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  • #61
    The religion code has the same problems as what is concerned by the reloadslic. But still we keep doing it. And i think only succession games and modders actually use this feature usually.
    "Kill a man and you are a murder.
    Kill thousands and you are a conquer.
    Kill all and you are a God!"
    -Jean Rostand

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    • #62
      Originally posted by Pedrunn
      The religion code has the same problems as what is concerned by the reloadslic. But still we keep doing it. And i think only succession games and modders actually use this feature usually.
      Of course it wouldn't keep me from doing it, but I need a sollution with that I can live. Oh and in the replayed tourny game I had to use the feature also one time to avoid a repetive game. And it was used at the start of the tourny game. Actual this problem has the diplomod too. It just caused two DebugSlic=Yes errors. That were the only ones I got.

      -Martin
      Civ2 military advisor: "No complaints, Sir!"

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      • #63
        I never hide my willing to have this feature. So i do everything it takes to have it. Any help needed i am here.
        "Kill a man and you are a murder.
        Kill thousands and you are a conquer.
        Kill all and you are a God!"
        -Jean Rostand

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        • #64
          Does anyone have a graphic for saltpeter? and some info?
          "Kill a man and you are a murder.
          Kill thousands and you are a conquer.
          Kill all and you are a God!"
          -Jean Rostand

          Comment


          • #65
            Martin, have you found a way to know if a trade route that was selling a player a certain good breaks.
            since the KillTradeRoute(GEA_TradeRoute, int_t) doesnt gives that info.

            When does the TradeBid(int_t, int_t, city_t, city_t) is triggered.

            And have you seen the unused UI file called "tradescreen.ldl"?
            "Kill a man and you are a murder.
            Kill thousands and you are a conquer.
            Kill all and you are a God!"
            -Jean Rostand

            Comment


            • #66
              Originally posted by Pedrunn
              Martin, have you found a way to know if a trade route that was selling a player a certain good breaks.
              since the KillTradeRoute(GEA_TradeRoute, int_t) doesnt gives that info.
              No, actual I was busy with the last version of GoodMod and now I should use my time to prepare me for the next semester in university, so some time will past before I can continue on this project. But this is a real problem. You could keep the international trade routes in arrays and remove them if war is declared. The problem here is what is represented by the int. Is it a player or is it a good data base index.

              Originally posted by Pedrunn
              When does the TradeBid(int_t, int_t, city_t, city_t) is triggered.
              I guess when an AI makes a trade bid on one of your goods, or you on one of the AI goods. I never saw this in CTP2, so possible it is not triggered of course you could write an event handler that gives you an alert box: Trade Bid was made!

              Originally posted by Pedrunn
              And have you seen the unused UI file called "tradescreen.ldl"?
              It is the CTP1 trade screen I think you won't be able to get it to work I wouldn't knoe how it should work to reset the trade route, because the tile improvements don't give any fright bonus to the terrain like in CTP1.

              -Martin
              Civ2 military advisor: "No complaints, Sir!"

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              • #67
                Originally posted by Pedrunn
                Does anyone have a graphic for saltpeter? and some info?
                You could try to use Civ3's version... if you want it, and don't have access to their graphic, I'll post it for you.

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                • #68
                  Centrifuge, I know but i can only find the civ3 resources in small sizes. Half of what is needed for CTP2. If you have large icons for the saltpeter and the horse I will be very thankful.
                  "Kill a man and you are a murder.
                  Kill thousands and you are a conquer.
                  Kill all and you are a God!"
                  -Jean Rostand

                  Comment


                  • #69
                    I havent got Civ3 installed, but the icons from the Civilpedia would be perfect (thats probably what ones you mean isnt it)

                    There is a goodmod for civ3 that gets rid off all the little crappy civ3 resource icons and replaces them with minimized civilpedia versions, and it looks way better AND BIGGER, you may want to take a look at this Pedrunn.

                    If not and nobody has responded and posted the icons within the next few days or so ill install Civ3 (think about what your putting me through here pedrunn ) and post the icons you want .
                    Oxygen should be considered a drug
                    Tiberian Sun Retro
                    My Mod for Tiberian Sun Webmaster of
                    http://www.tiberiumsun.com

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                    • #70
                      Originally posted by Pedrunn
                      Centrifuge, I know but i can only find the civ3 resources in small sizes. Half of what is needed for CTP2. If you have large icons for the saltpeter and the horse I will be very thankful.
                      Thanks toe Wes I can provide you with the good icons of the Civ3 Great Library. (Much better name then Civilopedia It has more atmosphere.)

                      And by the way to check out Harlan's Civ3 GoodMod is also a good idea as SMIFFGIG mentioned.

                      -Martin
                      Attached Files
                      Civ2 military advisor: "No complaints, Sir!"

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                      • #71
                        I found Harlans resources in the civ3 graphics directory but hadnt found the original ones in big size.
                        Thanks Martin this will help me a lot with my new trade system code.
                        And thanks SMIFFIG'S (or should it be SMIFFGIG now ) it is this kind of friendship among the users of this forum that makes it such a nice community to be part of.
                        "Kill a man and you are a murder.
                        Kill thousands and you are a conquer.
                        Kill all and you are a God!"
                        -Jean Rostand

                        Comment


                        • #72
                          This Mod sounds almost alot like one I was developing in Civ3, but I think you can go alot farther with it here.

                          By splitting the tech tree off and having a sea, mountain, forest, or prarie-based civ you are basically creating culture. You can make a similar advance path for each branch that goes on almost forever so that if someone does get diverse terrain/goods they CAN pursue all paths but will specialize in none.

