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SLIC - Guerrila Units

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  • #16
    Hey, people...

    Damn, have I fallen behind! What are you people talking about? Ya get ill for two weeks and look what happens!
    Great ideas. I was waiting for someone to bring back the Partisan. I agree with Don: you don't need an army of them; what I found so annoying about them in general was (a) their ability to move over any terrain, (b) their range, and (c) their tenacity--they were so tough to get rid of!--I remember one game in Civ2 I lost three destroyers trying to take out just one, and it survived in the end...talk about lack of military realism, two would have done it. So, IMO, you only need a couple of them. As far as support goes, well, they should be totally free, sicne they're merely citizens who've formed a militia, right?

    My suggestions:

    UNIT_G {

    SHIELD_COST 600
    POWER_POINTS
    --no idea what this means ??
    MAX_HP 15
    ATTACK 20
    DEFENSE 80
    FIREPOWER 0
    ZB_RANGE_ATTACK 0

    BATTLEFIELD_RANGE 1
    BATTLEFIELD_RADIUS 1

    VISION_RANGE 3

    ACTIVE_DEFENSE_RANGE 0
    ELECTRONIC_COMBAT_FACTOR 0

    MAX_MOVEMENT 400
    FUEL 0

    SHIELD_HUNGER 45
    FOOD_HUNGER 0

    DEFAULT_SPRITE SPRITE_G
    DEFAULT_ICON ICON_UNIT_G
    DESCRIPTION DESCRIPTION_UNIT_G
    # #id string of the default sprite
    only if you have the wave files--I have plenty, something could be used
    SOUND_SELECT1 SOUND_SELECT1_G
    SOUND_SELECT2 SOUND_SELECT2_G
    SOUND_MOVE SOUND_MOVE_G
    SOUND_ACKNOWLEDGE SOUND_ACKNOWLEDGE_G
    SOUND_CANTMOVE SOUND_CANTMOVE_G
    SOUND_ATTACK SOUND_ATTACK_G
    SOUND_WORK SOUND_WORK_G
    SOUND_VICTORY SOUND_VICTORY_G
    SOUND_DEATH SOUND_DEATH_G
    ENABLING_ADVANCE ADVANCE_COMMUNISM
    OBSOLETE_ADVANCE NULL

    ############## special flags #############################
    MOVEMENT_TYPE_LAND
    MOVEMENT_TYPE_MOUNTAIN
    LOSS_MOVE_TO_DMG_NONE
    SIZE_SMALL


    VISIBILITY_CLASS_5

    VISIBILITY_CAN_SEE_0
    VISIBILITY_CAN_SEE_4
    VISIBILITY_CAN_SEE_5

    EXERTS_MARTIAL_LAW

    IS_SPECIAL_FORCES

    IGNORE_ZOC
    HAS_NO_ZOC

    CAN_EXPEL_POP
    DEATH_EFFECTS_HAPPY
    CAN_REFORM SOUND_ID_REFORM_CITY SPECEFFECT_REFORMCITY
    CAN_PILLAGE
    CAN_EXPEL
    CAN_PIRATE


    DEFEND_AGAINST_SPIES 0.10

    GOVERNMENT_TYPE GOVERNMENT_COMMUNISM
    SPACE_CITY_CAN_BUILD
    CHEAT_INDEX 1
    }

    ### UNIT DONE ###
    This is assuming that you want it like the Civ2 one, that you want it available only with Communism (which doesn't make a whole lot of sense to me), and that you want it to be an irritating, persistant, tenacious little son of a....
    Thoughts?
    Existence is Futile.

    Comment


    • #17
      All,

      All the while I'm thinking of having the guerrilas during and after the modern age, by then the players should have enough cities and resources to support those guerrillas.

      Also, why not we create the no. of guerrillas depending on the size of captured city. For example if city pop are 1-5 create 1 guerrilla, 6-10 create 2 guerrillas and so on...

      Here's the codes ...
      Code:
      // Create Guerrillas upon city captured
      
      TypeUnit guerrilla;
      
      Trigger 'CreateGuerrilla' when (city.captured && HasAdvance(player.2, ID_ADVANCE_COMMUNISM)) {
        If (IsUnderseaCity(city)) {
          guerrila = UnitType("UNIT_SEA_PARTISAN");
        }
        Elseif (TerrainType(city.location) == 13) {
          guerrila = UnitType("UNIT_SPACE_PARTISAN");
        }
        Else {
          guerrila = UnitType("UNIT_PARTISAN");
        }
        If (city.population < 5) {
          unitno = 1;
        }
        Elseif (5 < city.population < 10) {
          unitno = 2;
        }
        Else {
          unitno = 3;
        }
        i = 1;
        n = 2; // To store no. of tile square away
        While (i <= unitno) {
          CreateUnit(player.2, guerrilla, city, n);
          i = i + 1;
          n = n + 1;
        }
      }
      Unit names need to be modified once the units.txt is ready.

      [This message has been edited by Dreamer (edited January 08, 2000).]

      Comment


      • #18
        Gemini,
        Wow! Thanks, those pics are great. IMO, they don't need to be 5 facing units. I'll get the other guys opinions on that though.

        Nordicus,
        Yeah, time keeps going right on by. The Power_Points are not used. You got any sounds that would work with our Garrison or Guerrilla unit? And finally, the Guerrilla's will be available with Communism, not only during Communism. That threw me off at first too.

        Dreamer,
        I like the idea of having city size determine the number of units. Also, Communism seems okay but I will have to see where it falls on the chart to be sure. I'll do the units.txt stuff.


        ------------------
        --------------------
        Don, Apolyton Junkie
        Don,
        CtPMaps (Hosted by Apolyton)

        Comment


        • #19
          Power Points are totaled to determine your spot on the Power Graph.
          I'd say partisans shouldn't add much there, if any (same as garrison units).
          attack 2, defense 8?
          That's not any threat, just a nuisance to get rid of.
          Mark

          Comment


          • #20
            Mark,

            When did Activision put the Power Points back in? I must of missed that somehow. Last I knew, the following was valid.

            What are POWER_POINTS in the units.txt file?
            An obsolete feature, doesn't do anything.
            - Joe Rumsey, CTP programmer
            Found at http://www.activision.com/games/civilization/q13.html

            Don

            [This message has been edited by skorpion59 (edited January 08, 2000).]
            Don,
            CtPMaps (Hosted by Apolyton)

            Comment

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