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Dr Kellogg is offline Dr Kellogg
Chieftain
Ye Olde Europe
Apr 2003
time: 06:25
  Old Post 13-02-2005 05:31
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Some questions about ToT events makro language Support Apolyton buy from Amazon

I hope you can help me. Lets start with this one... Is it possible to use the same kind of trigger at once with the @AND modifier?
For example:

@IF
ReceivedTechnology
receiver=CivA
technology=1
@AND
ReceivedTechnology
receiver=CivA
technology= 2
@THEN
MakeAggression
who=CivA
whom=CivB
@ENDIF

And where do I have to place the continuous modifier?

Last edited by Dr Kellogg on 13-02-2005 at 05:39

techumseh is offline techumseh
King
of the frozen North.
Apr 1999
time: 22:25
  Old Post 13-02-2005 08:01 Visit techumseh's homepage!
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Re: Some questions about ToT events makro language Suffering from ads?

quote:
Originally posted by Dr Kellogg
I hope you can help me. Lets start with this one... Is it possible to use the same kind of trigger at once with the @AND modifier?
For example:

@IF
ReceivedTechnology
receiver=CivA
technology=1
@AND
ReceivedTechnology
receiver=CivA
technology= 2
@THEN
MakeAggression
who=CivA
whom=CivB
@ENDIF


And where do I have to place the continuous modifier?


You CAN combine two @IF's, BUT they must be different, eg. ReceivedTechnology and CityTaken


The Continuous modifier is used only with CityDestroyed, CityTaken, RandomTurn, Turn and UnitKilled triggers, and the FLAG action. If you want one trigger to remain "true" until the other trigger is satisfied, then include it in the definition of that trigger.

eg:

@IF
CityTaken
city=Paris
attacker=CivA
defender=CivB
continuous
@AND
ReceivedTechnology
receiver=CivA
technology= 2
@THEN
MakeAggression
who=CivA
whom=CivB
@ENDIF

Last edited by techumseh on 14-02-2005 at 00:53

Dr Kellogg is offline Dr Kellogg
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Apr 2003
time: 06:25
  Old Post 13-02-2005 15:31
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Ah, thanks a lot!

...but this brings me to another question...
Is it possible to take a tech right after this tech has been researched?

@IF
ReceivedTechnology
receiver=CivA
technology=1
@THEN
TakeTechnology
whom=CivA
technology=1
@ENDIF

I want to simulate troops located outside the map given order to enter the theater, so everytime tech 1 is researched unit1 is given to CivA. I know there are several ways to solve this, but this one would be the easiest.

@IF
ReceivedTechnology
receiver=CivA
technology=1
@THEN
Delay
delay=
CreateUnit
owner=CivA
unit=unit1
veteran=
homecity=
locations
x1,y1,z1
endlocations
@ENDIF

@IF
ReceivedTechnology
receiver=CivA
technology=1
@THEN
TakeTechnology
whom=CivA
technology=1
@ENDIF

Dr Kellogg is offline Dr Kellogg
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Apr 2003
time: 06:25
  Old Post 13-02-2005 15:56
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Re: Re: Some questions about ToT events makro language Suffering from ads?

quote:
Originally posted by techumseh
The Continuous modifier is used only with CityDestroyed, CityTaken, RandomTurn, Turn and UnitKilled triggers, and the FLAG action. If you want one trigger to remain "true" until the other trigger is satisfied, then include it in the definition of that trigger.

Do I really need the continuous modifier when using flags?

techumseh is offline techumseh
King
of the frozen North.
Apr 1999
time: 22:25
  Old Post 13-02-2005 22:48 Visit techumseh's homepage!
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I doubt that the one above will work, since the tech is taken away the same time it's given. If you use a seperate event with a one turn delay, it might work:

@IF
ReceivedTechnology
receiver=CivA
technology=1
@THEN
Delay
delay=1
TakeTechnology
whom=CivA
technology=1
@ENDIF

You'll have to experiment, much of this is new territory.

Use the continuous modifier if you want the flag to stay on more than just the one turn. And don't forget the @INITFLAG at the start of the events text to initialize the flags.

Dr Kellogg is offline Dr Kellogg
Chieftain
Ye Olde Europe
Apr 2003
time: 06:25
  Old Post 15-02-2005 01:04
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Thanks again Inflate your Upload Space

Mmh... Yes, this might work. I'll have to test it.

quote:
Originally posted by techumseh
Use the continuous modifier if you want the flag to stay on more than just the one turn. And don't forget the @INITFLAG at the start of the events text to initialize the flags.

Ok, I wasn't sure about that...

