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  • #31
    Originally posted by Locutus on 01-01-2000 01:19 PM
    The strange thing is, this trigger doesn't replace all settler by machine-gunners (I don't have an engineer-unit yet, so I used machine-gunners for testing purposes), but it replaces a few settlers every turn, apparently at random. Could anyone tell me what I've done wrong? I can't see why it doesn't replace all settlers at once.
    You should probably NOT add one to "i" unless you DON'T kill a settler.

    (i.e.:
    if(is a settler)
    replace it
    else
    add one to i
    )


    ------------------
    Blivets rule!
    Blivets rule!

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    • #32
      Thanks, I'll try that, I hope that's it. If not, I also had a few new idea's my self. I'll let you all know what I find out.
      Administrator of WePlayCiv -- Civ5 Info Centre | Forum | Gallery

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      • #33
        You were right BlivetMaker, that did the trick, the trigger works now. Again, thanks a lot for that.
        Administrator of WePlayCiv -- Civ5 Info Centre | Forum | Gallery

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        • #34
          Originally posted by Locutus on 01-05-2000 02:37 PM
          You were right BlivetMaker, that did the trick, the trigger works now. Again, thanks a lot for that.
          No problem. I write software for a living, and I've done something similar myself a couple of times, which is how I recognised the symptoms. What happens is:

          Before:
          1 Settler
          2 Settler
          3 Musketeer
          4 Ship of the Line

          Delete Settler at index 1. Notice that they all move up one index position:

          1 Settler
          2 Musketeer
          3 Ship of the Line

          Add Machine Gunner:

          1 Settler
          2 Musketeer
          3 Ship of the Line
          4 Machine Gunner

          If you add 1 to your position, you skip over the Settler who *was* at position 2, until the next turn when it triggers again.


          ------------------
          Blivets rule!
          Blivets rule!

          Comment


          • #35
            BlivetMaker,
            You're explanation wasn't really necessary because I'm a student Computer Science and, so once you pointed it out, I knew what I had done wrong (although I could hardly believe my own stupidity at first ), but thanks for that anyway (maybe someone else can learn from it).
            Normally it wouldn't have mattered if the i = i + 1 was in a else-clause or not, but because I was creating and killing new units at the same time as cycling through them there was a mess-up. Had I not killed or created units but e.g. given them orders, everything would have worked fine. Had it been possible to count units in a more convential way (e.g. unit[1] is the first unit, unit[2] the second), I would have never made this mistake, but SLIC is very primitive and making mistakes like this is very easy in SLIC. Next time I'll pay better attention to this kind of thing. Again, thanx for you're help, this trigger is going to be used a lot in different variations, I can already promise that (e.g. I'm going to bring back Leonardo's Workshop).

            Locutus
            Administrator of WePlayCiv -- Civ5 Info Centre | Forum | Gallery

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            • #36
              Why bring Leonardo's back - why not simpy re-adjust the unit costs so its not worth having old units - thats the way history shows it was done!

              (NB I'm not a fan of wonders - I always switch them off anyway).

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              • #37
                Because Skorpion59, Mark H, Dreamer and I are making a SLIC-mod (It won't be only SLIC, but most of it will) and what you're proposing has little to do with SLIC. So someone else will have to take care of that. And my vision is, wonders are a part of the game, so I won't ignore them. (Although I do sometimes turn them of as well)

                Locutus
                Administrator of WePlayCiv -- Civ5 Info Centre | Forum | Gallery

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                • #38
                  I've really got to ask this - what has anything in this to do with the original question? I keep looking at this in the vein hope some of this has anything to do with the original thread but no - it doesn't!

                  So back to the original thread what units are you creating or what do you want?

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                  • #39
                    Morgoth,

                    You are right. This thread has got way off topic.

                    In general, I would like to see some more futuristic war units. There is a lot of WW II era units but none for later stages of the game. (Which really hampers scenario development for later periods.) I am not really thrilled with what Activision included in the game. Some of the SciFi or Futuristic Civ2 scenarios have very good units to draw from.

                    Crazy as this sounds, I would also like to have a unit, not ship, which can attack sea cities on its own.

                    Now, for me personally, I need a city perimeter type unit. Maybe an electrofied chain fence or a steel fence. If you run across something like this, I would appreciate it if you passed it my way.


