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William Keenan is offline William Keenan
Prince
New Jersey, USA, Earth, Sol, Milky Way
Sep 1999
time: 00:14
Smile  Old Post 12-10-1999 03:17 Visit William Keenan's homepage!
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ToT events chat ... Support Apolyton, buy Civilization III: Complete

I want to here about all the cool new tricks people have invented with ToT events.

John Possidente is offline John Possidente
Prince
Hunt Valley, MD USA
Jun 1999
time: 00:14
Post  Old Post 18-10-1999 20:45
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Me, too.

William Keenan is offline William Keenan
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Sep 1999
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It looks like you and I are the only ones John.

The fantasy scenario I am building has a number of quests in it requiring the player to explore maps 1, 2 and 3. I felt that the players would get bored searching an entire map so I decided to locate treasure chests in various locations to keep the search interesting and included rewards such as gold, a magic scroll (free advance), and a curse (disables a technology). The problem with this is that it would be fun the first time playing the scenario but thereafter it would detract from the re-playability because the players would learn which chests contained rewards and which contained curses. I decided I wanted the contents of the chests to be randomly determined, to be impossible to predict the contents, to never have more then one chest in a given site, and not to use up allot of heap space doing it.

Here is how I did it.

Each turn several flags of the barbarian civ are seeded with a random value.

@IF
RandomTurn
Denomonator=2
@THEN
FLAG
Who=Barbarian
State=On
Flag=31
@ENDIF

Once set the flags can be examined for an exact match of the mask for equal probability results or as a count producing a bell curve result. I chose to use the bell curve making the scroll and the curse the least likely result.

@IF
UnitKilled
Unit=Treasure Chest
Attacker=anybody
Defender=anybody
@AND
Checkflag
Who=Barbarians
Mask=0xF0000000
Count=4
@THEN
NoBroadcast
TEXT
Within the ancient chest is the treasure of a Lich worth 1000 gold. The Lich pronounces a curse on you and your people forbidding you communication with the denizens of the spirit world.
ENDTEXT
TakeTechnology
Whom=TriggerAttacker
Collapse
Technology=Sorcery
ChangeMoney
Receiver=TriggerAttacker
Amount=1000
@ENDIF

Like it?

techumseh is offline techumseh
King
of the frozen North.
Apr 1999
time: 22:14
  Old Post 19-10-1999 10:52 Visit techumseh's homepage!
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I like it William. I'd like it even more if I could understand it. How about an "Events for Dummys" tip? Please?

Miner is offline Miner
Prince
of London
Jul 1999
time: 05:14
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WOW! more more!

John Possidente is offline John Possidente
Prince
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Jun 1999
time: 00:14
Thumbs up  Old Post 19-10-1999 18:28
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Nice!

I never thought about using event combinations like that to generate randomness in flags. That's really clever.

ottok is offline ottok
Prince
tampere,FINLAND
Oct 1999
time: 05:14
Question  Old Post 19-10-1999 19:19 Visit ottok's homepage!
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SOME QUESTION...
* IT TOT LOOK THAT IT" CIV3 LOOKING FOR?"
* SOME SAYS: "IF YOU WANT THE BETTER GAME, WAIT CIV4" UGH WHO IS NOW?
*NEED I AM TOT?

DarthVeda is offline DarthVeda
Emperor
My avatar! My precious!
Jan 1970
time: 00:14
Red face  Old Post 20-10-1999 00:34 Visit DarthVeda's homepage!
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I'd wait for ToT to come out in your language, ottok

William Keenan is offline William Keenan
Prince
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Sep 1999
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Techumseh ...

Sorry if you found it confusing. Sometimes I forget that not everyone has a background in computer programming.

What part did you want me to explain, the flags or the bell curve?

techumseh is offline techumseh
King
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Apr 1999
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Yes.

techumseh is offline techumseh
King
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Apr 1999
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Post  Old Post 20-10-1999 17:22 Visit techumseh's homepage!
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Actually, I do know what a bell curve is.

William Keenan is offline William Keenan
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Sep 1999
time: 00:14
Smile  Old Post 20-10-1999 18:36 Visit William Keenan's homepage!
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Flags are storage places for information. They store a yes (1) or no (0), or a true (1) or false (0). Each civ gets 32 flags (four bytes).

Things you might want to store in these flags are:
[*]Was Berlin taken?
[*]Was the Napoleon killed in battle?
[*]Did the player complete his third quest?

The FLAG command sets the value (1) is true (0) is false.

The CHECKFLAG command is used in the @IF to decide if the value is true or false.