Dr Kellogg is offline Dr Kellogg
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Apr 2003
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  Old Post 26-02-2005 16:02
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I tested it and it works perfectly! And you're right, it doesn't work without the delay.

techumseh is offline techumseh
King
of the frozen North.
Apr 1999
time: 22:25
  Old Post 26-02-2005 20:41 Visit techumseh's homepage!
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Remove this text

Glad to hear it. When do we get to know what you're working on?

Dr Kellogg is offline Dr Kellogg
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Apr 2003
time: 06:25
  Old Post 02-03-2005 21:57
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Well, I have started to work on a classical all-civs-playable WWI scenario long time ago. I think i have some interesting ideas particularly about economic warfare which I could finally realize with the ToT macro language.
However, I'm not sure about this one. As all 7 civs should be playable and as I don't want to make separate event files it could be quite difficult to make the AI work properly and it would probably result in a multiplayer-only scenario.


A while ago I downloaded an old scenario for vanilla civ called 'San Lorenzo'. It is the story of Ché Guevara bringing the Revolution onto the fictional island of San Lorenzo. I think one could make an interesting remake of this one with lots of stereotypes of brave peasants, cigar smoking rebels, and the dictator's stupid officers.
There would be many roleplay elements similar to those in Jagged Alliance 2. So you'd need to finish several quest before being strong enough to attack the capital where the dictator is hidden behind the palace walls.
There could be supporters of the revolution who tell you at which exact turn you have to attack a certain harbour, station or airport to capture the dictator's arms delivery. There could be a local warlord who is willing to support you if you find the prison where his wife and children are arrested and if you liberate them. And so on...

Well, at the moment it's just an idea I'm playing with because it wouldn't be easy to make this one fun and not just and ToT events showcase.

techumseh is offline techumseh
King
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  Old Post 06-03-2005 14:13 Visit techumseh's homepage!
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Let me know it you need any help on the WWI scenario, or if you go ahead on the Che one, it as well.

Dr Kellogg is offline Dr Kellogg
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Apr 2003
time: 06:25
  Old Post 12-06-2005 19:45
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*bump* I'm very busy at college at the moment.

Anyway I'm still working on that WWI scen. Unfortunately, there are still some basic questions to be answered before I can work any further...

However, I have still another ToT-related questions. Is there any way to give units with the missile flag individual sounds? I guess the answer will be 'no' but there is still hope...

techumseh is offline techumseh
King
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  Old Post 19-06-2005 22:46 Visit techumseh's homepage!
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AFAIK, there can only be one 'missile' sound. While ToT allows the assignment of specific sound to units generaly, there are limitations left over from FW/MGE. So missile, sub and air sounds have the same restrictions as in other Civ2 versions: one only for missile and subs, 2 types of sounds for air units depending if they're before or after the helicopter slot. Sorry.

Dr Kellogg is offline Dr Kellogg
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time: 06:25
  Old Post 07-07-2005 01:27
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Lose 30 kilos (of popups)

I'm still somewhat confused about this flag stuff. Could you tell me if the following example works?

I want the Russian civ to get supplies as long as flag 1 is set off (I assume all flags are set off automatically at the beginning):

@IF
CHECKFLAG
Who=Russian Empire
flag=1
state=off
@AND
TURNINTERVAL
interval=5
@THEN
CREATEUNIT
[...]
@ENDIF


Flag 1 is set on when the Ottoman Empire researches tech 93 (Dardanelles Blockade); flag 2 and flag 3 are then set on as well:

@IF
RECEIVEDTECHNOLOGY
technology=93
receiver=Ottoman Empire
@THEN
continuous
flag=1
Who=Russian Empire
state=on
@ENDIF

@IF
RECEIVEDTECHNOLOGY
technology=93
receiver=Ottoman Empire
@THEN
continuous
flag=2
Who=Russian Empire
state=on
@ENDIF

@IF
RECEIVEDTECHNOLOGY
technology=93
receiver=Ottoman Empire
@THEN
continuous
flag=3
Who=Russian Empire
state=on
@ENDIF


Flag 2 / flag 3 is set off when Istanbul / Gallipoli is conquered:

@IF
CITYTAKEN
city=Istanbul
attacker=ANYBODY
defender=Ottoman Empire
@THEN
continuous
flag=2
Who=Russian Empire
state=off
@ENDIF

@IF
CITYTAKEN
city=Gallipoli
attacker=ANYBODY
defender=Ottoman Empire
@THEN
continuous
flag=3
Who=Russian Empire
state=off
@ENDIF


To enable the supplies for Russia I want the Entente Civs to conquer both Gallipoli and Istanbul:

