Does anyone know how to create Boolean triggers using events.txt? For example, create a new unit in year 20 only if Rome has already taken Carthage?
Announcement
Collapse
No announcement yet.
Boolean Triggers
Collapse
X
-
That can only be achieved in Test of Time...
Let's see, I think this would do it (I'm not an expert in ToT events, though):
Code:@IF CityTaken continuous city=Carthage attacker=Romans defender=AnyBody @AND Turn turn=20 @THEN CreateUnit ...
-
-
Originally posted by Peaster
Thanks. I have MGE, so I guess this wouldn't work for me. What's a flag ? - is that also ToT only?
For some reason, I haven't been able to create units (thru events) in city squares. Probably my mistake - I'll try again.
Comment
-
Originally posted by techumseh
You can't use a city name as a location for a unit arrival. Use the map coordinates of the city instead."Peace cannot be kept by force.
It can only be achieved by understanding"
Comment
-
I must have been doing something crazy the first few times with the cities, like getting the unit-owner wrong, because now I can create units there just fine. Thanks.
BTW - I think there is a way to get the Rome/Carthage effect in MGE, but it's pretty complicated. It uses several events in combination. I'm still play-testing the idea in my first scenario.
Comment
-
You could...sorta..do it in regular Civ2 by giving a tech to the conqueror on turn twenty, another tech to it when it takes carthage, and make a tech with those two techs as prereqs and a HUGE AI value. Then when the AI-controlled civ inevitably researches the tech, have a justonce event give him a unit. It's awkward and stupid, but it's the only way I can think of at the moment.
Comment
-
"It's awkward and stupid, but it's the only way I can think of at the moment. "
My idea has problems, too. It uses units instead of tech. For example, create a weak Spanish fort-unit on a distant island, and create a French tank nearby. Then, hope that the fort will quickly be flattened.
It seems to work well IF the French and Spanish are AI's, and stay at war, and no other units interfere. You can make complex variations by including terrain-change triggers, which connect small isalnds. Or by making more forts etc.
BTW, how do you make those boxed-in quotes? I click on "quote" and it seems to want me to enter a string of text (do you have to re-type the whole quotation??)
Comment
-
Originally posted by Peaster
My idea has problems, too. It uses units instead of tech. For example, create a weak Spanish fort-unit on a distant island, and create a French tank nearby. Then, hope that the fort will quickly be flattened.
BTW, how do you make those boxed-in quotes? I click on "quote" and it seems to want me to enter a string of text (do you have to re-type the whole quotation??)
Comment
-
Originally posted by Mercator
You should have a look at Favoured Flight's scenarios (especially The Return of the King). He uses something like that to create delayed events.
It sounds like ToT has a better events system than MGE, so I'm tempted to try it. But I've already put some work into a MGE scenario. Hmmm.
Comment
-
You can convert it to Test of Time, using Angelo Scotto's CivConverter program. It's available on Cradle of Civ, and Mercator's site too, I think.
Comment
-
I'm afraid it isn't available at my site (yet).
But then, Peaster said he has MGE, so he won't be needing it in the first place.
Comment
-
I must have something wrong. Could someone check my assumptions here?
1) Scenarios written for ToT won't run on MGE (and vice versa?)
2) But MGE ones can be converted to ToT ones
3) I could type an events.txt file like Mercator's, but MGE wouldn't like it
4) There is probably a bigger audience for MGE than ToT (?)
BTW: The ROTK graphics really look polished. I haven't figured out the design yet.
Comment
Comment