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  • Ruins

    I have in recent weeks I made some code to get land and sea mines to work in ctp2.

    I have however generated code to randomly put mines around the world as part of the AI rather feeble attempt at dealing with mines.

    However this code has brought with it a possibility a complete overhaul of the ruins.

    You have all see the rather buggy way CTP has with dealing with ruins. (Personally I like the getting of a archer when you are flying around in space ships or getting the advance of iron working).

    We could also put new strings in but the question is what people would like to see

    Here are a few suggestions

    Ruins leading to maps
    Ruins leading to death
    Ruins leading to barbarians
    Ruins leading to goods.
    Ruins leading to other ruins

    Well any more suggestions.
    "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

  • #2
    Re: Ruins

    I havd been thinking on doing this for months. It is a terryfic idea. Even better than the so hard to implement mines one.
    Hope you can come up with something.

    Originally posted by The Big Mc
    Ruins leading to maps
    Ruins leading to death
    Ruins leading to barbarians
    Ruins leading to goods.
    Ruins leading to other ruins

    Well any more suggestions.
    But barbs which is the most difficult to implement is already implemented so no need and the I really cant understand the other ruins one

    Death, map and goods are terrific ones The exacly things i would like to see in CTP2.
    "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
      For the Brabs I think he meant to increase the number of Barbarians poping up from a hut. Actual the risk.txt should be the file for that problem.

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

      Comment


      • #4
        Ruins that lead to death would add a pretty cool aspect to the game. I also like the idea of maps and other ruins.
        "Guess what? I got a fever! And the only prescription is ... more cow bell!"

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        • #5
          yes its all reedy to add some events but i am having problems with the place tile imps command in slic any ideas.
          "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


          • #6
            The usual tile improvement can only placed on the map if the according player has enough PW and own the land.

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

            Comment


            • #7
              The barbs have no public works so no ruins thanks.
              "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


              • #8
                Code:
                int_t tileimpcost;
                tileimpcost = 1000;  // or whatever...
                player[2] = 0;
                SetPW(0, player[2].publicworkslevel + tileimpcost);
                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
                  Or just:
                  Code:
                  SetPW(0, 1000000000);
                  Event: CreateImprovement(0, tmpLoc, tileimp, 0)
                  SetPW(0, 0);
                  This will do the trick
                  "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


                  • #10
                    I was going to ask that question :d

                    The only problem at the minuet is getting the ruins out side of some ones political boarders.
                    "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
                      Sorry, i did remembered this problem while writting the post but i had no time to tell you.

                      Only forts can be built out side of the borders.
                      So you will have to use the data of the forts in the tileimp.txt
                      Code:
                         Level 1
                         Class:Structure1
                      And there is another limiting factor. You can only built a fotr outside the borders if you have the location in the sight of a unit. So you will have to create a unit in the TI location before placing it and then disband the unit.
                      "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


                      • #12
                        Actual this are the special features of a fort:

                        Code:
                           IntBorderRadius 2
                           SquaredBorderRadius 5
                        One of them gives some additional terrain for the civ that build it. The otherone allows to build it on neutral terrian.

                        So play with the stuff on your own.

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

                        Comment


                        • #13
                          nice one. i got it thanks

                          all I have to do is make a unit with a vision range of 9999(about all the map) then place the tile imp I was going to use called world taker which gives the hole map to the barbs planet my ruins which act a small forts allowing for them to be pillaged. Remove both the worldtaker and the unit.
                          "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


                          • #14
                            You don't need such an extra unit just place a Barbarian bomber on the neighbor tile and there you are.

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

                            Comment


                            • #15
                              yes I know I got the place ruin engine working a bit it just kills the game after the first turn but the ruins are present.
                              "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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