@IF
CHECKFLAG
Who=Russian Empire
flag=3
state=off
@AND
CITYTAKEN
city=Istanbul
attacker=ANYBODY
defender=Ottoman Empire
@THEN
continuous
flag=1
Who=Russian Empire
state=off
JUSTONCE
@ENDIF

@IF
CHECKFLAG
Who=Russian Empire
flag=2
state=off
@AND
CITYTAKEN
city=Gallipoli
attacker=ANYBODY
defender=Ottoman Empire
@THEN
continuous
flag=1
Who=Russian Empire
state=off
JUSTONCE
@ENDIF

techumseh is offline techumseh
King
of the frozen North.
Apr 1999
time: 22:25
  Old Post 07-07-2005 10:37 Visit techumseh's homepage!
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First, you must set the flags at start. Make sure your events file has these 3 things at the beginning:

@BEGINEVENTS
;@DEBUG
@INITFLAG

Remove the semi-colon before @DEBUG when you want to run the events parser, it will then generate a REPORT txt. file that you can check for event errors (NOT flag errors - these will not show up in the debug report!)

The @INITFLAG sets all the flags to 0, or off.

One problem is that RECEIVEDTECHNOLOGY is a continuous trigger - it will change the flag status each turn.

What you want to do as I understand it, is to have supplies reach Russia while Turkey is neutral, cut them off when Turkey enters the war, and restore them if the Allies capture Galipolli and Istanbul. Correct?

It would be simpler if you divided them into 2 separate events- one set to give the supplies until Turkey enters the war, and the second to give the supplies if the 2 cities are captured.

Start by turning the first supply flag ON:

@IF
TURN
Turn=0
@THEN
JUSTONCE
FLAG
continuous
flag=0
Who=Russian Empire
state=on
@ENDIF

Then, if the Dardanelles Blockade tech is received, the flag is turned off:

@IF
RECEIVEDTECHNOLOGY
technology=93
receiver=Ottoman Empire
@THEN
continuous
flag=0
Who=Russian Empire
state=off
@ENDIF

While the flag is ON, the Russians receive supplies:

@IF
Checkflag
Who=Russian Empire
Mask=0b00000000000000000000000000000001
Threshold=1
State=On
@AND
RANDOMTURN
denominator=4
@THEN
CREATEUNIT
unit=Supply Unit
owner=Russian Empire
veteran=no
Count=2
homecity=none
Randomize
locations
26,16
26,20
25,19
23,21
endlocations
@ENDIF

Now we create a separate set of events if the straits are reopened by force.

If you want two cities captured to trigger the end of the blockade, you're going to have to use a mask. This is not as hard as it sounds.

First, use these events to turn on flags 1 and 2 when Istanbul and/or Galipolli are captured:

@IF
CITYTAKEN
city=Istanbul
attacker=ANYBODY
defender=Ottoman Empire
@THEN
continuous
flag=1
Who=Russian Empire
state=on
@ENDIF

@IF
CITYTAKEN
city=Gallipoli
attacker=ANYBODY
defender=Ottoman Empire
@THEN
continuous
flag=2
Who=Russian Empire
state=on
@ENDIF

Then, when both flags are ON, this mask will trigger the reinforcements:


@IF
Checkflag
Who=Russian Empire
Mask=0b00000000000000000000000000000110
Threshold=2
State=Off
@AND
RANDOMTURN
denominator=3
@THEN
CREATEUNIT
unit=Supply Unit
owner=Russian Empire
veteran=no
Count=2
homecity=none
Randomize
locations
31,11
31,13
33,13
33,9
37,11
41,11
38,10
39,9
42,8
endlocations
@ENDIF

There you have it. While its technically possible that all three flags could be on at the same time, resulting in 2 sets of supply units being delivered, it's very unlikely. If necessary this problem could be soved by adding a GIVETECHNOLOGY event to the last event, so if both cities are captured, Turkey also gets tech 93, cancelling the first set of supplies.

I hope this helps.

Mercator is offline Mercator
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Sorekara no Nanimo
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  Old Post 08-07-2005 00:37 Visit Mercator's homepage!
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Re: Re: Some questions about ToT events makro language Support Apolyton, buy Civilization: The Boardgame

quote:
Originally posted by techumseh
You CAN combine two @IF's, BUT they must be different, eg. ReceivedTechnology and CityTaken


I seem to be a bit late on this one, but I'm quite sure that this is not true. You CAN use two of the same. The Midgard events do it, for one, and seeing as how @AND'ed events are stored as two events structures in the savegame, it's at least technically possible too.

techumseh is offline techumseh
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  Old Post 08-07-2005 02:26 Visit techumseh's homepage!
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Merc, I tried to get this to work in Red October, and couldn't. So my advice was based on my own experience.

