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BeBro
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of the Krauts
Mar 2000 time: 06:13
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quote:

I am confused as to how to have units that cannot be built, but are viewable in the Civlopedia
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You can setup different techtrees for each civ. Example:
Germans:
Tech1 - needs: nil/no, given per cheat menu from the start
Tech2 - needs: Tech1/nil,given per cheat menu from the start
Tech3 and more: need Tech2/nil (or other, higher tech)
Make all German units AND techs available with tech3 (or later techs). Give all German units real prerequisites (a "no"-unit doesn´t appear in the civilopedia), but make sure that these prerequisites are part of the German techtree only, as described above. Since the whole techtree bases on tech1, which can´t be researched (due to the nil/no setting), no other civ can have German units or techs.
Then create a similar techtree for the Russians, bur take care of the special effects of some techs... 
Note: I´m not sure, but I think Tech1 MUST have nil/no (NOT no/nil). If I recall correctly you have to enable Tech1 (nil/nil) to give it via cheat menu, then change it back to nil/no after you´ve given it to Germany.
It´s also possible that this isn´t the best solution, but it should work, I have done that in Imperium Romanum, I hope forgot nothing...
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Civ2000 hosted by CivII Universum
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Field Marshal Klesh
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Klesh Marshal Field
Jan 2000 time: 00:13
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Bebro: I think I am starting to get it! Let me elaborate on your explanation as I understand them, and tell me if I am following what you mean correctly. My additions will be in italics.
You can setup different techtrees for each civ. Example:
Germans:
Tech1 - needs: nil/no, given per cheat menu from the start. (We'll call it 'Leibensraum' for now)
Tech2 - needs: Tech1/nil, given per cheat menu from the start. (We'll call it 'Agressive Warfare' for now)
Tech3 (and more) - need: Tech2/nil (or other, higher tech).(We'll call it 'Wermacht' for now).
Tech4 - needs: Tech3/nil. This will never actually get discovered.
Techs 4 through say 15, could be named directly for the units they are attatched to. The unit Techs(4-15) do not need to be strung together, they can now all have 'Wermacht/nil' for the settings.
Make all German units AND techs available with Tech3-'Wermacht'. This tech (and later ones) will be unreachable, so units cannot ever be built, but will be viewable in the Civlopedia.
Give all German units real prerequisites ('Wermacht')... (a "no"-unit doesn´t appear in the civilopedia), but make sure that these prerequisites are part of the German techtree only, as described above. Since the whole techtree bases on Tech1- ('Leibensraum'), which can´t be researched (due to the nil/no setting), no other civ can have German units or techs.
Note: I´m not sure, but I think Tech1 MUST have nil/no (NOT no/nil). If I recall correctly you have to enable Tech1 (nil/nil) to give it via cheat menu, then change it back to nil/no after you´ve given it to Germany.Obviously do the same for the Soviet 'starter' Tech.
So, everybody.... Does this make sense? Have I finally figured out what to do? I feel like a great 'Fog of War' has been lifted as I can start to see what I need to do here.
I pray that you guys see that there are no problems with my logic here.
[This message has been edited by Field Marshal Klesh (edited April 14, 2001).]
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Marko
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Tartu, Estonia
Sep 1999 time: 05:13
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There are some alternative possibilities also.
Make a technologies:
Tech A, 1, 0, nil, no, 0, 0
Tech B, 1, 0, nil, no, 0, 0
Set that all Soviet units are obsoleted by Tech A and all Axis units are obsoleted by Tech B.
Give Axis Tech A and Soviets Tech B.
Then you don't need to have separate tech trees for each civ but only one common tech tree.
For example Panzer IV and T-34 can have the same tech as prerequisite. But only Axis can build Pz IV and only Soviets T-34.
You save a lot of techs for other purposes.
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Marko
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Tartu, Estonia
Sep 1999 time: 05:13
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I read your previous messages over and understood that you don't want that ANY unit will be built.
Then there is no need to make any tech trees at all.
You can do simply this way:
1. Make a technology like this:
Units, 1, 0, nil, no, 0, 0
2. Put it as prerequisite to all units.
3. Make sure that nobody has this tech from the beginning (the best: delete all techs from everyone)
Results:
1. Nobody can build any units
2. All units are viewable in Civilopedia.
During the game give civilizations specific techs by events, like:
@IF
UNITKILLED
unit=Unit A
attacker=Axis
defender=Soviets
@THEN
GIVETECHNOLOGY
receiver=Axis
technology=93
@ENDIF
and:
@IF
RECEIVEDTECHNOLOGY
technology=93
receiver=Axis
@THEN
CREATEUNIT
unit=Unit B
owner=Axis
veteran=yes
homecity=NONE
locations
64,35
23,12
endlocations
JUSTONCE
@ENDIF
@IF
RECEIVEDTECHNOLOGY
technology=93
receiver=Axis
@THEN
CREATEUNIT
unit=Unit C
owner=Axis
veteran=yes
homecity=NONE
locations
64,35
23,12
endlocations
@ENDIF
The Tech 93 can look like:
Tech A, 1, 0, nil, no, 0, 0 ; X1
Result:
If Axis manages to kill Soviet Unit A, then he gets free Unit B (only once - JUSTONCE) and Unit C (every turn until the end of scenario). Units appear in location 64,35 and if it is occupied by enemy, in square 23,12.
