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  • Originally posted by Martin Gühmann
    For the mod I would say it is now in alpha stage.
    That was the intention. I was hoping someone could look over them in the week I was away.
    I have a few days now to get them sorted as I would have liked.
    Then I had to go to the IWW_info_str.txt and had to outcomment this line:

    1 "owner = {city[0].owner}; wonder = {value[0]};"
    You had to? Spare strings shouldn't interfere with it...

    Finnally I had to add these lines to the IWW_info_str.txt:

    IWW_WONDER_PILLAGE "Wonder Pillage"
    IWW_WONDER_PILLAGE_1 "Wonder Pillage 1"
    IWW_WONDER_PILLAGE_2 "Wonder Pillage 2"

    Of course the string values her are only dummy messages to get started quickly.
    Oh damn. I removed the lines that called the messages, but not the messages themselves.
    [/QUOTE]

    The other problems about wonders not appearing are more of a worry, because it was working flawlessly for me when I finalised the code.
    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 Immortal Wombat
      The other problems about wonders not appearing are more of a worry, because it was working flawlessly for me when I finalised the code.
      Are you shure that you sent the finalized code to Wouter, I think from the script the code still needs to give the owner of the land for the new suburb the enabling tech of the suburb tile improvement. And maybe a little bit of terraforming would be good so that every city can have suburbs on land.

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

      Comment


      • It is the advances. In any mod to use this add-on, the advances for each timp are recommended to be the same as the enabling advance for the wonder in question.
        The advances were set to Subneural Ads as a default one, and are not intended to stay that way.
        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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        • ps. If you give yourself sub ads, further testing should work perfectly...
          Am I correct in thinking that every tile next to a city has to belong to that city's owner? Or is there a set of circumstances where that is not the case?

          Remember the good sprite cretion bug i was having? when i got it working i did some cool graphics that can be used in your city expansion

          What you guys think?
          Brilliant
          I hadn't even considered under-sea expansions That's really helpful! I wouldn't have been able to do such a good job on the razed ones especially.

          PS: really surprised me that you included the razed cities, IW. I thought they were going to be forgotten )
          nope, full thing, just like BlueO's. Your future ones really helped
          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


          • Originally posted by Immortal Wombat
            Am I correct in thinking that every tile next to a city has to belong to that city's owner? Or is there a set of circumstances where that is not the case?
            When cities are founded really close to each other, this may not always be the case. 99% of the time it should be though...
            Administrator of WePlayCiv -- Civ5 Info Centre | Forum | Gallery

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            • [Mr Burns' Mode]
              Excellent...
              [/Mr Burns' Mode]
              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


              • Don't forget that colony mod - those cities don't own the adjacent tiles (If I understood the thread correctly). I'm fairly sure colonies shouldn't be able to build wonders, though.

                There are limits to how far you should take these compatibility worries, though.

                Comment


                • yeah, that is true. But it should be simple one way or another to stop wonders being built in colonies.
                  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


                  • For colonnies you want this anyway:

                    mod_CanCityBuildWonder {
                    if (IsColony()) { return 0;} else {return 1;}
                    }

                    mod_CanCityBuildUnit {
                    if (IsColony()) { return 0;} else {return 1;}
                    }

                    mod_CanCityBuildBuilding {
                    if (IsColony()) { return 0;} else {return 1;}
                    }

                    ... or something like that. Colonies are AFAIK not supposed to build anything...
                    Administrator of WePlayCiv -- Civ5 Info Centre | Forum | Gallery

                    Comment


                    • yeah. Its the details of IsColony() that needs sorting...
                      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


                      • If (TileHasImprovement(city[0].location, TILEIMP_COLONY)) { return 1 } else { return 0}

                        (or something like that)
                        Administrator of WePlayCiv -- Civ5 Info Centre | Forum | Gallery

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                        • Code:
                          HandleEvent(CreateCity) 'colony' pre{
                              if(value[1] == UnitDB(UNIT_COLONIST)){
                                 Event:CreateImprovement(city[0].owner, city[0].location, TileImprovementDB(TILEIMP_COLONY), 0);
                              }
                          }
                          ?
                          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


                          • Exactly. Easy for identification, doesn't cost you any buildings or anything, can be used for possible additional bonuses as well (defense/movement bonus maybe?).
                            Administrator of WePlayCiv -- Civ5 Info Centre | Forum | Gallery

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                            • readme
                              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


                              • Brilliant
                                I hadn't even considered under-sea expansions That's really helpful! I wouldn't have been able to do such a good job on the razed ones especially.

                                nope, full thing, just like BlueO's. Your future ones really helped
                                I am glad you liked.

                                As for the BlueO expansion, we can just forget it.

                                It has a major bug! Since the city goods arent there at beggining of the game so their gold value isnt calculated.

                                Thos cause the good to have a astronomic value of thousand gold(I guess the maximum) because their rarity.
                                The only solution is to save and load the game. Because the games re-calculates the goods during loading. Yet having to load the gameseveral time is a game ruiner

                                So i guess i will wait you finish the mod to see cities expanding.

                                Samll thing: In the thanks, i gave the AI entity and not Martin
                                Last edited by Pedrunn; July 20, 2002, 18:17.
                                "Kill a man and you are a murder.
                                Kill thousands and you are a conquer.
                                Kill all and you are a God!"
                                -Jean Rostand

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