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E is offline E
King
July 24,2005 Ctp2 Tiles in sig!
May 1999
time: 21:34
  Old Post 21-10-2004 04:53 Visit E's homepage!
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#61 Report this post to a moderator
Avatar Enlargement: We've got the solution

IW

I thought of a more simpler possibility.

if player hasgood & road in teritory
& hasadvance
then let the city build the unit

I saw the Alex slic that assigns elephants to cities, but can I assign no city to build an elephant unless the player hasgood and hasadvance?

stankarp is offline stankarp
Prince
australia
Feb 2002
time: 05:34
  Old Post 21-10-2004 05:42
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Yes, to see an example, go to Med Mod. There is a code that restricts the building of units. Its one of the Slic files with a persons name. Also, wonderbuildings.slc gives an example of how to prevent a city building something, in that case, if a player has a wonder.

You just need to interchange the combination of (has )or (!has) to get what you want.

stankarp is offline stankarp
Prince
australia
Feb 2002
time: 05:34
  Old Post 21-10-2004 05:46
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New topic, does anyone know how to use the "AccomplishFeat" command?

I tried this but it returns a "no function AccomplishFeat" error.

if (AccomplishFeat(FeatDB(FEAT_THEATERS),player[0])))
{
humanscore = humanscore + 25;
}
I also tried substituting number 7 for the "FEAT_THEATERS)," bit and that did not work either.

Immortal Wombat is offline Immortal Wombat
Prince
in perpetuity
Dec 2000
time: 05:34
  Old Post 21-10-2004 19:53 Visit Immortal Wombat's homepage!
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quote:
Originally posted by E
I saw the Alex slic that assigns elephants to cities, but can I assign no city to build an elephant unless the player hasgood and hasadvance?

Yes, that was going to be the basis for the Strategic Resources code we nearly did pre-Civ3. You can even add a line that saves the AI the bother if you want to avoid that issue. You probably wouldn't need to code HasAdvance either, since the text file takes care of that.

The two major flaws is that:
1/ There's no way of accessing which goods are being traded. Under your system it either becomes a non-issue (it doesn't count via trade) or an even more complicated issue (does the city it's coming from have a mine on that resource).

2/ The AI can't cope with it, and won't be able to without a lot of source code work.

Locutus is offline Locutus
ACS CTP1/2 Manager & Civ4 Co-Manager
Hengelo, The Netherlands
Nov 1999
time: 06:34
  Old Post 21-10-2004 20:19 Visit Locutus<br><img src=/forums/images/staff-icon.gif>'s homepage!
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#65 Report this post to a moderator
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quote:
Originally posted by stankarp
New topic, does anyone know how to use the "AccomplishFeat" command?

I tried this but it returns a "no function AccomplishFeat" error.

if (AccomplishFeat(FeatDB(FEAT_THEATERS),player[0])))
{
humanscore = humanscore + 25;
}
I also tried substituting number 7 for the "FEAT_THEATERS)," bit and that did not work either.


That's because AccomplishFeat is an event, not a fuction. So it should look like this (untested, no warranties):

code:
HandleEvent(AccomplishFeat) 'blah' post { if (value[0] == FeatDB(FEAT_THEATERS)) { humanscore = humanscore + 25; } }

stankarp is offline stankarp
Prince
australia
Feb 2002
time: 05:34
  Old Post 22-10-2004 03:11
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Thanks Locutus.

stankarp is offline stankarp
Prince
australia
Feb 2002
time: 05:34
  Old Post 22-10-2004 06:11
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Next Question, can you add feats to the game, I have asked and looked elsewhere and can't find anything on how to do it.

Thanks if anyone can help.

Martin Gühmann is offline Martin Gühmann
Emperor
Berlin, Germany
Mar 2001
time: 06:34
Post  Old Post 22-10-2004 13:54 Visit Martin Gühmann's homepage!
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quote:
Originally posted by stankarp
Next Question, can you add feats to the game, I have asked and looked elsewhere and can't find anything on how to do it.


What about feat.txt? And with slic you can also add some non-predefined effects.

-Martin

stankarp is offline stankarp
Prince
australia
Feb 2002
time: 05:34
  Old Post 22-10-2004 16:39
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#69 Report this post to a moderator
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So what you are saying Martin is that all I have to do is add something like this to feats.txt

FEAT_SHRINES {
Duration 15
Description str_ldl_0
EffectIncreaseHappiness 3
SlicMessage "FeatBuiltShrines"

Building { Building IMPROVE_SHRINE Num 8 }
}

And then add the appropriate message and messagebox details and information in the Great Library? I thought there was more too it.

stankarp is offline stankarp
Prince
australia
Feb 2002
time: 05:34
  Old Post 22-10-2004 16:45
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One more question, forgot to ask it in previous questions.

This is the messagebox from the AG scenario.

alertbox 'AGGameover' {
Show(); Title(ID_AG_BLANK);
Text(ID_AG_GAMEOVER);
Button(ID_AG_BUTTON_OK) {
Kill();
GameOver(1, 1);
}
}

Anyone know what "GameOver(1, 1);" does?

Thanks.

Locutus is offline Locutus
ACS CTP1/2 Manager & Civ4 Co-Manager
Hengelo, The Netherlands
Nov 1999
time: 06:34
  Old Post 22-10-2004 20:40 Visit Locutus<br><img src=/forums/images/staff-icon.gif>'s homepage!
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#71 Report this post to a moderator
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Stankarp, don't you have access to a full list of SLIC functions? To say that that would be useful when programming SLIC is a severe understatement... You can find loads of useful documentation (including function & event lists) in one of the topped threads in this forum: 'Resources for Modmakers'.

