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Exile is offline Exile
King
of the Benighted Realms
Sep 2000
time: 23:16
Question  Old Post 13-02-2005 01:13
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Convincing the Phyrgians to march on Gordion. Suffering from ads?

Has anyone ever used the "go to" events command?

If so, how did it work? Did it work at all? Are there drawbacks?

Yes, I've looked at Nemo's Red Front and its commands, but haven't played that one.

I'm looking for someone who has USED this command (or attempted to use it).

jim panse is offline jim panse
King
Anvilvania
Oct 2002
time: 06:16
  Old Post 13-02-2005 02:18
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I have only "playing" experience with them but I think Pablostuka could help you out, he used those commands in his Spanish Civil War scenario I think.

Basically it works like this: You need to define the area in which the respective units should move and the units (which means the respective owner civ) where to move to.

To simplify this, I copy'n'pasted an event from Captain Nemo´s "Second Front" scenario (explanations below):

@IF
RECEIVEDTECHNOLOGY
technology=28
receiver=Germans
@THEN
CREATEUNIT
unit=Panzergrenadiers
owner=Germans
veteran=yes
homecity=None
locations
99,75
97,75
99,77
99,79
endlocations
MOVEUNIT
unit=AnyUnit
owner=Germans
maprect
96,76,98,74,101,77,99,79

moveto
97,67

numbertomove=ALL
@ENDIF

The first part is all common-place yada yada

And not comes the interesting part: the command line (MOVEUNIT) is clear, also the following implications/restrictions (like "unit=AnyUnit" and "owner=Germans").

* The funny part is the next one: the red text in such an event defines the area. It must be 4 valid coordinates - which are written down there in this example.

* The blue marked part marks the (valid) map grid where to the units defined at the beginning of this events command are going to.

* The green marked part marks the number of units of assigned civ´s units in the defined area that should execute that command.

Well, that´s it. Nothing spectacular about that I assume - and you are around these Civ 2 places longer than myself.

All you have to do now is to follow those instructions to get the proper result - if I am not mistaken

Happy creating, I am more than looking forward to your project, Phenix

jim panse is offline jim panse
King
Anvilvania
Oct 2002
time: 06:16
  Old Post 13-02-2005 02:19
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EDIT: double post, please delete.

curtsibling is offline curtsibling
King
of the Kill!
May 2002
time: 05:16
  Old Post 13-02-2005 02:32 Visit curtsibling's homepage!
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It seems to move all units in a unthinking horde towards the map area designated.

In ToT, you can determine exactly what units heed the event...

Not sure if MGE supports specific commands of that nature.

Exile is offline Exile
King
of the Benighted Realms
Sep 2000
time: 23:16
Post  Old Post 13-02-2005 02:51
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Thanks, Jim (although I'm guessing that isn't really your name, lol)

Curt, moving unthinking barbarian hordes is precisely what I'm trying to do right now.

Here are some of my ideas;

1.) Use one of these events to move all barb units in northwestern asia minor toward gordion, and then, when gordion is taken, toward hattusas, the hittite capital. What I'm thinking of is CITYTAKEN triggers that activate the MOVETO orders. At a certain turn, the first trigger activates and moves all Phyrgians toward the preferred destination, in this case, Gordion. When gordion is taken, this activates another CITYTAKEN trigger and a new MOVETO order that sends all the barbs in the area to hattusas. If I set these orders (once triggered), to activate every turn, am I correct in assuming that these MOVETO orders will continue to send barbs in the selected area to the selected target ad infinitum?

2.) The hyksos will appear, take a few cities, and generally decline quickly, helped along by the egyptian player's earnest attempts to expedite the process. It's currently set up so that the city of Tanis, in the delta, will fall to them. It's also virtually inevitable that the egyptians will, at some point, take it back. When that happens, a CITYTAKEN event will trigger the MOVETO command, and everything in egypt will be told to move to specified points in palestine/syria, much the same way as the event above, with multiple targets, the seizure of which will activate the next event. Once again, the question of permanence arises. The way that I'm considering doing this, once these MOVETO commands are activated, egyptian units will move to the targets in palestine/syria until the scenario ends.