Mercator is offline Mercator
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  Old Post 08-07-2005 04:02 Visit Mercator's homepage!
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Well, I have to confess I haven't tried it myself... There are many more things in ToT that don't work as documented, so...

Dr Kellogg is offline Dr Kellogg
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Apr 2003
time: 06:25
  Old Post 10-07-2005 14:27
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Thanks again, techumseh! This helps a lot!

Btw I tried to use two @IFs of the same and it did not work either.

techumseh is offline techumseh
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  Old Post 10-07-2005 22:09 Visit techumseh's homepage!
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Hey, you're welcome. BTW, there's a mistake in the last event. The 'state' of the flags should be 'on'.

Dr Kellogg is offline Dr Kellogg
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  Old Post 11-07-2005 02:01
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Hehe this is odd! I have not recognized the error and so I have adopted the line correctly

However, progress on the scenario stagnates at the moment. While working on the events and rules I have come to the conclusion that it wont be good for gameplay to have Bolsheviks/Insurgent and Neutrals both represented by the barbarians.
But splitting them results in merging two of the other civs - likely the British and French into an Entente civ or Germans and Austrian-Hungarians into a Central Power civ. I am not all-too happy with these two alternatives.

Well then? I think I have to mull over it a good long while

I have stopped counting the number of questions and I do not want to annoy you further. Yet, I have just another questions.
When you rename the barbarians as Neutrals, Rebels or whatsoever what term do you use in the events.txt?

techumseh is offline techumseh
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  Old Post 11-07-2005 02:34 Visit techumseh's homepage!
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That's a good question. I had to go back and look at some events files. The answer is: use whatever you've renamed them to. Good luck on your deliberations. I hope you decide soon, I'd like to try your scenario.

Dr Kellogg is offline Dr Kellogg
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  Old Post 13-07-2005 02:18
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Well, I have not come to a decision so far which civ will not be in but I have thought about the Russian Revolution in my scenario. Here are some thoughts – no precise plans though:

The historical reasons are too complex and date back to pre-war times. And then there is the Brussilov offensive as well, the death blow from a military point of view. Therefore, it is difficult to find one suitable trigger for the revolution.
But I do not want to unleash the Red Storm on a fix turn either. It would not be reliable when Russia had more luck on the front than in history. I have thought about a compromise between historical sequences and giving the Russian civ at least a wee bit of influence on the incidents.

The Bolsheviks are represented by the barbarians. There are two types of units: a weak insurgent unit which will also be used for other incidents, like the Easter Rising in Ireland and a much stronger Bolshevik unit.
I have also thought about giving the Bolshevik unit the paratrooper flag but that may cause the Russian Revolution to become swiftly a European Revolution. The Bolsheviks will be at peace with the Germans at the outset. Anyway, the Germans will be able to declare war on the Bolsheviks and vice versa (Maybe Trotsky has his own way )

So in November 1917 the political events begin but it is the players’ influence if it will all end in some minor riots or in a truculent revolution:

The research of certain civil techs like ‘wartime economy’ (refrigeration) and ‘social welfare reforms’ (electronics) as well as ‘land reform’, ‘labour unions’ etc in sufficient time will decrease the number of insurgents. However, this means that the Russians possibly have to pass on more important advances concerning warfare.

In case the Russians are unable to capture certain objectives in Eastern Prussia and Galicia (=Russia’s major offensives have failed) or Russian cities in Poland, Belarus and the Ukraine are taken over by the Central Powers the number of insurgents will increase as well.

One important factor is Lenin’s return back to Russia in a German train. So the Germans should research a certain tech, let’s call it ‘Lenin’s Return’ in time!


If these rebels successfully capture strategic cities more Bolsheviks spawn and chaos will break out:

Important wonders like the Trans-Siberian Railway (Adam Smith's Trading Co.) or the Katorga Penal Camps (Women's Suffrage) are disabled when given the techs which make them obsolete via the GiveTechnology action.
Churches (temples) and cathedrals are disabled as well when removing ‘Ceremonial Burial’ and ‘Monotheism‘ respectively via the TakeTechnology action.

Giving the Russians ‘Gunpowder’ or ‘Mobile Warfare’ causes all Russian barracks being sold. The pop-up message could be changed as followed:
%STRING0! Mutinous troops take control over all major barracks.
The pay of soldier, a total of %NUMBER0 pounds, could be saved by loyal officers.

I guess this is all doable with ToT flags and masks.
As the revolution should be just a side show in this scenario I do not want to exaggerate it. And there is already a fantastic scenario about the revolution itself if I remember correctly.

Oh and as I already mentioned, these are just some thoughts so far.

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