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Script Editing Issues...

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  • Script Editing Issues...

    I need some help with some code in Script Editor. I am working on recreating some historical battles (Waterloo, Bunker Hill, Napolean's March on Moscow, etc). Creation of units and what not is easy, what I am having a time with is disabling Wonder and Territory Victories.

    i.e. Napolean, marching on Moscow, the player should not be able to win by capturing any of the cities and towns along the way. As it stands right now, a player could cheat the scenerio either by capturing these towns or by walking out a 'column' of fortresses.

    Also, if two human players are involved, because of the shear massive size of Russia, the person playing Russian automatically starts with an enormous territorial advantage.

    Last edited by crowell; July 28, 2003, 13:37.

  • #2
    NEED HELP DISABLING TERRITORY/WONDER VICTORY PLEASE

    Please see previous post.

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    • #3
      hi,

      you really needed to read the script documents...

      here is one.. disable_city_defeat(1);

      dutcheese

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      • #4
        I've got a completely different problem, but it's still a script problem...

        I have searched through the scripting docs and have found nothing that allows a script to determine how much of a specific resource a player has.

        I need to obtain this to do an "Imperial favor" calculation that allows the player to get his or her units every few minutes. If the player has a favor of 500 (I'm using Knowledge as the "favor" counter, BTW) and the "favor factor" of Imperial Legionnaires is 50, each reinforcement cycle the player will recieve 10 Imperial Legionnaires.

        I might as well also ask about two other issues that I haven't done as much research on, that is, how can I give messages with pictures similar to the ones you get when recieving reinforcements in CTW games? Also, I'm not entirely sure if a real - > int typecast always rounds down. I need to be sure of this so that if a unit's favor factor is 400 and the player has 399 favor, even though it divids out as 0.99something, they won't get any units of that type.

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        • #5
          I have read the script documents... 'till my eyes started crossing. I do not wish to disable city capture, with the exeption, perhaps of a few key cities. But let's say, for example, I disable city capture across the board. What's to keep a player from using 'cheat add citizen' and creating a city. Create enough of them as he moves across the frozen tundra and you end up with a near territory victory.

          Also the idea being that you don't have to fight the war the way Napolean did. I think history has proven that was a big mistake. Stoping along the way to rest your troups, replentish supplies, etc would have been far wiser and likely would have resulted in an outcome far different than what actually occured.

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