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OFT #2 game - part 3 -
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Call To Power 2 Cradle 3+ mod in progress: https://apolyton.net/forum/other-games/call-to-power-2/ctp2-creation/9437883-making-cradle-3-fully-compatible-with-the-apolyton-edition
if at all, i guess the AI would just randomly choose something in the message boxes and browse the boxes in order of appearence. might result in choosing Agriculture or something.
or maybe Hatschy designed the mod so that only human players get the messages.
Baal: "You dare mock me ?"
O'Neill: "Baal, c'mon, you should know ... Of course I dare mock you."
Originally posted by Mathemagician
me
you mean if AI chooses a tech ? dont think so.
I am going to for simply my own devious plans, try altering this scenario
I would like to see how hard it would be to start with several settlers and then say at advance "X" each city spawns 2 settlers
I will play with it
it would be neat
I would have it happen only once
if possible
I wonder if say it was technocracy and you picked that as your free tech would it be wiser to start the game as a city spawning 2 additional settlers or wait for say 20 cities to be built and have an advance which would now give you 60 cities? (well the 20 cities you have "X: 2 settlers per city..
hmm..
what if one could make it a randomly generated advance..maybe say somewhere in the renaissance age?
Im just contemplating is all Math
I know of several slic functions that I have that give me marines or tanks once that advance is discovered
I am wondering allowed maybe I well I will post a link in th creation forum to here
I am thinking you could tie it to a ruin maybe maybe similiar to a golden age type find
there is a random number function you can use, creation functions for units and cities, so this should all work.
if you somehow get to trigger anything off a ruin i would be interested to know. the problem is catching the ruin event. i dont know if this is possible.
Baal: "You dare mock me ?"
O'Neill: "Baal, c'mon, you should know ... Of course I dare mock you."
Originally posted by Mathemagician
there is a random number function you can use, creation functions for units and cities, so this should all work.
if you somehow get to trigger anything off a ruin i would be interested to know. the problem is catching the ruin event. i dont know if this is possible.
yeah
I wish we could have randomly regenerated ruins
I guess what I am trying to do is make it so if you didnt choose an advance to start with with this you wouldnt know when it would happen kind of the luck of the draw
in games I have played with wonders allow something that gave you economics in a substantially quicker time where you could switch wonders or another production could be a game breaker opener..
didnt look into it now, but granting a tech is rather easy. there is a function GrantAdvance i think. of course you can make it arbitrarily complex to choose a set of advances to grant.
Baal: "You dare mock me ?"
O'Neill: "Baal, c'mon, you should know ... Of course I dare mock you."
Originally posted by Mathemagician
a function GrantAdvance
I'll check it out
I am learning a little and one thing I learned was a little something wrong =disaster!
In addition I saw where you had add warrior
at the bottom of the SLIC it has
Code:
Add a warrior to the first city?
//
messagebox 'OFT: Do you want a warrior to be added to the first city each player builds?' {
MessageType("CIVILIZATION");
DisableClose();
Button(ID_BUTTON_NO) {
Kill();
}
Button(ID_BUTTON_YES) {
Kill();
oft_addwarrior = 1;
oft_player = 1;
while (oft_player <= 8) {
oft_citycount = Cities(oft_player);
if (oft_citycount >= 1) {
SetCityByIndex(1, oft_player, 0);
CreateUnit(oft_player, UnitType("UNIT_WARRIOR"), city.location, 0);
}
oft_player = oft_player + 1;
}
}
To increase the number of warriors would you increase the above number to "2" from "1" where it says oft_player=oft_player +1?
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