There are 100 available techs in Civ2. They are numbered from 0 to 99 (from up to down).
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Field Marshal Klesh
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Klesh Marshal Field
Jan 2000 time: 00:13
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Yes, Henrik. I was thinking they would need something to build... 'Captialization' renamed is an excellent idea!
As you have seen at CivFanatics Marko, I have completed a tech tree! Basically, it only serves the purpose of making an astetically pleasing structure to the Civlopedia. Units are devided by country, then branch of service. This ate up 15 tech slots (skipped over those slots with special effects), but I think that 85 techs for events like the ones you mentioned above should be enough.
Alas, I hit a BIG wall yesterday 
Whilst I was looking at design tips in order to progress, I decided to look at something I thought was sorta a 'finishing touch'...the sounds. Well, to my utter surprise and dismay I find that the sounds for units are very much tied into their unit slot!!!! That is so dumb, it makes no sense to have that hard-coded into the game!?! So now I have to go back and totally rearrange the units, but first I have to figure which ones are gonna use the same sounds etc.
I am thinking of making many new, never-before-heard sound samples from movies. My buddies have all kinds of good equipment for that. I am aware of the requirements (8bit, mono whatever) for the sounds. This is just a big pain in the arse, because nowe I have to stop building, and sit down to conceptualize again. The sounds were so far from my mind that it is really not something I was prepared to deal with just yet... Oh well, take it as it comes. Okay, back into the fray...
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Field Marshal Klesh
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Klesh Marshal Field
Jan 2000 time: 00:13
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Okay fellas,
Well, to tell you the truth, I've rather bogged down with classwork, and it seems that this will continue on through the week. 
After setting up the map in a more permanent sense with the cities etc, I sorta got a little bored with the tedious aspects of design. I opted to go and fetch some sounds. First I chose from my scenario library any old sounds that can serve my pourposes, then I decided I wanted to make many of them from scratch. I surprised myself when I figured out how to hook my VCR into my computer and I went about getting some tatsy clips. But I will say they were subpar in quality, something wasn't right. Obviously the crappy sound recorder on the average pc isn't very good. Kobayashi emailed me GWave 303, it looks much better. I am gonna have to figure some of it out, but it has much better options to enhance the sounds. After all this classwork, I will probably go about testing the unit strengths more. I also need to take into account terrain bonuses, as rubble and buildings will be heavy on the defense.
DV: I think you've mistaken me for an actual scenario designer! 
During the building of this I have run into so many cool ideas and neat things that I have no idea how to do, or if they are even possible. For instance, the extent of my knowledge of events triggers and things goes as far as the scenarios I have in my library. I try to look and seewhat people have done, and what they did to get it to happen. The manual has a brief list, but I've learned to look much farther than the manual.
Basically I hope you guys aren't dissapointed by the level of quality in this thing. I am doing my best, but I really have no idea what I am doing... Just ask WarVoid! That poor chap gets late night IM's from me asking him to look at my terrain files for problems! He he, sorry man 
I am doing my best to make this as accurate and cool a scenario that I can build. When I finish, I want to revise it indefinately untill it satifies. At this point, I know there will be things I'd rather see going on, but I just don't know how to do. Gee, really makes you want to play it doesn't it? Don't worry, I wouldn't deface the great name of Klesh with a piece of crap product. 
[This message has been edited by Field Marshal Klesh (edited April 23, 2001).]
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Most likely the problem is in the rules.txt, at least that'd be my first guess. I've had my scenarios crash during construction stages usually because of something wrong in the rules, like the tech tree. However, i would normally get the "illegal operation" error when I made 1 unit attack another, not upon loading the scenario. However, I don't think this matters in this case, since all of your previous scenario files do not work but other scenarios do.
If I were you (and I have been) in this situation, this is what I'd do.
1)remove rulex.txt from your scenario folder.
2)load the scenario. hopefully, it should be able to load. if not, try other files such as events.txt, or game.txt. maybe even the gifs
assuming the scenario works after removing rules:
3)use a brand new rules.txt in your scenario folder. make sure you save your old one. copy sections out of the old rules into the new, load the scenario and see if it works. For example, just copy and paste the technologies first then load. If it works, copy another part over, like unit statistics. Do this until the game will no longer load again. You will know that the problem is with the section you just copied over. Carefully look it over and you should see a mistake in there.
4)After getting the scenario to work properly again, you thank MagyarCrusader. 
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"The Rumanians are really the most reliable people in the world when it comes to depending upon their breaking any promises they make." - General Harry Hill Bandholtz, US Army, 22 NOV 1919. General Bandholtz was the one who saved the Crown Jewels from the Rumanians. His statue sits in front of the American Embassy in Budapest.
Truth
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Marko
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Tartu, Estonia
Sep 1999 time: 05:13
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Names of difficulty levels are stored in Games.txt.
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I'd just like to take this opportunity to thank Field Marshal Klesh for making a ww2 campaign scenario playable from the Axis side, it's about time. And if you flake out on this scenario, like many sleague posters do, I'm going to kill you...
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"The Rumanians are really the most reliable people in the world when it comes to depending upon their breaking any promises they make." - General Harry Hill Bandholtz, US Army, 22 NOV 1919. General Bandholtz was the one who saved the Crown Jewels from the Rumanians. His statue sits in front of the American Embassy in Budapest.
Truth
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