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  • #61
    Hmmm.....so when my latest game started, as the Egyptians, I noticed that I already had three techs under my belt. Those three techs are just randomly generated each time? Interesting.

    Is there any way to (via slic codes) to un-randomize this and lock certain civs into certain starting techs? Further, if there was a way to make a non-researchable, non-tradable tech, it'd be possible to create civ-specific units....if you wanted to....I thought they were neat, but a bit overblown in Civ3.

    I'm very excited about seeing what Cradle and MedMod look like, but I figured I'd step slowly in that direction (one game unmodded for feel, apply patch and SAP, see how that plays, and then, go mod-exploring!)

    So far, it's been a fantastic journey! In fact, I'm getting another copy of it for my girlfriend today....we've got a LAN set up at home and....

    -=Vel=-
    The list of published books grows. If you're curious to see what sort of stories I weave out, head to Amazon.com and do an author search for "Christopher Hartpence." Help support Candle'Bre, a game created by gamers FOR gamers. All proceeds from my published works go directly to the project.

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    • #62
      I know, but I bet that that can be changed
      I rather say very easily changeble.
      Is there any way to (via slic codes) to un-randomize this and lock certain civs into certain starting techs? Further, if there was a way to make a non-researchable, non-tradable tech, it'd be possible to create civ-specific units....if you wanted to....I thought they were neat, but a bit overblown in Civ3.
      Again, very easy but you need to come ou with a list for all 63 civs If you make the list i do it for you.
      Last edited by Pedrunn; September 25, 2002, 13:24.
      "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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      • #63
        Hmmm.....okay...you're on!

        Anybody care to see custom units for each of the Civs, or just customized starting techs to give each a bit of a unique flavor/starting position?

        I guess the first thing I need to do is scare up a tech poster and dig out my history books so I can make it fairly accurate.

        63 Civs? I didn't see that many on the picklist! Uh oh....am I missin' something? (another newbie question, no doubt!) LOL

        -=Vel=-
        The list of published books grows. If you're curious to see what sort of stories I weave out, head to Amazon.com and do an author search for "Christopher Hartpence." Help support Candle'Bre, a game created by gamers FOR gamers. All proceeds from my published works go directly to the project.

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        • #64
          Originally posted by Velociryx
          Is there any way to (via slic codes) to un-randomize this and lock certain civs into certain starting techs? Further, if there was a way to make a non-researchable, non-tradable tech, it'd be possible to create civ-specific units....if you wanted to....I thought they were neat, but a bit overblown in Civ3.
          As for unique civ techs, this can be done without SLIC by creating a set of dummy advances - one for each civ, and then have that dummy tech, along with another normal tech, lead into a dead-end tech that will activate the unique unit/building/wonder.

          I've already been able to set up dual tech trees without SLIC (one for human and one for the AI), complete with unique units/buildings/tile improvements for each tree. With this concept, you could also set up several mini-tech trees for the player or the AI.

          The downside is that diplomatic advance trading/advances from goody huts have to be turned off (easily done) and the civs and their tech have to be preset in the Editor for a Scenario.

          Maybe there is a SLIC way to do this though (tying an advance into a particular civ). Suggestions????

          (Wait a minute - In strategies.txt there is a section of code that prevents certain techs from being traded!!!!!!!!) The trick is to SLIC in the unique advances at the beginning of the game without the editor.
          Yes, let's be optimistic until we have reason to be otherwise...No, let's be pessimistic until we are forced to do otherwise...Maybe, let's be balanced until we are convinced to do otherwise. -- DrSpike, Skanky Burns, Shogun Gunner
          ...aisdhieort...dticcok...

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          • #65
            Originally posted by hexagonian
            Maybe there is a SLIC way to do this though (tying an advance into a particular civ). Suggestions????
            That should be fairly trivial - I certainly remember SLIC functions for identifying what civ a player is.
            Last edited by J Bytheway; September 25, 2002, 17:37.

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            • #66
              There is a better way to give unique advances, units, wonders and buildings, just use the mod functions, and then you won't have the problem with tech trading.

              Code:
              mod_CanPlayerHaveAdvance
              mod_CanCityBuildUnit
              mod_CanCityBuildBuilding
              mod_CanCityBuildWonder
              mod_CityHappiness
              mod_UnitAttack
              mod_UnitRangedAttack
              mod_UnitDefense
              -Martin
              Civ2 military advisor: "No complaints, Sir!"

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              • #67
                Hmmm...I dunno....the notion of tech trading is such a good one, it'd be a shame to nix it for unique (civ-specific) units. Perhaps there's another approach tho? I mean, if each civ has a unique identifier, perhaps we could just tie that identifier TO a unit, which would accomplish the same thing. Or, perhaps we could give each civ a free (or really cheap) wonder that would in turn, allow for the building of their special unit(s).

