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  • Wonder Triggered Events?

    In the Civ2-MP forum we are putting together a new Diplogame. History of the World 4. We play on the world map and there is always a question of the panama & suez canals. Do we leave them open or close them on the map?

    Well someone suggested an ingenious solution. We close them initially and then create an event that will open them when a player builds specific wonders. This will also allow us to make some use out of the otherwise worthless Eiffel Tower wonder. One wonder for Suez Canal and one for the Panama Canal. Both to be available around railroad & industrialization.

    Can y'all help out and give advice for doing this?
    Captain of Team Apolyton - ISDG 2012

    When I was younger I thought curfews were silly, but now as the daughter of a young woman, I appreciate them. - Rah

  • #2
    in Imp1870, whenever the US takes the city of Panama, the events change the terrain to ocean from jungle where the canal splits.

    also, is this a multiplayer game or PBEM?

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    • #3
      Its multiplayer.

      And I see in the events editor that you can trigger events with city capture and several other things. But what about building a wonder?
      Captain of Team Apolyton - ISDG 2012

      When I was younger I thought curfews were silly, but now as the daughter of a young woman, I appreciate them. - Rah

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      • #4
        i don't konw about that...i'd just do the capture city= open canal..

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        • #5
          there aren't any cities to capture, hehe. We can't do that.
          Captain of Team Apolyton - ISDG 2012

          When I was younger I thought curfews were silly, but now as the daughter of a young woman, I appreciate them. - Rah

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          • #6
            Try the CityProduction trigger (ToT only).

            For lesser versions , perhaps you could devote a unit slot to create a trigger. Maybe make it invincible (e.g. air unit) to almost all units except one whose preq is 'Build the canal'. Then you could have a traditional UnitKilled->ChangeTerrain event.

            The actual location of the trigger unit is up to you. At the ithmus, in a square close to potential building civs, or something more complicated....
            El Aurens v2 Beta!

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            • #7
              Right now, "Tech researched" seems to be the best option to get the canals to open at the proper time.

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              • #8
                I'm nearly sure I saw somewhere something like:

                @IF
                WONDERBUILT
                Wonder=...

                that should work exactly like
                @IF
                RECEIVEDTECHNOLOGY
                technology=65

                Ill check in the manual if you want!
                Ankh-Morpork, we have an orangutan...
                Discworld Scenario: http://apolyton.net/forums/showthrea...8&pagenumber=1
                POMARJ Scenario:http://www.apolyton.com/forums/showt...8&pagenumber=1
                LOST LEGIONS Scenario:http://www.apolyton.com/forums/showt...hreadid=169464

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                • #9
                  Ill check in the manual if you want!
                  Please do. I've never seen that event type and it could be very useful
                  "Son españoles... los que no pueden ser otra cosa" (Cánovas del Castillo)
                  "España es un problema, Europa su solución" (Ortega y Gasset)
                  The Spanish Civilization Site
                  "Déjate llevar por la complejidad y cabalga sobre ella" - Niessuh, sabio cívico

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                  • #10
                    I've never seen it, either - only the CityProduction trigger Boco mentioned.
                    Catfish's Cave - Resources for Civ2: Test of Time | Test of Time FAQ | War of the Ring scenario

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                    • #11
                      Hmm, thats a facinating idea.

                      We could put a no movement air unit (is that possible?) on the square we want to turn to ocean, then we have some high production units that a civ can take down and destroy it. I almost think thats better than the wonder trigger. More realistic, cause you have to physically transport the unit (work crew) down to the canal region.

                      Hmm....
                      Captain of Team Apolyton - ISDG 2012

                      When I was younger I thought curfews were silly, but now as the daughter of a young woman, I appreciate them. - Rah

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                      • #12
                        Trick with the trigger unit is not making its unique killer unit suitable for general use. Don't want to conquer Berlin with hormone-charged 19th century SeeBees.

                        0m air units are used frequently by designers to portray impassable terrain (often with high df).

                        Some ways to do this canal trigger would be to limit the fighter flag to the canal engineer unit. Easy to say, but can be severely limiting. May want to give the canal engineer the missile attribute and a weak af (and give the canal trigger a 0d). This'd discourage the player to use it as a general attack unit.

                        Another way would be to use the partisan slot for the canal engineer and a unique combination of 0a and high df to the canal trigger. Partisans have a huge bonus against such units.

                        Probably should double stack the canal trigger so it can't be bribed.

                        Both of these approaches are 'costly' in terms of using unique unit types or slots. AFAIK, it could only work for a single canal, unless you want to 'hard-code' civ-specific (ahistorical) preferences: only the French and British can build the Suez canal and only the Americans can build the Panama canal.

                        Gotta plug ToT here. It has several much easier solutions.
                        El Aurens v2 Beta!

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                        • #13
                          I was thinking we have different units for each canal. A jungle one for panama and a desert one for suez. This will keep the events seperate. I tried to monkey with it today but couldn't get it to work, I don't know why though. Someone else (frank probably) will have to set it up.

                          I like the idea of having the canal engineers be a missle type unit. However we'll need a way to transport them to the canal sites. So we'll probably need to create a special transport for it as well.

                          But there is no way to trigger it with a wonder in civ2:mge?
                          Captain of Team Apolyton - ISDG 2012

                          When I was younger I thought curfews were silly, but now as the daughter of a young woman, I appreciate them. - Rah

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                          • #14
                            Also, I'm thinking we should include an additional result for opening the canal, like a money reward for the civ that does it. Otherwise everyone in the game will just wait for someone else to do it. This would take care of the free rider problem.
                            Captain of Team Apolyton - ISDG 2012

                            When I was younger I thought curfews were silly, but now as the daughter of a young woman, I appreciate them. - Rah

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                            • #15
                              Doesn't work with Wonders

                              OK guys, I feel real stupid...

                              I searched for this wonder building as a trigger, and wasn't able to find it! I must have mixed it with the "DONTPLAYWONDERS" you can have at the beginning of the event file!

                              It's the only reference I saw to wonders in the events file!

                              So it seems you can do it only with:
                              1) a tech discovery
                              2) an unit destruction
                              3) a city conquest

                              Sorry about that, and I hope I didn't raise too much hope...

                              Don't know why I imagined it could be done with Wonders, maybe I should stop drinking...
                              Ankh-Morpork, we have an orangutan...
                              Discworld Scenario: http://apolyton.net/forums/showthrea...8&pagenumber=1
                              POMARJ Scenario:http://www.apolyton.com/forums/showt...8&pagenumber=1
                              LOST LEGIONS Scenario:http://www.apolyton.com/forums/showt...hreadid=169464

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