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  • Ducumentation Help

    I took a look into the ctp2.exe. I found there some variables that should be used in the feat.txt. I have no complete documentation aboout it. Something is clear and something is unknown. Here is the full list of variables that I suppose to be used in the feat.txt.

    Duration
    Description
    SlicMessage
    SlicMessageValue
    EffectBoatMovement
    EffectBoatMovementValue
    EffectCityDefenseBonus
    EffectCityDefenseBonusValue
    EffectReduceCityWalls
    EffectReduceCityWallsValue
    EffectIncreaseCityVision
    EffectIncreaseCityVisionValue
    EffectIncreaseProduction
    EffectIncreaseProductionValue
    EffectIncreaseCommerce
    EffectIncreaseCommerceValue
    EffectIncreaseHappiness
    EffectIncreaseHappinessValue
    EffectEliminateDistancePenalty
    EffectEliminateDistancePenaltyValue
    EffectIncreaseBoatVision
    EffectIncreaseBoatVisionValue
    EffectIncreaseScience
    EffectIncreaseScienceValue
    EffectGiveMaps
    EffectIncreaseHitPoints
    EffectIncreaseHitPointsValue
    EffectScriptedTurn
    EffectScriptedTurnValue
    EffectScriptedCity
    EffectScriptedCityValue
    ExcludeAdvance
    ExcludeWonder
    ExcludeFeat
    ExcludeFunction
    ExcludeFunctionValue
    CancelAdvance
    CancelWonder
    CancelFeat
    CancelFunction
    CancelFunctionValue
    Building
    BuildingValue
    MinimumSizeOfCiv
    MinimumSizeOfCivValue
    Civ2 military advisor: "No complaints, Sir!"

  • #2
    I got hexagonian's consent to post the on his http://www.mydocsonline.com account.

    login is hexagonia
    password is hextapul

    A special thanks to Hexagonian
    -Martin
    Civ2 military advisor: "No complaints, Sir!"

    Comment


    • #3
      Martin, I need for you to look up some values in the strategies.txt for me.
      Specifically, I need the available flags in the terrain improvements section. Below is a paste from the current Med mod strategies.txt. I need to know if there are bonus flags for commerce tiles, and if there are more bonuses like those to the highest production and smallest growth cities.

      //
      // TERRAIN IMPROVEMENTS
      //

      // percent of production to put into public works/materials
      PublicWorksPercent 30

      // amount of public works (materials) to keep in reserve
      PublicWorksReserve 100

      // only consider building best n tile improvements
      MaxEvalTileImprovements 50

      // rounds to wait before fixing roads
      TimeToFixRoads 10

      // rounds to wait before fixing polluted tiles
      TimeToFixPollution 20

      // stored PW must exceed cost to fix + threshold
      FixPollutionThreshold 200 //WW from 2000

      // bonus for building road tile improvements
      RoadUtilityBonus 200

      // bonus for building production tile improvements
      ImproveProductionBonus 100 //WW from 150

      // bonus for building growth tile improvements
      ImproveGrowthBonus 150 //WW from 100

      // bonus to apply to cells with goods
      ImproveGoodBonus 75

      // bonus for growth improvements in smallest 20% of our cities
      ImproveSmallCityGrowthBonus 170 //WW from 100

      // bonus for production improvements in most productive 20% of our cities
      ImproveLargeCityProductionBonus 130 //WW from 150

      // ordered list of terrain improvements that increase growth
      ImproveGrowthList IMPROVEMENT_LIST_GROWTH

      // ordered list of terrain improvements that increase production
      ImproveProductionList IMPROVEMENT_LIST_PRODUCTION

      // ordered list of terrain improvements to be randomly spread around
      ImproveRandomList IMPROVEMENT_LIST_MISC

      Comment


      • #4
        Wes here are the values/flags that I found in the ctp2.exe. But unfortunatly I didn't found any bonus flag for this part of the strategies.txt. By the way thanks for the documentation hint.

