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biru biru
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Tokyo
Oct 2004 time: 14:16
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helllo! i am a new/novice scenario builder. I am working on a scenario called 'ant'. This post is an official request for help with graphics, either help tracking down previous art or help with original art. This scenario will require new units, city improvements, people, and cities. I think terrain should be fine with art archived on this site.
I have already had a couple of people show some interest!
I am not an artist, but am pretty proud of my first ant:
Here is a unit roster based on current tech tree (subject to further brainstorming/input , absolutely)
ant (warrior)
workers 1 (settler)
workes 2 (engineer)
queen (paradropping settler)
large queen (paradropping engineer)
soldiers 1
soldiers 2
exotic sodiers
foragers
trade unit
leaf-raft
poison ants
co-ordinated ants
nest police
tiny ants
brood guards
drones
flying ants
slaver-ants
underwater ants
killer ants
jurassic ants
mass attack (nuclear)
spider
ant -lion (nearly invisible, move 0, no shield?)
grasshopper.
2 units finished, thanks valmont for the first one!
Any and all help, and ideas much appreciated. new scenarios and tools on this site have re-inspired my civ II play.
Yours truly,
birubiru
PS. I don't speak Japanese, I just live here 
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biru biru
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Tokyo
Oct 2004 time: 14:16
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Cool, Valmont, glad your still in. thanks for the input!
so far, map is done, using graphics archived on this site. Defense and movement modifications are unchanged, but the "zoom" of the map has changed;
barren (desert), wet (swamp), wooded (forest), rough (hills), very rough (mountains), weedy (jungle), teeming (w/ life) (grassland, reserved for engineer transformation). map is maximum, with a large "river" running through it. So far, most units are move 2, alpine, essentially negating terrain movement ('cause they're ants). Alpine is set to 1/2.
I'm still ahead of you on tribes; finished is 6 tribes and one barbarian civ to serve as home for spiders, etc. Weaver ants, Leaf-cutter ants, Fire ants, Bulldog ants, Army ants, etc. I really like the idea of different tribes having different strengths, but for game play imy instinct is to go with more tribes than two. further discussion? (theoretically, all 6 tribes could get some unique benefits, beyond starting techs, etc?)
Nope, don't need all the units. but tech tree is complete and replaces all of the original techs, so this scenario should replace at least the major units. Anyway, ants are cool about diversity, so the more the merrier. If you are concerned about the number of units b/c you are an artist interested in the challenge of ant art... me too. honestly, change the color and its a new unit. my priority is to finish the scenario with "decent" pics.
Thanks for the props on paradropping settlers. Im real fond of it too. the basis, of course, is that queens get a single flight, and where they land is where they build a new nest. excerpt from scenario intro (written, but not input) "as a gentlepersons rule, workers should not be used to build new cities, as this was not their intent, but the 'paradrop' function of queens makes them much better colonizers anyway..."
Most of my information, and pictures for art, has come from quick surfing on the net for info about ants, or entimology. Not a science project though, still a civ project. Also, if the people are still around that tried this before, please through me a bone. I am committed to completing this project!
cheers!
br
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biru biru
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Tokyo
Oct 2004 time: 14:16
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uh, Valmont raised the idea of different tribes having different abilities. As of now, 6 civs, named after famous ant species around the world, play the same tree for the same units (it would be cool to have a couple of special units reserved for each civ, but im not sure how to do that yet)
You start the game with two queens, found your first nest, and play a full tech-tree game w/ slightly accelerated research. Map is very large, units movement 2, alpine. win by eliminating other species or completing 'mass migration' project to another continent (is there a way to disable the spaceship graphics/ view spaceships function? i haven't tried yet though...)
Civ advances represent genetic evolution of your species, much like in the fantastic worlds dinasaur scenario.
Large barbarian horde in the middle of the map, home for spiders and other tough, barbarian-only insects.
possibly one or two simple events. I was thinking catch a very fast, non-aggressive barbarian grasshopper to spur an event. only an idea right now.
That's were I'm at concept-wise. Still open to ideas, feedback, insights, brainstorming.
So far, a map with terrain from this site, techs, some altered RULES and GAME parameters, people finished, and a couple units. I haven't rushed home at the end of the day like this since... the first time I installed civ II.
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valmont
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Kansas City
Aug 1999 time: 05:16
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EDIT: Oops, sorry Cyrion! How'd I do?
1) I know how to make a single unit appear, but not a horde. I wonder if you just have to write an event for each unit you want to appear? Maybe one of the Vets can help us.
Anyway, for a single unit you'd write:
@IF
TURN
turn=20
@THEN
CREATEUNIT
unit=NameofUnit
owner=Barbarians
veteran=no
homecity=none
locations
27,5
28,6
26,6
26,4
endlocations
@ENDIF
where "NameofUnit" is the name of the unit you want to appear. You can enter up to 10 locations, the game will start at the top of the list and put the unit in the first legal location it comes to. If no locations are legal your unit doesn't appear. Maybe you could isolate the spot you want with impassable terrain, then accompany this event with another one that clears the terrain? (That way you would be sure the locations were valid)
Note that there is an issue with the location coordinates. If a Vet is reading this please correct me if I've got it wrong, but the numbers must be either both even or both odd, else the unit won't appear.
2) Should look something like this:
@IF
CITYTAKEN
city=CapitalCity
attacker=ANYBODY
defender=NameofTribe
@THEN
DESTROYACIVILIZATION
whom=NameofTribe
@ENDIF
where "CapitalCity" is the name of the city and "NameofTribe" is the name of the tribe you want destroyed.
3) Do I understand you correctly? You want to destroy the civilization if the unit is killed?
@IF
UNITKILLED
unit=NameofUnit
attacker=ANYBODY
defender=NameofTribe
@THEN
DESTROYACIVILIZATION
whom=NameofTribe
@ENDIF
where "NameofUnit" is the name of the unit and "NameofTribe" is the name of the tribe you want destroyed.
You'll probably want to add a text message Action to the DestroyACivilization events; just insert something like this after the @THEN line:
TEXT
Message about the destroyed Civ!
ENDTEXT
Note no quotes around the text!
Give these a try and let me know how they work.
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KASHANKA
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Sorry guys, something is wrong with my upload service, so here are the files:
Attachment: queen&colony.bmp
This has been downloaded 6 time(s).
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