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  • Macros

    This may be a question that has been answered in the manual or readme.txt of FW, but exactly how powerful is the macro in making scenarios?
    For example, if I want to make a "stasis" city, that will not pass a certain population level or ever be destroyed, could I do that?
    Is it possible to prevent the player from selling some improvements?
    (It is possible that while you guys are reading this, you are wondering what exactly I'm planning, but hopefully if this stuff works you'll be able to see.)
    I'd rather have a bottle in front of me than a frontal lobotomy.

  • #2
    The events, I think that is what you mean, can be very powerfull in making accurate scenarios! Many things can't be done without them.

    You could make sure a city never passes a certain size by preventing that civilization from ever gaining the needed advance to build the city improvements that allow it to grow beyond. Additionally you can change the size when a city needs an aquaduct or sewer system in the Rules.txt.

    I don't know how to make a city indestructable but perhaps it could work if you put a unit in it that cannot be attacked. Only works if there are no units with the attack units in flight flag.
    Make an air unit that cannot move and has no attack rating but a very high defense and hitpoints along with firepower (just like impassable Terrain). Place that unit in the city. I don't know if this works but perhaps you are lucky.

    quote:

    Is it possible to prevent the player from selling some improvements?


    Not really, however if you lower the maintainance cost to 0 chances are low it will be sold. Wonder cannot be sold ever btw.

    quote:

    (It is possible that while you guys are reading this, you are wondering what exactly I'm planning, but hopefully if this stuff works you'll be able to see.)


    A quite accurate deduction. I am very curious what has been going in your civer mind.



    ------------------
    Mathias' Civ II Page
    http://members.nbci.com/thalys
    The Lost Geologist Blog
    http://lostgeologist.blogspot.com

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    • #3
      Well, I'm making a fantasy campaign based on a novel which I really like, and there's a fortification that should never be destroyed (Dragonlance's High Clerist Tower). To make it a normal fortification means that it's liable to pillage, which is too easy. The tower is also conquerable, so that's why the invincible unit idea probably wouldn't work.
      Hmm....I'll read the macro.txt thing again.....
      I'd rather have a bottle in front of me than a frontal lobotomy.

      Comment


      • #4
        Here's how I handled this problem in "Prince of Darkness." Each time the castle (a unit) is destroyed, a tech is given to the attacker. A second event creates a new castle, belonging to the receiver of the new tech, in effect, the new owner.

        @IF
        UNITKILLED
        unit=Castle of Mhyrr
        attacker=ANYBODY
        defender=ANYBODY
        @THEN
        TEXT
        The Count of Mhyrr asks you to capture the Prince of Corsairs, Capitan Valasquez." He preys on
        our commerce and kills our subjects. He has dealings with the Stygians, that we know. His fleet is
        now active in the Gigian Sea, south of this continent."
        ENDTEXT
        CREATEUNIT
        unit=Corsair
        owner=Stygians
        veteran=yes
        homecity=none
        locations
        49,139
        49,135
        54,135
        endlocations
        JUSTONCE
        GIVETECHNOLOGY
        receiver=TRIGGERATTACKER
        technology=19
        @ENDIF

        @IF
        RECEIVEDTECHNOLOGY
        technology=19
        receiver=ANYBODY
        @THEN
        CREATEUNIT
        unit=Castle of Mhyrr
        owner=TRIGGERRECEIVER
        veteran=no
        homecity=none
        locations
        41,107
        endlocations
        JUSTONCE
        @ENDIF
        Tecumseh's Village, Home of Fine Civilization Scenarios

        www.tecumseh.150m.com

        Comment


        • #5
          Ok, watch out....this is me being creative:
          I wonder if I could change the defensive bonus of a square of pollution, then make it impossible for the people to build settlers/engineers. The tower wouldn't be a city or a fortification, it would be a square of pollution with defense jacked up. Then I would need to change the rate that pollution affects the world or something so that the map doesn't become jungle all of a sudden, but this might work.....
          So, what do you think? Crazy? Might work?

          ------------------
          I'd rather have a bottle in front of me than a frontal lobotomy.
          I'd rather have a bottle in front of me than a frontal lobotomy.

          Comment


          • #6
            Creative Idea however the defense rating of a poluted square is the same as always.

            I never bothered to try but perhaps it would be possible to remove the pillage command?

            Another idea. Give that city that represents the fortress the Great Wall wonder renamed and with appropiate grafics. The wonder cannot be sold and you can arrange that it will never become obsolete.
            This way the fortress(city) will always have city walls which means that if it is conquered or attacked it will not lose population points.

            You can then also put it on a terrain with a very high defensive bonus so to make it very hard to capture the fortress.

            ------------------
            Mathias' Civ II Page
            http://members.nbci.com/thalys
            The Lost Geologist Blog
            http://lostgeologist.blogspot.com

            Comment


            • #7
              I think I have a rather unsightly solution to my problem: you notice that when you make a city sized 128 or more it becomes a negative number? Well, I found that when you conquer a negative sized city the population doesn't change.
              This could work, but it doesn't look very nice....
              I'd rather have a bottle in front of me than a frontal lobotomy.

              Comment


              • #8
                One trick you can use to prevent an AI city from ever being captured is to place an event stating that every time a certain unit (say, a City Defender or something) is defeating belonging to that civ, another City Defender is created in the city square. Thus, an enemy can hammer at that city as much as they want and it will never fall. Provide the city with a City Wall or the Great Wall wonder, and it will not even lose pop points.

