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A new goody hut ( from civ3)

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  • A new goody hut ( from civ3)

    I recently started playing civ3 again with the newest patch to see how it was like, I have recently finished playing civ3 cause i now remember.

    However total crap civ3 is, it does have some good ideas most of which are already being or are already converted which is great (i mean even the units are)

    However there is two that has been forgotten relating to goody huts

    1) The goody hut the reveals map of the surrounding area (this is a good one, hope it can be converted to ctp2

    2) Each goody hut having a tribal name. So in ctp2 it will say something like
    "Searching the Vandals ruins we find nothing" or "Thanks to the Phonecian tribe we now have the knowledge of Bridge Building"


    Message boxes (again)
    3) There are alot of message boxes in civ3 which i hope will make it into HotW and pedrunns mod or whatever

    Like when a road has been built to grapes a message box comes up saying "Pompeii has built a road to grapes, now the people of that city will recive a happiness bonus" or something like that. Although even with Pedrunns new trade system im not sure if you do need a road to the particular good. But if you dont would be nice if a message box did come up saying "We have found iron withing the boarders of Pompeii which will alow us to build new units" or something like that

    Anyway i cant think of anything else civ3 has to offer that hasnt been mentioned. Maybe i should make a thread on what ppl want converted from civ3 ?????????
    Oxygen should be considered a drug
    Tiberian Sun Retro
    My Mod for Tiberian Sun Webmaster of
    http://www.tiberiumsun.com

  • #2
    1) The goody hut the reveals map of the surrounding area (this is a good one, hope it can be converted to ctp2
    2) Each goody hut having a tribal name. So in ctp2 it will say something like
    The problem is that there is no way to know if a location has a hut or not

    3) There are alot of message boxes in civ3 which i hope will make it into HotW and pedrunns mod or whatever
    I am waiting eagerly to read your ideas
    "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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    • #3
      There may be away to tell you when a city starts to collect a good however it will have to be done using slic. I thick you would have to list every good in the game to get the kind of msg box you are after.
      "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

      Comment


      • #4
        Re: A new goody hut ( from civ3)

        Originally posted by SMIFFGIG
        Message boxes (again)
        I know… it’s been said a million times (don’t flame me ). I’m just scared somebody forgets. Definitely messages warning you just before you do something that could be painful – like start a war.

        (Now where did I put that messagebox for Washington? )
        If something doesn't feel right, you're not feeling the right thing.

        Comment


        • #5
          1) The goody hut the reveals map of the surrounding area (this is a good one, hope it can be converted to ctp2
          I take it back. It is possible by creating and placing TI's with the same graphic of the ruins (will need a tileimp.txt changes). The effect would be given by creating and disbanding (so fast that the human player is not going to see it) a dummy unit with a high vision radius.
          "Kill a man and you are a murder.
          Kill thousands and you are a conquer.
          Kill all and you are a God!"
          -Jean Rostand

          Comment


          • #6
            or make the TI a fort, or listening post, with a vision range.
            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


            • #7
              Originally posted by Immortal Wombat
              or make the TI a fort, or listening post, with a vision range.
              If you place a TI, wouldn’t it create a border (irrespective of IntBorderRadius setting)?
              If something doesn't feel right, you're not feeling the right thing.

              Comment


              • #8
                no, you have to place TIs within your borders, which you can create temporarily with a fort, then place the "listening post", and destroy the fort.
                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


                • #9
                  Thanks IW. You have again corrected my errant ways.

                  A closed mouth gathers no feet. If only I'd listened.
                  If something doesn't feel right, you're not feeling the right thing.

                  Comment


                  • #10
                    I had an idea what about hidden goods you could see the ruins go into them and find large amounts of coffee growing around the ruins and the use the plant good command in slic to put coffee on that tile.
                    "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

                    Comment


                    • #11
                      Ahh big Mc. Ala SMAC

                      Another goody hut idea. In the ruins we find great deposits of (coffee, Gold, Poppies, Tea, Silver, Hardwood) etc etc then that good appears on the map where the goody hut was (or within a radius around it) of course it would have to correspond to the right terrain eg u couldnt have Hardwood appear on Sand dunes or desert etc
                      Oxygen should be considered a drug
                      Tiberian Sun Retro
                      My Mod for Tiberian Sun Webmaster of
                      http://www.tiberiumsun.com

                      Comment


                      • #12
                        What about roads connecting cities to goods? Anyone got any ideas to implement this?

                        Comment


                        • #13
                          What about roads connecting cities to goods? Anyone got any ideas to implement this?
                          Using the current system, no! Since a city can only harvest a good with in its border. We cant make any work arounnd for this even with slic.
                          But thinking in the trade system i proposed i would say no too. But i wonder if truly isnt impossible using the functions HasRoad and GetNeghbor to follow a road path. Still i suspect it will cause crashs due to the amout of info needed. Yet i like to say that hope is the last to die.
                          "Kill a man and you are a murder.
                          Kill thousands and you are a conquer.
                          Kill all and you are a God!"
                          -Jean Rostand

                          Comment


                          • #14
                            Pedrun there is no HasRoad function in CTP2, but fortunatly you can use TileHasImprovement to check if the tile has a road like improvement.

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

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                            • #15
                              What about random pop points say you find a ruin were survivors are and they are transported to you nearest city.
                              "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

                              Comment

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