Comments? criticisms? Suggestions?

jim panse is offline jim panse
King
Anvilvania
Oct 2002
time: 06:16
  Old Post 13-02-2005 05:29
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As far as I can tell you from my playing experience of "Second Front" and "Red Front" the honourable Captain issued those orders not only to "AllUnits" of the German civ (we are still talking "2nd Front" issues like in my example given above) but also to more specified units like "StuG III" for example.

I cannot tell you how long the effort of those units will last when they are given that command "Moveto" ...

What Pablostuka did in this SCW scenario is like this:

@IF
TURN
turn=-1
@THEN
MOVEUNIT
unit=ANYUNIT
owner=Republican Spanish
maprect
82,70,90,70,90,112,82,112
moveto
56,60
numbertomove=ALL
@ENDIF

This triggers the AI to move (and attack with) their units each turn. Unfortunately I cannot tell you how long the effect of the initial "MOVETO" command lasts ... but:

Given the fact that Cap'n Nemo used that event command cited above extensively in Red Front I assume the regular "MOVETO" command is not working eternally ... though I am not sure about that and I am afraid you´ll have to test that one out ...

Hope it helped anyhow

jim panse is offline jim panse
King
Anvilvania
Oct 2002
time: 06:16
  Old Post 13-02-2005 05:30
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Oh, btw, sorry for the double post.

My Christian name is Stephan, Exile

Dr Kellogg is offline Dr Kellogg
Chieftain
Ye Olde Europe
Apr 2003
time: 06:16
  Old Post 13-02-2005 05:37
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quote:
Originally posted by jim panse
Given the fact that Cap'n Nemo used that event command cited above extensively in Red Front I assume the regular "MOVETO" command is not working eternally ... though I am not sure about that and I am afraid you´ll have to test that one out ...

Yes, seems like the units don't reach their destination under all circumstances.
Maybe its the same like giving one of your units the "go to" command ingame and it stops when being blocked by an enemy unit or city?

Lord Spurious is offline Lord Spurious
Settler

Feb 2005
time: 05:16
  Old Post 13-02-2005 05:54
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Well, it's me, Exile, and this is a DL, technically against the rules here, but for some reason my main account won't let me in and I don't have the password. If someone can fix this it'd be nice.

Until then, I'll use this to continue the dialogue--I've got a scenario to complete.

Kellog, I'm thinking the same thing. I'll bet that that's precisely what it does. The command is given, each turn, to units in the prescribed area. But if the unit encounters something before reaching the intended destination, then it stops and addresses that problem, and in the process, cancels the MOVETO order.

The "turn=-1" keeps it repeating, moving the units every turn. Whether they reach the spot is less certain. This command, once I understand it, could make for MUCH more comphrehensible barb movement. And after all, what I'm going for here is just what Curt said--mindless barbarian hordes.

Has anyone ever USED this command in an event file? I'd like to hear about it if so.

Boco is offline Boco
Prince
who was once King for a week.
Jan 2001
time: 00:16
  Old Post 13-02-2005 06:15 Visit Boco's homepage!
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Often the AI will indeed override goto commands. So yes, resetting them frequently helps. Unitkilled is a good trigger to use -- i.e. it re-issues the command many times in a turn. I've had some luck coupling the turn=-1 and unitkilled triggers with identical moveunit actions.

Besides that, it helps to make the destination a juicy one for the AI: liberating a city the moving civ founded, having decent odds of succeeding in combat, having cheap AI units and expensive enemy units in the target zone can all help.

I've never done this systematically, but it might help to grease the path the AI will use. Under human control in 'manual mode', issue the goto command from the menus just to see where the unit goes. You may need to change the terrain a bit.

