Done.
Announcement
Collapse
No announcement yet.
Vendetta - Under construction!
Collapse
X
-
Thanks!
Now I have a real problem!
My MGE 'game.txt' file is broken!
I think I may have overwritten it with a regular CIV2 game.txt file.
This means my scenario creation has ground to a halt like the German 6th army at Stalingrad!
Worse, I have lent my copy of MGE to my civ2-playing buddy.
I want to fix this quibble tonight.
Can anyone post or PM me a game.txt file to repair this madness?
Comment
-
Look over there!
Is it a bird?
Is it a plane?
No! It's Paul, with a copy of the MGE game.txt file!Attached Files"Paul Hanson, you should give Gibraltar back to the Spanish" - Paiktis, dramatically over-estimating my influence in diplomatic circles.
Eyewerks - you know you want to visit. No really, you do. Go on, click me.
Comment
-
UPDATE!
New zip for you all to try.
Features rmsharpe's excellent changes to the global warming, to make it not happen.
Instead I have changed the global warming message to one about war discontent.
A few other tweaks and sensible changes in this one, enjoy!!!
You are best overwriting all and starting a new game to get the full benefits.
I plan to release the full-blown scenario on Monday, with new title art etc.
I wish also to implement the agent idea, bout one qustion I must know the answer to:
Can a tech be made unstealable?
Because I am using academia's tech system now, and I am worried you may us your agent to
accidently grab the tech that invalidates all your units...
Example:
The UFA has 'anti-Reich propaganda' and this prevents the UFA from building reich weapons, even if they get the tech.
But what if the UFA steals 'anti-UFA propaganda' that invalidates all UFA weapons, then they are in a pickle!
How would I prevent this? Any ideas, folks?
Comment
-
The good news:
I think that double removed techs (prerequisites no,no) can't be stolen. In Academia's Iron curtain they do not appear in the spy menu.
The not so good news:
Can the AI steal them? I don't really know.
The AI may be able to trade them during negotiations though, (spies or no spies around) setting their tech value very low might do the trick."Whoever thinks freely, thinks well"
-Rigas Velestinlis (Ferraios)
"...êáé ô' üíïìá ôçò, ôï ãëõêý, ôï ëÝãáíå Áñåôïýóá..."
"I have a cunning plan..." (Baldric)
Comment
-
I´m not sure about the AI...
Regarding human controlled spies, it´s impossible. I made some test in my iron curtain game and these "special" techs are unstealable
Comment
-
Well... there´s a solution...
You must delete the "Steal Technology" option in the spyoptions menu located in the Game.txt file.
Spy Menu in my iron curtain scenario:
@SPYOPTIONS
Establish Embassy
Investigate City
Steal Technology
Industrial Sabotage
Poison Water Supply
Plant Nuclear Device
As you may notice, there´s no "revolt city" option here
Anyway, deleting the steal tech goes against the nature of the spy units it´s up to you
Comment
-
Deleting options from Game.txt only affects human players (menu options). The AI overrides it and acts like in a vanilla Civ game.
To make things even more disturbing, the Civ2 AI has been reported to be using any unit (even air units) to bribe units. This is extremely rare -it hasn't happened to me yet-, but it does happen."Whoever thinks freely, thinks well"
-Rigas Velestinlis (Ferraios)
"...êáé ô' üíïìá ôçò, ôï ãëõêý, ôï ëÝãáíå Áñåôïýóá..."
"I have a cunning plan..." (Baldric)
Comment
-
Originally posted by academia
Well... there´s a solution...
You must delete the "Steal Technology" option in the spyoptions menu located in the Game.txt file.
Spy Menu in my iron curtain scenario:
@SPYOPTIONS
Establish Embassy
Investigate City
Steal Technology
Industrial Sabotage
Poison Water Supply
Plant Nuclear Device
As you may notice, there´s no "revolt city" option here
Anyway, deleting the steal tech goes against the nature of the spy units it´s up to you
It might stop the human from doing it, but the AI continues to steal techs anyway.
It is only these techs I do not want stolen:
Anti-Reich Propaganda, 1, 0, no, no, 1, 1 ; X1
Anti-PA Propaganda, 1, 0, no, no, 1, 1 ; X2
Anti-Red Propaganda, 1, 0, no, no, 1, 1 ; X3 95
Anti-AF Propaganda, 1, 0, no, no, 1, 1 ; X4
Anti-PAC Propaganda, 1, 0, no, no, 1, 1 ; X5
Anti-UFA Propaganda, 1, 0, no, no, 1, 1 ; X6
National Arms Industry, 1, 0, no, no, 1, 1 ; X7 99
I wonder if having them as 'no,no' techs will restrict them from the enemy?
Comment
-
Originally posted by curtsibling
I wonder if having them as 'no,no' techs will restrict them from the enemy?
From Leon Marrick "Advanced Scenario Design":
To make it almost impossible for a computer player to gain a specific technology, and extremely difficult for a human takes 1 step in versions of the game later than 2.4.2:
set both prerequisites of that advance to "no". The tech cannot be traded or stolenAnkh-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
Comment
Comment