                          Early advances should be based on terrain/goods available. With these advances, newer, more advanced units/advances/improvements/goods become available.

                          The next set of advances should be based on all the above.

                          For instance: You discover the good oil. Now you can research combustible fuels. Once you research that, create the Ford Model-T unit and the city furnace (?), and research Oil Refining. Researching Oil Refining allow you to build Oil Refineries and Research Oil Drilling. Oil Drilling will allow you to discover deep oil in previously unknown places (like an Alaskan wildlife preserve) and build PW deep oil Drills. If you have both the Oil Drilling Advance and the Deep Sea Exploration advance and 15 Oil Drills you can develop Offshore Oil Drilling which lets you see offshore oil and build Offshore Oil Platforms (which have a 0.5% chance of creating a disastrous oil spill killing off all food production in a 2 square radius for 10 turns).

                          Just some ideas to throw around.

                          I also like random events/disasters, and unique terrain/landmarks/GOODS would also add a tremendous amount of luck to the game.
                          Get 84 Resources, 96 Resources, or the NEW 153 Resources! Get Rockier Bonus Grassland versions1.0 or 2.0! Get My Mix of Snoopy and Womocks early terrain! Get Varied Goody Huts!
                          Upcoming Mods - Optimator (with over 1000 new units!!!) & Godzilla, Revenge of the Kaiju!
                          I am in dire need of new dino and Kaiju units!

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                          • #73
                            Firstly welcome Amesjustin!
                            It's always great to have new idea's floated around on these subjects
                            I really like what Martin started on in this thread - i think if any of the ideas expressed here see the light of day it will open another chapter for the players of CTP2. From what you posted on another thread earlier you say you know C#, so i'm sure the Modders around here will be delighted for your input. If your feeling upto it check the Slic files and documentation that you can find in the modification section of CTP2. I think it can become a quite nasty addiction!
                            'The very basis of the liberal idea – the belief of individual freedom is what causes the chaos' - William Kristol, son of the founder of neo-conservitivism, talking about neo-con ideology and its agenda for you.info here. prove me wrong.

                            Bush's Republican=Neo-con for all intent and purpose. be afraid.

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                            • #74
                              Originally posted by Amesjustin
                              This Mod sounds almost alot like one I was developing in Civ3, but I think you can go alot farther with it here.
                              Yes that is right, Slic a C++ like programing language (unfortunatly not as powerful as C++) gives you the power to do much more then you will ever can do in Civ3. Actual it is not only slic but the combination of slic and the open text files.

                              Originally posted by Amesjustin
                              By splitting the tech tree off and having a sea, mountain, forest, or prarie-based civ you are basically creating culture. You can make a similar advance path for each branch that goes on almost forever so that if someone does get diverse terrain/goods they CAN pursue all paths but will specialize in none.
                              Actual you don't need to make for everyone a tech tree it is possible to make a tech net, it is not necessary to develope everything in order to get the future techs.

                              Originally posted by Amesjustin
                              Early advances should be based on terrain/goods available. With these advances, newer, more advanced units/advances/improvements/goods become available.
                              Actual the main idea is that (trade) goods are available on the map from the start of course in accient time there are other uses for oil than today, in acient time you can use oil for lights, or to seal a boat or you could conservate wood. In modern times you could refine it and use it as fuel or you can make plastic out of it. So no new goods will become available, they are already on the map. You just need to discover the technology to use them. OK this last thing could take a while, but without enough goods you have a problem.

                              Unfortunatly my main problem now is that I don't have a tech tree or the units that should be found in the game. My other problem is that I don't have the time to find a tech tree or better tech net until Crismas.

                              -Martin
                              Civ2 military advisor: "No complaints, Sir!"

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                              • #75
                                Some opinions and suggestions

                                Personally I would prefer it so that the resources appeared after certain advances like CIV3... If you really dont agree with this at least some HAVE to only appear after a certain advance eg:

                                Uranium = err dont remember this having to much use in ancient times

                                Aluminum = same here, not only would it have been impossible for them to extract in great enough quantaties. But what the heck would be the point

                                OIL = Ok i can see why you want this in ancient times. But really the usage of such a good in those times was minimal compared to today, the value of the good would have to DRAMATICALLY increase during time. However the major problem with having it available from Ancient on is. Me player settle everywhere where oil is knowing it will be worth a bomb in centries to come. Not only is this unfair but its historically incorrect as no Civilization would have known how important Oil would become *obviously*

                                Furthermore the enjoyment of discovering new trade goods would be much higher IMO. Even if just some appeared through technology and others where available from the begining but increased in value through the ages

                                Likewise other trade goods could decrease in value (like grapes)

                                There could be other goods that just tottaly disappeared through the years due to low value eg

                                Ameythst = (this gem stone was once as valuable as ruby and saphire possible more valuble, however due to discoveries all over the world of massive deposits the gem stone is VERY cheap [i have some bits lol])

                                Mammoth = Well we all know what happened to the mammoth, we also know how greatly valuable it was to early man
                                (this is a on the spot brainstorm im sure many many more could be thought of)



                                Another suggestion I have (and all ready briefly mentioned) is goods changing value through time, either a fixed fluxuation a random one (dont like idea of that) or one that is dependent on certain dates and/or events (my fav). There would be some goods that just never changed in non-physical value (Gold, Diamond)

                                Oxygen should be considered a drug
                                Tiberian Sun Retro
                                My Mod for Tiberian Sun Webmaster of
                                http://www.tiberiumsun.com

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