Soyuz TM-15, STS 93)

            Germany
            Reinhold Ewald (Soyuz TM-25)
            Klaus-Dietrich Flade (Soyuz TM-14)
            Reinhard Furrer (STS 61A)†
            Sigmund Jaehn (Soyuz 31)
            Ulf Merbold (STS 9, STS 42, Soyuz TM-20)
            Ernst Messerschmid (STS 61A)
            Thomas Reiter (Soyuz TM-22)
            Hans Schlegel (STS 55)
            Gerhard Thiele (STS 99)
            Ulrich Walter (STS 55)

            Hungary
            Bertalan Farkas (Soyuz 36)

            India
            Rakesh Sharma (Soyuz T-11)

            Italy
            Maurizio Cheli (STS 75)
            Umberto Guidoni (STS 75)
            Franco Malerba (STS 46)

            Japan
            Toyohiro Akiyama (Soyuz TM-11)
            Takao Doi (STS 87)
            Mamoru Mohri (STS 47, STS 99)
            Chiaki Mukai (STS 65, STS 95)
            Koichi Wakata (STS 72, STS 92)

            Kazakhstan
            Tokhtar Aubakirov (Soyuz TM-13)

            Mexico
            Rodolfo Neri-Vela (STS 61B)

            Mongolia
            Jugderdemidyn Gurragchaa (Soyuz 39)

            The Netherlands
            Wubbo Ockels (STS 61A)

            Poland
            Miroslaw Hermaszewski (Soyuz 30)

            Romania
            Dumitru Prunariu (Soyuz 40)

            Russia
            Too many to list

            Saudi Arabia
            HRH Sultan ibn Salman (STS 51G)

            Spain
            Pedro Duque (STS 95)

            Switzerland
            Claude Nicollier (STS 46, STS 61, STS 75, STS 103)

            Syria
            Mohammed Faris (Soyuz TM-3)

            United Kingdom
            Helen Sharman (Soyuz TM-12)

            United States
            Too many to list

            Viet Nam
            Pham Tuan (Soyuz 37)
            _________________________________________
            It's a surprising list for those of us used to Euro and especially Ameri-centric media coverage, news, etc. You can find out more about the ASE here http://www.space-explorers.org Keep this in mind when choosing the Nations for the trip to Mars

            Also as for the sub-orbital lander "dropship", I can draw you a picture of one in one of my may space oriented books. I'm sure we can come up with something cool But I must say the "space plane" in CTP is based on current NASA, ESA, and NASDA research.

            Also concerning AI, is the Map, a regular Huge map? I've found that AI's play dumber on larger than Huge maps... or maybe it's just me...

            -I'll help you playtest your scenario.

            -Hassan

            [This message has been edited by Hassan (edited March 27, 2001).]

            Comment


            • #7
              quote:

              Originally posted by Hassan on 03-27-2001 01:01 AM
              As for the map: Ok, I'm gonna make my own anyway, probably a semi-terraformed version as in "Blue Mars".


              Cool, a whole series!

              quote:


              And as for Japan? We all know that ESA launches their own rockets, as does Russia and the US, the NASDA (Japan) does as well. They even have their own labs on the International Space station. Now, I'm not a big Japanophile (is that a word ) but they do have good space tech, infact they've invented their own cargo-shuttle for the International Space Station. Anyway, they should be included.


              Fair enough, I freely admit my ignorance
              quote:


              Also as for the sub-orbital lander "dropship", I can draw you a picture of one in one of my may space oriented books. I'm sure we can come up with something cool


              cool
              quote:


              Also concerning AI, is the Map, a regular Huge map? I've found that AI's play dumber on larger than Huge maps... or maybe it's just me...


              Small map only. I put earth as normal, and Mars is 0.8 the size, making it *small*.

              I'm glad you'd be willing to playtest.

              Ben
              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


              • #8
                quote:

                Fair enough, I freely admit my ignorance


                No, problem, when I went to get the ASE information I was supprised at my own ignorance, I had no idea so many Europeans had been in space, and Saudi Arabia, and Syria?! Who'd have known?

                Give me a week or two so I can get midterms and some papers out of the way, and I'll be ready to help you fully with the scenario.

                -A "small" map of Mars might be too small, but I admit anything beyond 70x140 is too big, I'll consider this in more depth once I begin to draw my own map... It doesn't matter now anyway, the good thing is you already have maps and playtesting can begin.

                -Eric
                [This message has been edited by Hassan (edited March 28, 2001).]

                Comment


                • #9
                  Hmmm, the SLIC is going slower than I expected, so there is more time to work in. So if you could make a map Hassan (or Omni, or anyone) at normal size, then I would be very grateful.

                  Another potential problem is that there is no SLIC function I can find that lets you alter the amout of stored Public works, can anyone confirm this? If this is the case, then the triggers will have to work differently and I can't think of any workaround. So any ideas how terraforming is possible without PW ?

                  Thanks,
                  Ben
                  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


                  • #10
                    VOID SetPW(player, pw)
                    Set the player’s public works to pw.

                    and

                    player.publicworkslevel - The amount of public works stored

                    should come in handy :-)

                    -klaus
                    [This message has been edited by kaan (edited April 05, 2001).]

                    Comment


                    • #11
                      Thanks kaan, I guess I missed that in amongst 21 pages of SLIC functions. Locutus, any idea when your guide to SLIC will be ready?
                      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


                      • #12
                        when do you think the first public beta will be released (or maybe there is one and I was just too stupid to not find it)?
                        And if you need any help, I can give it to you. I don't really know SLIC but I did help to Wes in the Med Mod, and did the job he gave me pretty quickly (working on the GL). So if you need any help in anything, except complex SLIC code, I'm here.

                        ------------------
                        Let people hear what they want to hear
                        Let people hear what they want to hear

                        Comment


                        • #13
                          Hi
                          Most of what's left is SLIC so I have no idea how long it will take to get a beta release. I'll spend most of today on SLIC though, and if all goes well, I'll let you know tomorrow.

                          If you want to help, some ideas for new units, techs, and city improvements would be very much appreciated, and then I suppose a tech tree at some stage will have to be made.

                          At the moment, getting the SLIC done is dependant on the existance of this scenario, so when that's done, I'll have time to sort things out. Thanks for the offer though alley_cat

                          ------------------
                          Whoever said SLIC was easy once you got used to it, was probably telling the truth. If anyone tells you that getting used to it was easy - they're lying
                          [This message has been edited by Immortal Wombat (edited April 09, 2001).]
                          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


                          • #14
                            Here are some ideas for things you can add to your scenario. I will add more later. You should think by yourself (I can also help) what will their attributesbe.

                            Ore mine
                            Water mine (did you know that H2O was found there?)
                            Space station
                            Shuttle factory
                            Space research center
                            Solar plant
                            Underground mines
                            Ore refinery (increase the amount of resources gathered from the Ore mine)
                            Hyper Space entry
                            Laser tower
                            Drone post (increases view)

                            Shuttle
                            Hover tank
                            Astronaut
                            Space colonizer
                            Let people hear what they want to hear

                            Comment


                            • #15
                              Thanks alley_cat, most of those I have already included, but the rest I will add, and adapt the tech tree to give suitable enabling advances.
                              I think that considering how far we have got in the last 300 years, the next 300 years have not fulfilled their potential for depth of research in the future ages.
                              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

                              Working...
                              X