As for banning, well I've been banned once for a illegal picture stored in the upload section and once for not keeping my profile's email address up to date. Merc was very helpful in linking me up with MarkG.

Isn't it Phrygians?

Last edited by Boco on 13-02-2005 at 06:42

techumseh is offline techumseh
King
of the frozen North.
Apr 1999
time: 22:16
  Old Post 13-02-2005 08:16 Visit techumseh's homepage!
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These two events (in this case, from Operation Market-Garden) in combination seem to keep everybody moving along:

@IF
TURN
turn=Every
@THEN
MOVEUNIT
unit=AnyUnit
owner=Germans
maprect
0,66,38,66,38,86,0,66
moveto
13,79
numbertomove=all
@ENDIF

@IF
UNITKILLED
Unit=AnyUnit
Attacker=Anybody
Defender=Anybody
@THEN
MOVEUNIT
unit=AnyUnit
owner=Germans
maprect
0,66,38,66,38,86,0,66
moveto
13,79
numbertomove=all
@ENDIF

Nemo did a tip on this which is available on the Cradle of Civilization site.

Harry Tuttle is offline Harry Tuttle

Prince
of the Hoople Heads
Mar 2003
time: 00:16
  Old Post 13-02-2005 08:33
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So Tech, how large is the polygon that's moving to 13,79?

Lord Spurious is offline Lord Spurious
Settler

Feb 2005
time: 05:16
  Old Post 13-02-2005 08:52
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Eureka!

Thanks, Brian. That's exactly the kind of info I'm looking for. The any-unit-killed trigger is a great idea.

Boco, I've watched the movement of high-movement caravans given the GO TO command in this latest scenario while testing it, and they, at least, aren't affected by intervening units/zoc. Caravans keep moving toward the target until they connect (or are killed.)

The essential issue is to prevent powerful barbarian units from simply wandering across the countryside aimlessly when I've got something more focused for them to do. Instead, I want to control their movement and appearance as much as possible. I've got a new trick to limit the geographical appearance, and if I can use the MOVETO command in the ways described, it'll change the barbarians for the better.

techumseh is offline techumseh
King
of the frozen North.
Apr 1999
time: 22:16
  Old Post 13-02-2005 08:59 Visit techumseh's homepage!
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Why it's....hmm, let's see....it's 38X(86-66) which is ...ahh, 38 by 20. Which is 760 square, er, squares! Yes, that's it.

Or, put another way, most of the the bottom third of the map.

Gagliaudo is offline Gagliaudo
Chieftain
of Medioevo
Jan 2003
time: 06:16
  Old Post 13-02-2005 15:43
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quote:
Originally posted by Exile
2.) The hyksos will appear, take a few cities, and generally decline quickly, helped along by the egyptian player's earnest attempts to expedite the process. It's currently set up so that the city of Tanis, in the delta, will fall to them.


Only historically (if you're interested): the Hyksos elected the occuped city of Avaris (in the Delta, too, and - don't recall - not too far from Tanis, however) as their capital. No more, just this. Keep on, Exile

Harry Tuttle is offline Harry Tuttle

Prince
of the Hoople Heads
Mar 2003
time: 00:16
  Old Post 13-02-2005 20:03
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quote:
Originally posted by techumseh
Why it's....hmm, let's see....it's 38X(86-66) which is ...ahh, 38 by 20. Which is 760 square, er, squares! Yes, that's it.

Or, put another way, most of the the bottom third of the map.


Sweet, I didn't know if large areas could be used. This is good news.

Exile is offline Exile
King
of the Benighted Realms
Sep 2000
time: 23:16
Question  Old Post 24-02-2005 04:34
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Ok, new question.

When a MOVETO order/s is created in the events file, I seem to recall seeing someone mention that these orders DO NOT apply to human players.

In other words, any MOVETO orders WILL apply to AIs and barbarians, but whenever a human plays any civ, the MOVETO orders for that civ are simply disregarded, and all other moveto orders remain intact, moving units to other locations.

