Dammit forgot again
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Bit off more than I can chew! Help!
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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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WOW, I didn't think you'd gone to that much trouble! Even endgame strings!
A few Q's tho...
TO IMPLEMENT THE TERRAIN IMPROVEMENT PILLAGING LOSS, FILL IN THE 23 LOCATIONS HERE
...I can make the Romans hate the Hebrews... Maybe you could combine it with AI frenzy.
...That is a disadvantage if you are likely to be counter-attacking, but I don't think that is the aim...
Also...the @#&$*! editor wasn't SUPPOSED to be set on erase, but it erased Masada anyway when I clicked it. I rebuilt but now I can't put the CAPITOL back, either with the editor or by just buying it. It asks if I want to rebuild, I say yep and then it just doesn't work. Damn lemurs.
Anyway, THANKS HEAPS!- Fidel
Stubbornly refusing to accept the fact that Communism doesn't work.
http://www.redlionpc.com/masada/
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Originally posted by Peter Triggs
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The only way up or down is via that single mountain tile; try another way and your unit falls to its death
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I thought you might be using MrOgre's 'location of death' handler for this...
I'd still like to look at the LOD sometime...it might come in handy for other historical scenarios. Where can I find it?- Fidel
Stubbornly refusing to accept the fact that Communism doesn't work.
http://www.redlionpc.com/masada/
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It's MrOrgre's (=Joe Rumsey, the head CTP2 programmer) example of how to add a handler for a named event. You can find it in the SLIC Events documentation but this is all there is to it:
Code:Example: location_t location_of_death; // ... // set location_of_death to some square first // ... // This handler will kill every unit that enters a preset location of death HandleEvent(MoveUnits) 'MyMoveHandler' post { if(army[0].location == location_of_death) { int_t u; for(u = 0; u < army[0].size; u++) { unit_t unit; GetUnitFromArmy(army[0], u, unit); Event:KillUnit(unit, 0, -1); } } }
IIRC, 'LossMoveToDmg' was supposed to be like in CIV2 where if a unit gets damaged in battle it loses movement points until it's healed. But I'm pretty sure it was never implemented: although I've never tried it myself, I don't recall ever seeing anyone else use it. Anyway, it's not really what you're after.
In theory, it's the goals mechanism that controls how units move around the map. So if you were to HUGELY prioritize the Hebrews GOAL_DEFEND in whatever strategy they have, that should keep them on the rock. It would also keep them from doing anything else but maybe all you really want them to do is defend and bombard.
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Can I get by with defining the "target" spots only, or do they ALL need to be referenced???
Does LossMoveToDmgNone deal with this (by changing None to a number, maybe)?
Also...the @#&$*! editor wasn't SUPPOSED to be set on erase, but it erased Masada anyway when I clicked it. I rebuilt but now I can't put the CAPITOL back, either with the editor or by just buying it. It asks if I want to rebuild, I say yep and then it just doesn't work. Damn lemurs.
Anyway, THANKS HEAPS!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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Code:Example: location_t location_of_death; // ... // set location_of_death to some square first // ... // This handler will kill every unit that enters a preset location of death HandleEvent(MoveUnits) 'MyMoveHandler' post { if(army[0].location == location_of_death) { int_t u; for(u = 0; u < army[0].size; u++) { unit_t unit; GetUnitFromArmy(army[0], u, unit); Event:KillUnit(unit, 0, -1); } } }
Code:MakeLocation(location_of_death, x, y)
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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Originally posted by Peter Triggs
In theory, it's the goals mechanism that controls how units move around the map. So if you were to HUGELY prioritize the Hebrews GOAL_DEFEND in whatever strategy they have, that should keep them on the rock.
I'm probably overthinking this...I may just say to hell with it and leave it alone.
BTW for anyone who may have been having trouble with the site or the download, my ISP has been dropping my connection more or less at random all week... Just keep trying, it'll be back up ASAP.- Fidel
Stubbornly refusing to accept the fact that Communism doesn't work.
http://www.redlionpc.com/masada/
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If I can get the AI to do its job, leaving the rock shouldn't be much of an option since you're SUPPOSED to be under siege!
If the AI concentrates purely on war it will make the game more fun.
Oooh, idea in personalities.txt it has a note saying never choose PERSONALITY_KAHN as a civ personality, as it is the barbarians one and affects the startegies they use. Now ususally I can see the point, but in this case, a barbarian AI with high aggresiveness is exactly what you want.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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Forget what I said about GOAL_DEFEND; I've been struggling so long to get the AI to behave properly that I sometimes forget that there's human players involved in this game too.
Ben's idea about PERSONALITY_KAHN is definitely worth a look at. And it's a lot easier to implement (and unimplement) than most other things you could try. Maybe you'll find Roman troops (reinforcements?) popping up out of nowhere like the Barbs do.
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