MASKS are a way to look at many flags at one time or to set many flags at once. You might use a mask to have a nation surrender if they have lost four or more key cities.

Does this help?


[This message has been edited by William Keenan (edited October 20, 1999).]

techumseh is offline techumseh
King
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Um...well...sure, I guess. Don't you feel a tip coming on William?

William Keenan is offline William Keenan
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Sep 1999
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Techumseh ...

The good news is that I will definitely be writing a tip on this topic.

The bad news is that I will not start work on it until after I finish the rewrite of the Barbarian order of appearance tip and publish my first ToT scenario. That could be awhile.

In the meantime I'll be glad assist you in your ToT scenario building efforts.

Civfan is offline Civfan
Prince
Toronto, Canada
Sep 1999
time: 05:14
Post  Old Post 30-10-1999 13:00 Visit Civfan's homepage!
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Just curious here. Does anyone have trouble using the events to load movies? I'm having trouble right now with TOT.
This is the command in the events file

@IF
TURN
turn=3
@THEN
PLAYAVIFILE
FIRE.AVI
@ENDIF

William, can you help out?

William Keenan is offline William Keenan
Prince
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Sep 1999
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The command syntax is good so that leaves only two posible problems.
1) The AVI file name is wrong
2) The AVI file is not in the scenario directory.

Hannibal3
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I have to admit I really don't quite understand the whole flags concept. Is their purpose to serve as many triggers at once? The manual is a bit cryptic as to their function. I tried looking at the events files of the different games, and it seemed like the flags represented already created triggers. Am I off on that guess?

Also, it was said that one of the uses could be to have a civ surrender if a certain number of cities were taken... how would that be done?

John Possidente is offline John Possidente
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Jun 1999
time: 00:14
Post  Old Post 05-11-1999 19:37
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Flags are turning out to be so complex that I'm almost sorry we put them in.

Seriously, though--we've talked about flags in a few threads here in the past, and I don't want to revisit too much of that discussion. Maybe someone will write an article on them....

Anyway, flags are basically markers you can set to record occurrences for later checks. To use the cities example you mention, you could set up events so that when certain cities were captured (you would have to specify the names of the cities, so if the player changed the names, the events would not work), flags were set. When Paris is overrun, flag 1 gets set; when Tours is captured, flag 2 gets set; and so on.

Then, using a CheckFlag trigger and a Threshold parameter, you could make an event that said, in essence, "When enough of these flags are set, trigger this event". OR you could use the Count parameter to say, "When exactly this many flags are set, trigger the event". OR you could use the Mask parameter to say, "When these specific flags are set (i.e. certain vital cities have been taken), trigger the event".

Civfan is offline Civfan
Prince
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Post  Old Post 06-11-1999 01:35 Visit Civfan's homepage!
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John, the use of flags in TOT sounds real good. But, is there a strategy guide out there which deals with them? I'm like most of Civ2 players out there and have no real idea about them. The manual that came with TOT just tells you theres so much that can be done with them but theres no examples in it.

So is there a strategy guide by Micropose that deals with them. I heard that someones making a new strategy guide (I believe you mentioned it in a previous thread) about the new ways of Scenario design for TOT.

Hannibal3
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Thanks, John. I thought that was what the flags did, I just wanted to be sure that was all they did. Actually, the reference to example of capturing a certain number of cities was how would cause a nation to surrender.

Hannibal3
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Thanks, John. I thought that was what the flags did, I just wanted to be sure that was all they did. Actually, the reference to example of capturing a certain number of cities was how would one cause a nation to surrender.

ghosh9 is offline ghosh9
Chieftain
Beaverton, OR, USA
Oct 1999
time: 05:14
Exclamation  Old Post 06-11-1999 08:33
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Along the lines of Civfan's question about strategy guides--

There is no further information on flags in the Civ II TOT strategy guide. However, the programmed events in the fantasy and sci-fi games, as well as the Midgard scenario, are described in detail. So you can read these and decipher what you're looking at in the events.txt.

I am glad this discussion about flags is going on. I had an adventure game construction kit once (Forgotten Realms Ultimate Adventures) that used something simular. I'll keep coming back and rereading these tips until I figure these flags out.

John Possidente is offline John Possidente
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Jun 1999
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Post  Old Post 08-11-1999 21:46
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Mick used flags in his fantasy games much more than I did in the SF games. If you're looking for examples, look in those games' events files. If you want simpler examples, you can check out the SF events files.