From that documentation:

quote:
INT GameOver(player, reason)
End the game for the given player. reason can be either 1 or 2, 1 meaning the player won, 2 meaning they lost. This is especially useful for scenarios with specific victory conditions. Example:

GameOver(player[0], 1); //player[0] wins the game

Martin Gühmann is offline Martin Gühmann
Emperor
Berlin, Germany
Mar 2001
time: 06:34
Post  Old Post 22-10-2004 21:22 Visit Martin Gühmann's homepage!
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#72 Report this post to a moderator
Put an end to popups!

quote:
Originally posted by stankarp
So what you are saying Martin is that all I have to do is add something like this to feats.txt

FEAT_SHRINES {
Duration 15
Description str_ldl_0
EffectIncreaseHappiness 3
SlicMessage "FeatBuiltShrines"

Building { Building IMPROVE_SHRINE Num 8 }
}

And then add the appropriate message and messagebox details and information in the Great Library? I thought there was more too it.


Yes, and if your feat trigger condition is not in the FeatDB then you can use slic, there is the feat accomplished event and a give feat function.

-Martin

stankarp is offline stankarp
Prince
australia
Feb 2002
time: 05:34
  Old Post 23-10-2004 03:23
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Hi Locutus, I have a list but must have missed that bit, thanks. I suspected that was the caseYend game), but was not sure. I have printed copies of most things from the 'Resources for Modmakers'. bUt there is so much there for an amateur programmer but I am getting better.

Thanks.

Thanks Martin.

stankarp is offline stankarp
Prince
australia
Feb 2002
time: 05:34
  Old Post 28-10-2004 09:13
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#74 Report this post to a moderator
Inflate your Upload Space

Quick question re messageboxes.

Can you code in or call a function from a message box such as this?

messagebox 'RiotA' {
show();
Title(ID_RIOT_TITLE);
Text(ID_RIOT_YOU);
// Do you want to spend money on happiness?
Button(ID_YES) {
Festivities(player[0]) ;
Kill();
}
Button(ID_NO) {
Kill();
}
}

Havn't had any success so far so was wondering if its not possible?

I Can call messages and have seen examples of enable/disable trigger but not code or calling a function.

stankarp is offline stankarp
Prince
australia
Feb 2002
time: 05:34
  Old Post 28-10-2004 12:43
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#75 Report this post to a moderator
Help yourself to an AD-FREE life

Figured it out. After finding example of code in a messagebox, I worked it out.

The trigger for the message was the "trigger"command to open a menu. While the menu is open, it blocks other things happening. All working now, thanks.

Locutus is offline Locutus
ACS CTP1/2 Manager & Civ4 Co-Manager
Hengelo, The Netherlands
Nov 1999
time: 06:34
  Old Post 28-10-2004 14:04 Visit Locutus<br><img src=/forums/images/staff-icon.gif>'s homepage!
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quote:
Originally posted by stankarp
I have printed copies of most things from the 'Resources for Modmakers'. bUt there is so much there for an amateur programmer but I am getting better.


I can certainly understand that. It's just that the combination of your attempt to use an event and a function and your unfamiliarity with the GameOver function got me thinking: wouldn't want you to miss out on any useful info...

Good to see you're making progress though

stankarp is offline stankarp
Prince
australia
Feb 2002
time: 05:34
  Old Post 28-10-2004 16:12
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Full PM-box? Change here!

Only by dogged perserverance

stankarp is offline stankarp
Prince
australia
Feb 2002
time: 05:34
  Old Post 28-10-2004 16:15
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And I occassionaly find an error in someone else's code, or, if I can't understand it, cut out all the bits I don't understand and then put in bits I do understand till it works

E is offline E
King
July 24,2005 Ctp2 Tiles in sig!
May 1999
time: 21:34
  Old Post 01-12-2004 23:45 Visit E's homepage!
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Stankarp,

It looks like you are doing cool stuff with SLIC any chance you can just post your SLIC files only so others can take a look at. I havent found anythinglike a SLIC library for (potential) modders to go through to get ideas etc.

E is offline E
King
July 24,2005 Ctp2 Tiles in sig!
May 1999
time: 21:34
  Old Post 03-06-2005 03:51 Visit E's homepage!
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If you see this Stankarp.
In a mod I tried I had it where a unit built roads that acted like forts. it extended the boundaries and it was great when I wentto war and pillaged roads it started reducing the enemys territory and I built roads in its place. So I'm looking to make an improvent maybe with a small mark or flag to allow capture territory in view.

2) on your migrant, I was thinking that using mapfi and pendrun religion slic to make nationality and if a player uses a migrant that "attacks" by adding one foriegn population to a city it can eventualy make the city more ethnically different and if the city revolts then it may join the other civ. Its better than culture flipping in Civ3.




quote:
Originally posted by stankarp
"I wish there was a way to "capture" teritory with units or if anything certain improvements (not related to pop) would increase the control of your territory."

Forts and Watchtowers extend borders, but I cant remember if watchtowers were in the original or SAP games.

In my mod I introduced a new unit, the MIGRANT for transferring population from city to city. It's basically a very low value combat unit that cuses a pop point when built, then returns the pop point if disbanded in a city. I aded a cost of 250 gold for the function and extended that to all settler/nomad types.

In addition, I created a new tile improvement, the BORDER FORT, if you disband a migrant in the open inside existing territory and have 100 gold and 100-250 pw, you get a border fort which is like a watchtower, extends borders, but has no defence.

 
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