                There is a dodge to this trick - units that are annihilated by nuclear attack are never considered "defeated" in combat. So make sure you remove Nukes and Nuclear Fission (I think) civ advance, since that advance allows spies to plant nuclear devices. Also make sure that Nuclear Plants cannot be built otherwise there is a slim chance of meltdown occurring in the city and wasting all the units.

                Hope this helps your scen building attempts! I'd like to see the scen if possible, maybe even playtest!
                "lol internet" ~ AAHZ

                Comment


                • #9
                  If the city (let us call it "Mhaputa") is meant to be held by the AI, then why not try putting a single stupidly powerful defender in it (the term "My Brain" comes to mind), and setting its obsolescence tech to an off-limits advance (say, "Literacy").

                  Then give that faction the Leo's Workshop wonder, making sure that you provide it with new, normally-skilled units generated by the new off-limits advance. (eg, "NormalBhaps".)

                  Then, at a predetermined turn number, give that faction the off-limit tech advance. The huge defender in the city will become obsolete, AND will be force-replaced by a new, weak unit. Thus, My Brain will become useless and be replaced by a confused looking NormalBhap. This will make the base of Mhaputa much easier to conquer.

                  "lol internet" ~ AAHZ

                  Comment


                  • #10
                    Why not make the tile a unique terrain or a special resource?

                    ------------------
                    St. Leo
                    http://www.sidgames.com/hosted/ziggurat/
                    http://www.sidgames.com/forums/
                    Blog | Civ2 Scenario League | leo.petr at gmail.com

                    Comment


                    • #11
                      St. Leo,I thought of that. I don't think it should be solved that way. That takes a terrain type away for making more detailed maps and that wouldn't be that good.

                      ------------------
                      Save the whales, collect the whole set!!

                      If Al Gore invented the Internet, then I invented the spell check- Dan Quayle

                      If someone doesn't agree with you, you haven't explained yourself well enough-Luther Ely Smith

                      Comment


                      • #12
                        Well, I think I should outline my needs again:
                        the square needs to be able to stack units. (terrain changes then aren't a possibility).
                        It needs to be able to change owners if it's a city. (making an invincible city is not really that great of an idea in this case).
                        It can never be destroyed. (normal forts and cities don't work, they can be pillaged and destroyed through combat).
                        It should give defensive bonus, but I guess I could design the units to get around that.
                        If it's a city, a "stasis" city would be preferable, where it doesn't grow. Growth means that it can die.
                        I don't think the negative city size idea will work, because it will grow. I'm wondering about size 0, though.
                        [This message has been edited by ruoxiaohai (edited January 03, 2001).]
                        I'd rather have a bottle in front of me than a frontal lobotomy.

                        Comment


                        • #13
                          Try placing 7 immobile units (1 from each side) in the same square and see what happens when:
                          -a unit tries to enter that square
                          -a unit tries to enter that square while it's occupied by some other unit

                          Or you could always make it an immobile unit that gets regenerated to its killer's side every time it's killed - of course, that might require anywhere from one to forty-nine events since ANYBODY and TRIGGERATTACKER don't always work as intended.

                          ------------------
                          St. Leo
                          http://www.sidgames.com/hosted/ziggurat/
                          http://www.sidgames.com/forums/
                          Blog | Civ2 Scenario League | leo.petr at gmail.com

                          Comment


                          • #14
                            The "Mhaputa" situation I outlined above would work for this... but only so far as to make the city really tough when held by the AI. When held or captured by the player, it ceases to be so great.

                            Try this:

                            Give AI faction holding the city, the Great Wall wonder plus a huge defender with movement 0.

                            Give this same AI Leo's Workshop wonder.

                            Assign a weak defender unit to an unresearchable tech, which is also the huge defender's obsolete tech.

                            At your discretion, program in "GIVE TECHNOLOGY" in the macro to the AI. This will accomplish what I described above, viz. destroy the powerful defender and replace it with the weak defender as per Leo's Workshop rules.

                            The city can now be conquered by the player more easily...

                            Then program in an event that states that when the City is conquered by the player's faction (or "ANYBODY"), that faction is given the same huge defender unit and placed in the city. Because the conquering faction does NOT have the obsolete tech, this new unit will not become obsolete and only a fool would sell it. The city will once again be very tough to assail.

                            To ensure that the AI faction doesn't trade or otherwise accidentally give the obsolete tech to the player, you may have to block negotiations between AI and player factions. You may also have to doctor the abilities of spies and diplomats, or eliminate them altogether. Go to game.txt and alter the activity menu of the Spies and Diplomats... this will prevent the player from ever selecting "STEAL TECH" option, but *NOT* the AI. So be careful.

                            Hope this helps.
                            [This message has been edited by Alinestra Covelia (edited January 03, 2001).]
                            "lol internet" ~ AAHZ

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                            • #15
                              Arg! I must be really thick or I'm not communicating properly (this also could be due to me being thick).
                              If I follow the "Mhaputa" suggestion, then theoretically the city could eventually be destroyed. I guess I could make the city some really high population number so that the chances of it being destroyed would be lessened.....
                              Mmm....I don't think a stasis city can be made with FW macros.
                              I'd rather have a bottle in front of me than a frontal lobotomy.

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