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stankarp
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australia
Feb 2002 time: 05:34
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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.
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stankarp
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australia
Feb 2002 time: 05:34
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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.
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stankarp
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australia
Feb 2002 time: 05:34
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Thanks Locutus.
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stankarp
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australia
Feb 2002 time: 05:34
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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.
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stankarp
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australia
Feb 2002 time: 05:34
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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.
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stankarp
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australia
Feb 2002 time: 05:34
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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.
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stankarp
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australia
Feb 2002 time: 05:34
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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.
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stankarp
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australia
Feb 2002 time: 05:34
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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.
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stankarp
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australia
Feb 2002 time: 05:34
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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.
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E
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July 24,2005 Ctp2 Tiles in sig!
May 1999 time: 21:34
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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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