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Maquiladora
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Ill just answer the ones im sure of.
Used for Caravans and Freights. This basically adds them to the available trade caravan count once theyre built i think. I think the move points for these units specified how many are added to the count, freight has 3 movement so 3 added to the available trade pool. That part is a guess though, i havent tested it.
Well its just used for cities.
This is used to specify which units can use the nanite cleansing attack on a city, which destroys the whole city. Only the eco-ranger has it in the unmodded game.
This is used for units that can file injunctions (stop production for 1 turn), only the lawyer can do it in the unmodded game.
Its used for special forces units, Samurai, Knights, Marines etc, when you lower military readiness the special forces units stay "at war" and cost full support all the time. If its used under other units like stealth etc then its so they always take full support cost all the time too.
This says which government the unit can only be built under. Fascist under Fascism, Televangelist under Theocracy etc.
quote: SettleBuilding - does this build time imp? and can you do it AI civs |
This just allows when you use that unit with this flag (only the urban planner has it in unmodded game) when they found a new city the specified building is auto-built in that city.
code: SettleBuilding IMPROVE_ACADEMY
SettleBuilding IMPROVE_COURTHOUSE
SettleBuilding IMPROVE_GRANARY
SettleBuilding IMPROVE_SHRINE
SettleBuilding IMPROVE_THEATER
quote: ShieldHunger - does this mean we can make it cost shields per turn? |
Yeah it does.
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Immortal Wombat
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in perpetuity
Dec 2000 time: 05:22
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A lot of the unused ones are hangovers from C:CtP, and probably don't work, if indeed they ever did.
Used by the Swarm unit in C:CtP. Offhand I can't think of any ability that was unique to the Swarm that would count as an Assisted Drop. Although it presumably relates to the space layer and is now redundant.
CtP2 flag that lets a slaver pick off unescorted settlers.
quote: NotAffectedByLandMines |
Somewhere in the early stages of C:CtP's programming they apparently toyed with the idea of landmines. Presumably they'd work in the same way as the Cow unit did, except with explosions rather than food. I would *guess* that the unaffected unit(s) would the Sweeper unit (unused sprite #37 in CtP1) and maybe some future-age tanks or something. Either way, the whole lot got scrapped, presumably since landmines were too easy to exploit, or too hard to program the AI around.
quote:
BonusFood
CanRustle
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Cow-unit hangers-on from C:CtP. The intention being that cow units in a city radius would provide the city's food, and the rustler unit would come along and snaffle them, much in the same way a slaver would take a settler, although hypothetically the cow unit would just switch to the rustler's civ's ownership rather than being disbanded. This concept was also scrapped, probably due to similar reasons as the landmines.
The C:CtP DEFAULT_SPRITE for a city is apparently a RIFT_GATE in units.txt, but of course this is superceded by the citysprite.txt so isn't used. There may be other references elsewhere, I forget. Either it's something to do with the wormhole probe victory, or another scrapped concept with space teleportation or something. We still don't know what the unit in Martin's avatar was meant to do/be. (Note the game one has blue stripes not red)
The "Phantom" spaceship in C:CtP could cloak- basically it became a stealth unit, but could still attack. I can't remember how it affected zones of control (if at all). Doubt if it works in CtP2.
Appears to be completely unused. No idea.
quote:
ShieldHunger
FoodHunger
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SheildHunger is the flag the game uses to calculate upkeep as far as I know. The FoodHunger flag is pretty hard to test, but I don't think anyone has had any success making it work.
quote:
BRange - IS this bombard Range? Doe sthis mean we can do ranged artillery bombardment like civ3?
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Unfortunately not.
quote:
CantMove - Is this like the immobile flag Solver was working on? can it still attack?
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I'm pretty sure Locutus tried this while making the militia code without success. It would be pretty cool to have a working one though.
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E
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July 24,2005 Ctp2 Tiles in sig!
May 1999 time: 21:22
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Thanks J,
Actually I'm just curious about a few "maybe simple" things like:
making hungerfood work
seeing if its possible to copy/edit hungershield into a hungergood function
looking at the settlecity code and see if it can be made into a settleimprov code so a unit when it settles builds a specified improvement
So most are seeing if original code can be copied and then modified to do a few new things
For an original one I was wonering if there is a way to take the POW SLIC used in conquests that creates captured units and make it into a unit function but with a 33% or 50% chance of success and the possibility of typing after the function POW in unit.txt what kind of unit is created i.e.
POW Unit_Fascist so 33% or 50% of the time when this unit wins a battle it would create a fascist. the other option would be that when POW is not followed by a specified unit, then it just changes the ownership of the unit captured i.e.
POW
If an infantry captures another infantry it stays an infantry instead of becoming a facsist or something.
Hope that doesnt blow you away J. I've been goin through SLIC but I'm no programmer but if I think I see the unit files in:
ctp2_code\gs\gameobj
But I couldnt make sense out of it. But I did see the "include" part in the beginning and I'm also wonder if we include tileimp and wonder files then we might be able to apply abilities/functions associated with tile imps and wonders to units?
thanks
Last edited by E on 28-09-2004 at 03:26
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J Bytheway
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England
Jul 2001 time: 05:22
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quote: Originally posted by E
Actually I'm just curious about a few "maybe simple" things like:
making hungerfood work
seeing if its possible to copy/edit hungershield into a hungergood function |
It wouldn't be as simple as that, no. Although FoodHunger shouldn't be so hard to implement as ShieldHunger, it's surprisingly different, and it would have to be pretty much written from scratch. I might have a go, if I feel in the mood to, but no promises .
quote: looking at the settlecity code and see if it can be made into a settleimprov code so a unit when it settles builds a specified improvement |
You mean tile improvements? I'm not really sure how that would work. Do you mean improvements on the city square or around it? If the latter, how would you decide where to put them, and which ones to use?
quote: For an original one I was wonering if there is a way to take the POW SLIC used in conquests that creates captured units and make it into a unit function but with a 33% or 50% chance of success and the possibility of typing after the function POW in unit.txt what kind of unit is created i.e.
POW Unit_Fascist so 33% or 50% of the time when this unit wins a battle it would create a fascist. the other option would be that when POW is not followed by a specified unit, then it just changes the ownership of the unit captured i.e.
POW
If an infantry captures another infantry it stays an infantry instead of becoming a facsist or something. |
Is there anything in particular wrong with the existing SLIC, or are you just wanting it to go a little bit faster, or be easier to implement?
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E
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July 24,2005 Ctp2 Tiles in sig!
May 1999 time: 21:22
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It looks like this code looks to see if a unit has the hungershield flag and then looks for the value after it and then subtracts that value from the players PW.
So it looks like that in order to fix hungerfood or add hungergold, we'd have to create the flag and then look for the number value after the flag...
Also the unit support code I listed previously doesnt mention hungerfood which may be why the flag appears unimplemented
code:
sint32 Unit::GetShieldHunger() const
{
return GetDBRec()->GetShieldHunger();
}
sint32 Unit::GetFoodHunger() const
{
return GetDBRec()->GetFoodHunger();
I may have to start a new thread on re-implementing it in the source code area
Last edited by E on 06-10-2004 at 05:10
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