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Grandpa Troll is offline Grandpa Troll

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Jul 2000
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  Old Post 07-04-2004 03:24
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Spawning settler possibilities? Suffering from ads?

...Ok..work with me..

I was considering making a scenario where say a city at turn "X" or year"XXXX" give a free settler..

My point would be that you get say 20 cities built and then BAM each city spawns a free settler..either in the city or if possible outside..

My thinking is that one problem I would be facing would be say I was building a Publishing house...I wouldnt want the settler to override the publishing house but rather appear..

Is this possible?

..Maybe make it spawn after the next item in quere is built

In addition I would like to see this happen on say 3-4 different occassions.....

I guess I would have to increase the govt MAX Cities...

..I have that covered..seems Trolldoms decree is 1000 cities in any form of Govt??

Ok.....

Lets take it one further...


Would it be possible to say make it so once the last spawn takes place...

-ZER0 HOUR- no more settlers could be built?

Just contemplating possible scenarios is all!

I understand I could make an obsolesence advance...

Just was hoping I could make it more of a race aand then BAM its over..

Let me know what possibilites can or cant be produced!

ugh..perhaps in shorter code than the fella below!!

Peace

Grandpa "Behind-da-playing-curve"Troll

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Locutus is offline Locutus
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time: 06:35
  Old Post 07-04-2004 18:10 Visit Locutus<br><img src=/forums/images/staff-icon.gif>'s homepage!
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Okay, I made an example where Settlers are spawned in all cities in turn 50 (note that this code is untested but based on the Militia code for the MedMod, so it should work).

Note that although the name of the variable is g.year, this actually represents the turn, not the year.

code:
trigger 'SpawnSettler' when (player.1 && g.year == 50) { // in turn 50 i = 0; while (i < player.1.cities) { // loop through all cities SetCityByIndex(1, player.1, i); CreateUnit(player.1, UnitType("UNIT_SETTLER"), city.location, 1); // create a settler 1 tile away from city i = i + 1; } }

Grandpa Troll is offline Grandpa Troll

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  Old Post 08-04-2004 07:41
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...awesome..will follow up tommorrow!!

'aprreciate it mucho buen!

GT

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  Old Post 09-04-2004 05:36
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quote:
Originally posted by Locutus
Okay, I made an example where Settlers are spawned in all cities in turn 50 (note that this code is untested but based on the Militia code for the MedMod, so it should work).

Note that although the name of the variable is g.year, this actually represents the turn, not the year.

code:
trigger 'SpawnSettler' when (player.1 && g.year == 50) { // in turn 50 i = 0; while (i < player.1.cities) { // loop through all cities SetCityByIndex(1, player.1, i); CreateUnit(player.1, UnitType("UNIT_SETTLER"), city.location, 1); // create a settler 1 tile away from city i = i + 1; } }


I am at turn 52.did not get the spawned settler unfortunately

Point to remember..I am also using the settlers excluded with start of 40 settlers...

Would this negate the possibility of having the settlers spawn?

I will await your response, thanks for all the help!

Peace

GT

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Grandpa Troll is offline Grandpa Troll

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  Old Post 10-04-2004 14:35
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Tired of ads?

...Ok..I tried "enabling" settlers where they could be built..

No good either...

I went again to turn 52 and nothing happened as far as settlers "spawning"

IIRC, the year was 3650 BC...again..I have slowed the years per turn down...

Let me know what else I may try!!

Peace

Grandpa Troll

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Grandpa Troll is offline Grandpa Troll

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  Old Post 10-04-2004 20:19
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Ok..I also tried the following:

I replaced the default CONST.TXT file..still no settler spawning

I then tried to replace my altered DIFFDB.TXT with the default and got to turn IIRC, 83..and year 150 AD..no spawning..

I will be looking forward to any additional feedback!