Is that correct?

techumseh is offline techumseh
King
of the frozen North.
Apr 1999
time: 22:16
  Old Post 24-02-2005 05:51 Visit techumseh's homepage!
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AFAIK, yes. You can still use moveto with your mouse, but otherwise your units will only go where you move them.

Exile is offline Exile
King
of the Benighted Realms
Sep 2000
time: 23:16
Post  Old Post 24-02-2005 07:26
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Thanks Brian.

I think that this is precisely how the AI wages war.

When a state of war exists, the AI creates a rectangle, one large enough so that it gathers in quite a few units, switches its city builds to the military advisor, and then picks a target city. After that, it just throws the units in the rectangle, and that appear in the rectangle, at the chosen target, until such time as it either takes the city, or decides that it won't be able to, and then either switches targets, or makes peace.

But I have seen situation where the AI is attacking two targets simultaneously, so perhaps there can be more than one rectangle.

Boco is offline Boco
Prince
who was once King for a week.
Jan 2001
time: 00:16
  Old Post 24-02-2005 08:03 Visit Boco's homepage!
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quote:
Originally posted by Exile
But I have seen situation where the AI is attacking two targets simultaneously, so perhaps there can be more than one rectangle.

Very likely, but occasionally when this occurs, I'll bet the AI is simply botching a goto command. How many times have you set a goto command, only to see the unit go somewhere far from your intended destination?

Exile is offline Exile
King
of the Benighted Realms
Sep 2000
time: 23:16
Post  Old Post 24-02-2005 11:19
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Yep. Suffering from ads?

I was thinking along those same lines. Another case would be when a unit is outside the rectangle, but blunders into an enemy unit. If its role is attack, it does.

Wish I could think of some way to confirm or deny this. Knowing how the AI does things would go a long way toward making a better scenario.

Boco is offline Boco
Prince
who was once King for a week.
Jan 2001
time: 00:16
  Old Post 26-02-2005 10:42 Visit Boco's homepage!
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When you crack that one, I'll nominate you for sainthood! I came across this diagram for what is required to obtain a road bonus in trade routes (see Interesting observations on the effects of roads on trade). IIRC, these same routes are used by the goto command. If not, well it's a pretty picture.

Attachment: goto pathways10.gif
This has been downloaded 65 time(s).

beingofone is offline beingofone
Warlord
U.S.A.
Apr 2003
time: 05:16
  Old Post 03-03-2005 11:32 Visit beingofone's homepage!
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Patiently waiting for Exile to resolve his minor difficulties and pay more attention to my desperate need to look at and play his new scenario.

Man - some people can be so self- absorbed.

Exile is offline Exile
King
of the Benighted Realms
Sep 2000
time: 23:16
Post  Old Post 04-03-2005 07:04
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Right now, Gareth has it. He's creating units and testing it. If you'd like to test it, fire a pm. I've gotten suddenly busy with other things, but with testing input, I could fine tune and finish it without too much delay.

beingofone is offline beingofone
Warlord
U.S.A.
Apr 2003
time: 05:16
  Old Post 04-03-2005 10:25 Visit beingofone's homepage!
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Cool, your scenarios are all

beingofone is offline beingofone
Warlord
U.S.A.
Apr 2003
time: 05:16
  Old Post 04-03-2005 14:27 Visit beingofone's homepage!
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I just got done looking at this one. I don`t want to give away any suprises Exile might have planned so I won`t say to much.

This is gonna be a winner.

fairline is offline fairline
Prince
of the wing
Sep 2002
time: 05:16
  Old Post 04-03-2005 22:42 Visit fairline's homepage!
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wow, is that one of those 3D pictures Dave? I've been staring at it for 20 minutes and I still don't see anything

Exile is offline Exile
King
of the Benighted Realms
Sep 2000
time: 23:16
  Old Post 05-03-2005 05:13
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