It's true that we didn't get into the use of flags in the strategy guide. It's one of those simple systems that you can use to generate complex results, and there just wasn't room in the book to do it justice. Rather than offer a short, poor explanation, we decided to skip it.

I keep hoping one of the clever people here will write up a tip about it...

tobyr is offline tobyr
Prince
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Oct 1999
time: 05:14
  Old Post 09-11-1999 21:40
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John, PLEASE keep the flags in civ3; don't be sorry you put them in!

The lessons to learn from the flags are:
(1) Name features very carefully according to their meaning. If you had called them memoryFlags or StorgaeBits their function would be clearer.

(2) Include a clear example of the basic uses of the feature in the manual, and in a sample file in the release.

- toby robison


------------------
toby robison
criticalpaths@mindspring.com

valmont is offline valmont
Warlord
Kansas City
Aug 1999
time: 05:14
Post  Old Post 09-11-1999 23:16
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I agree that flags are a keeper.

I disagree that they should be called something else. I'm not a programmer, but the term was clear to me. I'm still scratching my head over the mask concept, but I'll figure it out eventually.

I haven't seen the manual, so I can't comment on the clarity of the presentation of these concepts, but from others' comments it does sound like this could be improved. The last thing you should do is change a useful feature because it wasn't presented clearly.

Could someone pull up those threads John mentioned and post links?

John Possidente is offline John Possidente
Prince
Hunt Valley, MD USA
Jun 1999
time: 00:14
Post  Old Post 10-11-1999 19:16
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Let me see if I can cover masks simply and briefly...

Say your scenario is going along nicely, and in the course of it, flags are being set. For a particular event, you want to check certain flags--not all of them--but only trigger if all of those certain flags or a certain minimum number of them have been set. That's when you'd use the mask, to control which flags you're checking on.

Example? Hmm... Let's say you have fifteen flags that you're using. Each one is set ON as the result of somebody completing a quest (sounds vaguely familiar...). The quests you've attached to flags 2, 3, 8, and 14 result in the "discovery" of imaginary pieces of an ancient relic--I say imaginary because there's no way for the player to actually have or manipulate these things.

Okay, so you decide that you want this relic to have special powers; when all the pieces have been unearthed, something happens--for our purposes, it doesn't matter what. You need to use the flag mask to trigger an event based on all four of those flags being set. In binary (since I don't do hex), it would look something like this:

@IF
CheckFlag
Who=Everybody
Mask=0b00000000000000000010000010000110
State=ON
@THEN
...and so on
@ENDIF

The mask just tells the CheckFlag trigger not to bother looking at any of the other flag settings--it focuses the trigger on only the flags you care about in this situation.

Miner is offline Miner
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Question  Old Post 10-11-1999 21:22 Visit Miner's homepage!
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Why is there a letter "b" in the above binary string? everything else I understand.

William Keenan is offline William Keenan
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Sep 1999
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Arrow  Old Post 11-11-1999 05:33 Visit William Keenan's homepage!
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Binary and hexadecimal numbers each use a prefix to designate the type of number system in use.
0b designates binary
0x designates hexadecimal

Therefore is 0b00000000000000000010000010000110 equal to 0x00002086.

The events parser will accept either of these number systems. Personally I prefer hexadecimal because you don't have to count flag positions as often.

BTW the calculator that comes with Windows can do binary and hexadecimal math and convert between the two.

Miner is offline Miner
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Thankyou, everything now clear. Binary I understand (2 numbers, how easy can you get?) but hex gives me the willies!

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Sorry for just jupming in here, but I need help (again).

My scenario is supposed to end when Germany conquers 4 key cities, London, Alexandria, Perm and Magnitorsk. Here is the events that I used:

@IF
checkflag
who=Germans
mask=0b0000000000000000000000000001111
count=4
state=on
@THEN
text
^The Third Reich achieves ultimate victory over Europe! The Soviet Union
^has been crippled, England has been smashed, and anything that remains
^is barely a threat. The Führer's dream which he described in "Mein Kampf"
^has become a reality. Long live the fatherland!
endtext
playwavefile
panzersong.wav
@ENDIF

@IF
checkflag
who=Germans
mask=0b0000000000000000000000000001111
count=4
state=on
@THEN
playwavefile
siegheil.wav
endgame
endscreens=yes
@ENDIF

I'm not really sure if that is who I am supposed to use the mask or not... Could that be the problem? Because when Germany conquers those 4 cities nothing happens. When they take london, flag 0 is trigger, Magnitogorsk is flag 1, Perm is flag 2, and Alexandria is flag 3.

 
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