                    ------------------
                    Don, Apolyton Junkie

                    Don,
                    CtPMaps (Hosted by Apolyton)

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                    • #40
                      Need a rocket, that can take both airplanes and space-figthers and other space-ships down - even a Levitians in one attack.

                      Has to be powerfull - must only be used once (real attack, no bombard facilities).

                      Costs??

                      Something like cruise-missile. To be build at the same time as you can build the SDI-improvement.

                      See unittypes 1 and 6.
                      First they ignore you. Then they laugh at you. Then they fight you. Then you win.

                      Gandhi

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                      • #41
                        Morgoth,
                        You're right, the discussion had little to do with the original topic. My apologies go to anyone who was bothered by this. I shall now return to the topic.

                        I agree with Skorpion, there should be much more future units. Thanks to the mod-makers on these forums there are now plenty of Ancient, Medieval, Renaissance and Modern units, but there's a complete lack of units after the modern age. Most of the units Activision put in the game are pretty pathetic IMO. Maybe someone could make a Future Mod or something like this? I'm not very creative so it's not something I can do, but I'm sure others can make something of this. I've never played Civ2 scenarios (I didn't have an internet-connection until right before CtP came out, and when I did, I didn't know where to find Civ2-scenarios - hell, I didn't even knew they existed) so I don't know if they're any good, but I guess it's one of the few thing there are to go by. Maybe SMAC has some nice things? The advances in that game could be used for CtP, but the units are so different, because of the workshop where you can create your own units.
                        Well, that's my two cents.

                        Locutus
                        [This message has been edited by Locutus (edited January 10, 2000).]
                        Administrator of WePlayCiv -- Civ5 Info Centre | Forum | Gallery

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                        • #42
                          I kind of like the idea of a Terminator unit, usable only if you have the AI Entity wonder. This will kind of offset the risk involved in getting this wonder.

                          On the other hand, imagine winning back your revolting cities when they're full of Terminators!

                          Other ideas gleaned from sci-fi might be:
                          Floating Fortress (1984) (and maybe a flying version)
                          Virtual Reality (you know, I never liked the sensorium as a wonder....)
                          Zardoz (a high-tech government, with a feudal population)
                          Those little robot guys in Tremors that bored through the earth and the enemy
                          A new wonder - Time Tunnel (can go back to a previous turn but with future tech... You'd have to have a limiting factor, though. You don't want 500 Terminators during the Ancient Age as it makes the game a bit of a rout)

                          Just a thought!

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                          • #43
                            To all: Download the HighTech mod from the civ 2's Ultimate Civ 2 Site archives. This mod lists many futuristic units that you may be interested in.

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                            • #44
                              I have some questions concerning the cattle unit.

                              Now, I have managed to activate that unit type on my own, muddling through teh various files and testing. So it seems to work for a human player now and is no longer called 021. But, I don't see the ai players use it, how do I change those settings. I did some modifications in the ai files for the various personality types, but either to no effect or no visible effect. So, what should I do to make the ai "raise" cattle?

                              On the same matter, is there any way to get the rustle function working? It might be interesting to have cattle raids occur, similar to slave raids.

                              And on a last note, is anyone creating more unit sprites these days? I'm not sure what can be done with units, technologies and scenarios so far, but I am considering reworking the tech tree significantly (and about tripling the number of units; get to the maximal 200). I'll have to consider some more factors before I set out to do so considering time restraints I have, but knowing whether more sprites will be available in the future would be nice. I don't think I'll even try doing my own sprites as I'm not an artist and CTP's graphic system is too much for me to get into.

                              Thanks in advance for any help.

                              Caranorn about 3 weeks into CTP and already bored to death with what it came shipped with (yes, already got some of the existing mods, but right now i want to try some things myself considering I'm not happy with the existing combat units and system).

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                              • #45
                                Caranorn:

                                Apparently, the cattle isssue has been talked about a lot before--might want to do a search for "cow" or "cattle" for more info--before I came here, but from what I gather, the AI doesn't use them well (if at all) and the rustle thing-a-majig doesn't work at all.

                                As for making sprites, I think just Morgoth and Gemini are still doing that. Harlan retired and I haven't had time to learn how to do it yet....
                                Existence is Futile.

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