        Inherit
        PopAssignmentElement
        Government
        MinimumHappiness
        MinimumHappinessValue
        DeficitSpending
        DeficitSpendingValue
        MaximumWagePercent
        MaximumWagePercentValue
        SliderElement
        SciencePercent
        SciencePercentValue
        MaxSupportCostPercent
        MaxSupportCostPercentValue
        ReadinessLevel
        ReadinessLevelValue
        PublicWorksPercent
        PublicWorksPercentValue
        PublicWorksReserve
        PublicWorksReserveValue
        MaxEvalTileImprovements
        MaxEvalTileImprovementsValue
        TimeToFixRoads
        TimeToFixRoadsValue
        TimeToFixPollution
        TimeToFixPollutionValue
        FixPollutionThreshold
        FixPollutionThresholdValue
        RoadUtilityBonus
        RoadUtilityBonusValue
        ImproveProductionBonus
        ImproveProductionBonusValue
        ImproveGrowthBonus
        ImproveGrowthBonusValue
        ImproveGoodBonus
        ImproveGoodBonusValue
        ImproveSmallCityGrowthBonus
        ImproveSmallCityGrowthBonusValue
        ImproveLargeCityProductionBonus
        ImproveLargeCityProductionBonusValue
        ImproveGrowthList
        ImproveProductionList
        ImproveRandomList
        GoalElement
        DistanceModifierFactor
        DistanceModifierFactorValue
        DisbandArmyCount
        DisbandArmyCountValue
        MinSettleDistance
        MinSettleDistanceValue
        MinSettleScore
        MinSettleScoreValue
        RushBuyThreatBonus
        RushBuyThreatBonusValue
        RushBuyReservePercent
        RushBuyReservePercentValue
        UnitSupportPercent
        UnitSupportPercentValue
        MaxSettlerBuildTurns
        MaxSettlerBuildTurnsValue
        MaxUnitBuildTurns
        MaxUnitBuildTurnsValue
        MaxWonderBuildTurns
        MaxWonderBuildTurnsValue
        BuildTransportProductionLevel
        BuildTransportProductionLevelValue
        BuildSettlerProductionLevel
        BuildSettlerProductionLevelValue
        OffensiveUnitsPercent
        OffensiveUnitsPercentValue
        DefensiveUnitsPercent
        DefensiveUnitsPercentValue
        RangedUnitsPercent
        RangedUnitsPercentValue
        SeaUnitsPercent
        SeaUnitsPercentValue
        AirUnitsPercent
        AirUnitsPercentValue
        SettlerUnitsCount
        SettlerUnitsCountValue
        SpecialUnitsCount
        SpecialUnitsCountValue
        SeaTransportUnitsCount
        SeaTransportUnitsCountValue
        AirTransportUnitsCount
        AirTransportUnitsCountValue
        OffensiveUnitList
        OffensiveUnitListValue
        DefensiveUnitList
        DefensiveUnitListValue
        RangedUnitList
        RangedUnitListValue
        SeaUnitList
        SeaUnitListValue
        AirUnitList
        AirUnitListValue
        SettlerUnitList
        SettlerUnitListValue
        SpecialUnitList
        SpecialUnitListValue
        SeaTransportUnitList
        SeaTransportUnitListValue
        AirTransportUnitList
        AirTransportUnitListValue
        FreightUnitList
        FreightUnitListValue
        OffensiveGarrisonCount
        OffensiveGarrisonCountValue
        DefensiveGarrisonCount
        DefensiveGarrisonCountValue
        RangedGarrisonCount
        RangedGarrisonCountValue
        BuildListSequenceElement
        Research
        ResearchValue
        StopResearch
        StopResearchValue
        FearInvasion
        FearInvasionValue
        FearCityDefenseValue
        FearPiracy
        FearPiracyValue
        FearScienceRank
        FearScienceRankValue
        FearMilitaryRank
        FearMilitaryRankValue
        FearTradeRank
        FearTradeRankValue
        FearPollution
        FearPollutionValue
        DesireAttack
        DesireAttackValue
        DesireGold
        DesireGoldValue
        DesireScience
        DesireScienceValue
        DesireMakeFriend
        DesireMakeFriendValue
        DesireEnlistFriend
        DesireEnlistFriendValue
        PiracyMemoryTurns
        PiracyMemoryTurnsValue
        MaxPiracyEvents
        MaxPiracyEventsValue
        Offensive
        OffensiveValue
        Defensive
        DefensiveValue
        StealthAttack
        StealthAttackValue
        Bombard
        BombardValue
        Special
        SpecialValue
        Harass
        HarassValue
        NuclearFirstStrike: Enabled/Disabled
        NuclearTargeting: Enabled/Disabled
        PreemptiveStrikeRegard
        PreemptiveStrikeRegardValue
        PreemptiveStrikeRiskRatio
        PreemptiveStrikeRiskRatioValue
        PreemptiveStrikeSuperiorityRatio
        PreemptiveStrikeSuperiorityRatioValue


        Civ2 military advisor: "No complaints, Sir!"

        Comment


        • #5
          Ok, thanks for trying, Martin.

          Comment

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