                Of all the things we could copy from civ3 tho, this (unique units) would be, IMO, the least important. Assigning a unique mix of techs (and perhaps even going so far as to give inhenent civ-specific abilities that would, in and of themselves, function as wonder-style abilities (easiest method of implementation would be a "start of game" feat of wonder" that's tied to a specific civ, with each civ getting some small boon.

                Stuff like that would go a long way in making each civ a unique play experience, especially given the variance in starting positions on the tech tree. Could make for some interesting variants....

                -=Vel=-
                The list of published books grows. If you're curious to see what sort of stories I weave out, head to Amazon.com and do an author search for "Christopher Hartpence." Help support Candle'Bre, a game created by gamers FOR gamers. All proceeds from my published works go directly to the project.

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                • #68
                  :simply: I agree

                  Velociryx you should have ago at SLIC (then again so should I)
                  Oxygen should be considered a drug
                  Tiberian Sun Retro
                  My Mod for Tiberian Sun Webmaster of
                  http://www.tiberiumsun.com

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                  • #69
                    I musta cross-posted with Martin...I like that solution, too! Simple and elegant! Coolimus Maximus!

                    As to SLIC....::shiver:: I dunno....I'm an okay idea guy, but when it comes to the nuts and bolts of it....I fear I lack the patience for that.

                    Hmmm....A ctp, Candle'Bre Mod was sugessted over in the CB forums tho....intriguing....

                    -=Vel=-
                    The list of published books grows. If you're curious to see what sort of stories I weave out, head to Amazon.com and do an author search for "Christopher Hartpence." Help support Candle'Bre, a game created by gamers FOR gamers. All proceeds from my published works go directly to the project.

                    Comment


                    • #70
                      Along with your cool reports Velociryx it seems you have dragged all the modders around here to create a new version of the Super Apolyton Pack or of their own mod.
                      "Democracy is the worst form of government there is, except for all the others that have been tried." Sir Winston Churchill

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                      • #71
                        Originally posted by hexagonian
                        (Wait a minute - In strategies.txt there is a section of code that prevents certain techs from being traded!!!!!!!!) The trick is to SLIC in the unique advances at the beginning of the game without the editor.
                        This is the key that will allow civs to have certain specific techs unique to themselves AND the ability to trade all the other techs. (non-SLIC variety)

                        And Martin has the SLIC variety. Again, we are on the path of a solution.
                        Yes, let's be optimistic until we have reason to be otherwise...No, let's be pessimistic until we are forced to do otherwise...Maybe, let's be balanced until we are convinced to do otherwise. -- DrSpike, Skanky Burns, Shogun Gunner
                        ...aisdhieort...dticcok...

                        Comment


                        • #72
                          One possible problem with unique units for 63 civs: that uses up 63 sprites, doesn't it?

                          Another thought: is it necessary to make the enabling techs non-tradeable? You *might* be willing to give up a unique advantage if the price was high enough. This wouldn't be worthwhile with the AI, but could be an interesting element in MP...or could be overkill with players jockeying for the best combos.
                          "...your Caravel has killed a Spanish Man-o-War."

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                          • #73
                            Originally posted by Hermann the Lombard
                            One possible problem with unique units for 63 civs: that uses up 63 sprites, doesn't it?
                            Yes, one of the reasons why I am not a fan of unique units, ala Civ3 (we don't have enough room for 63 more sprites!). I'm much more in favour of giving civs fixed starting advances and make this differ per civ, and giving each civ at least *some* unique AI routines (IE Mongols focus more than other civs on building military units, especially mobile ones, Phoenicians focus on navy and colonizing other continents, etc).

                            Note BTW that the default game has only 42 civs (IIRC), but 63 is the *maximum* number of civs you can have. The only mod that actually has (or rather, will have) this many civs is my HotW mod, but that's far from ready for release...
                            Administrator of WePlayCiv -- Civ5 Info Centre | Forum | Gallery

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                            • #74
                              Originally posted by Locutus
                              Yes, one of the reasons why I am not a fan of unique units, ala Civ3 (we don't have enough room for 63 more sprites!). I'm much more in favour of giving civs fixed starting advances and make this differ per civ, and giving each civ at least *some* unique AI routines (IE Mongols focus more than other civs on building military units, especially mobile ones, Phoenicians focus on navy and colonizing other continents, etc).
                              The only way to breack the 200 sprite per type limit would be to hack the ctp2.exe. It should be possible to do it like the Civ2 no limit hack, but I expect it would be a lot more difficuilt to do it, as the ctp2.exe is much bigger, to alter all these 200 hundrets of course it could also be a lot of 199 to search for in hex.

                              Originally posted by Locutus
                              Note BTW that the default game has only 42 civs (IIRC), but 63 is the *maximum* number of civs you can have. The only mod that actually has (or rather, will have) this many civs is my HotW mod, but that's far from ready for release...
                              The UI will a small problem the additional civs will only selectable by modifying the userprofile.txt.

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

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                              • #75
                                You don't *need* extra sprites, but it is better to have them of course.

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