Peace

Grandpa Troll

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Locutus is offline Locutus
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  Old Post 11-04-2004 16:28 Visit Locutus<br><img src=/forums/images/staff-icon.gif>'s homepage!
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Locutus is offline Locutus
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  Old Post 11-04-2004 16:28 Visit Locutus<br><img src=/forums/images/staff-icon.gif>'s homepage!
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Enter the AD-FREE zone

Yeah, I noticed it didn't work. It's probably some weird SLIC1 bug. It somehow doesn't seem to like the player.1 and g.year combo as trigger. When I have time I'll see if I can get it work, but I'm a little busy with other stuff right now.

What I suspect might work (untested):

code:
trigger 'SpawnSettler' when (player.1) { if (g.year == 50) { // in turn 50 i = 0; while (i < player.1.cities) { // loop through all cities SetCityByIndex(1, player.1, i); CreateUnit(player.1, UnitType("UNIT_SETTLER"), city.location, 1); // create a settler 1 tile away from city i = i + 1; } } }

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  Old Post 12-04-2004 03:41
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quote:
Originally posted by Locutus
Yeah, I noticed it didn't work. It's probably some weird SLIC1 bug. It somehow doesn't seem to like the player.1 and g.year combo as trigger. When I have time I'll see if I can get it work, but I'm a little busy with other stuff right now.

What I suspect might work (untested):

code:
trigger 'SpawnSettler' when (player.1) { if (g.year == 50) { // in turn 50 i = 0; while (i < player.1.cities) { // loop through all cities SetCityByIndex(1, player.1, i); CreateUnit(player.1, UnitType("UNIT_SETTLER"), city.location, 1); // create a settler 1 tile away from city i = i + 1; } } }


Thanks for the efforts Locutus..unfortunately..it didnt work either

I was wondering if it had anything to do with the wording????..i.e. "1 tile away from city"


I thank you for all your efforts though..currently, you are 2-3...well.1 for 2 and I used the template you created for tanks and made one for Marines..

I made it and it had an error..apparently I missed the fact that it is not UNIT_MARINE..but rather UNIT_MARINES..

I now have where you get a free marine then a free Tank with each seperate advance..

I found it very interesting..the follwing is the two adavnces #'s 55 & 56:

### ADVANCE DONE ###

ADVANCE_ROCKETRY
{
ADVANCE_DEFAULT_ICON ICON_ADVANCE_ROCKETRY
ADVANCE_DEFAULT_BRANCH BRANCH_FLIGHT
ADVANCE_AERODYNAMICS ADVANCE_EXPLOSIVES
ADVANCE_AGE_INDEX 2
POWER_POINTS 55
ADVANCE_COST 9375
}

### ADVANCE DONE ###

ADVANCE_TANK_WARFARE
{
ADVANCE_DEFAULT_ICON ICON_ADVANCE_TANK_WARFARE
ADVANCE_DEFAULT_BRANCH BRANCH_AGGRESSIVE_WAR
ADVANCE_CAVALRY_TACTICS ADVANCE_MASS_PRODUCTION
ADVANCE_AGE_INDEX 2
POWER_POINTS 56
ADVANCE_COST 9375
}

I say advances #55 & 56 because of the power points numbered such..

BUT in previous post you had ADVANCE_TANK_WARFARE as #55,,but in actuality it is #56 according to the list...

Any reason?

Trying to learn more each time out!

Feed me some more knowledge..dont pay attention to the attached sign!!!

Peace

Grandpa "Grateful" Troll

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J Bytheway is offline J Bytheway
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  Old Post 12-04-2004 04:14 Visit J Bytheway's homepage!
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In computing we start counting at zero (Except when we're programming in BASIC...).

Last edited by J Bytheway on 12-04-2004 at 04:26

Grandpa Troll is offline Grandpa Troll

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  Old Post 12-04-2004 04:19
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Got spare money?

quote:
Originally posted by J Bytheway
In computing we start counting at zero .


Ok..thats why..

I guess to count adavnce simply take the advance number and take one from it....

I came upon this writing every 5th advance down and DUH it dawned on me..see..i was reading all the lines in it..to see what i could pick up!

Thanks JBytheway for the response!!!


Peace

GT

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