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Triumphus Romanus
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Jacksonville, Florida
Nov 2000 time: 05:14
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I definately like the Balloon and Provincial Governor,
cool ideas
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Triumphus Romanus
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Jacksonville, Florida
Nov 2000 time: 05:14
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MrFun,
while I have tinkered with some of the basic txt files, trying to improve the AI, thats about all ive done. i havent done anything more hardcore than that. I would imagine actually adding a unit may not be that hard, but the abilities it has could be the challenge. Im sure WesW would be a good one to ask.
My main gripe is that tanks are too powerful. The tank should be toned down, or maybe an anti-tank unit added.
Once I start building tanks, its usually game over. Several 12 stacks and I can roll over the opposition.
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JSnider
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Boiling Springs, PA
Dec 2000 time: 05:14
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A question, not a new unit but a mod to existing. Given that the AI doesn't really use carriers with aircraft has anyone considered changing the carrier to have a air wing on it when built and give a bombarb range and attack acordingly?? This if they (ai's) build it then they can really use it. would also dramatically increase support cost for the thing and raise cost a little. This would enable the AI to actually have a carrier that can do something besides sink. some warts on it but was wondering if a possibility
john snider
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Locutus
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ACS CTP1/2 Manager & Civ4 Co-Manager
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Hengelo, The Netherlands
Nov 1999 time: 06:14
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MrFun,
If it's about SLIC, don't count on Wes or Harlan, they know very little about it. I'm afraid that so far I'm one of the few, maybe even the only person on Apolyton (not counting the Activioners of course) that knows what is and isn't possible in SLIC.
Your Modern Surveyor is totally impossible, at least with SLIC (and I don't think text-files can do it either). There's no way you can manipulate borders in SLIC, other then by building/destroying fortresses or cities.
The Provincial Governor is possible but requires a fair amount of work. What is needed is that you need to have all units that you want to be cheaper with a governer twice: these 'doubles' should be exactly identical except for the text-files name (though the in-game name should remain the same - so you need UNIT_WARRIOR and UNIT_WARRIOR2, but both should be called Warrior gl_str.txt)) and the production cost.
Then you need to use the SLIC function mod_CanCitBuildUnit and list all these units like this:
code:
int_f mod_CanCityBuildUnit(city_t theCity, int_t theUnit) {
city_t tmpCity;
unit_t tmpUnit;
int_t i;
int_t thisUnit;
thisUnit = theUnit;
tmpCity = theCity;
cheapunits = 0;
for (i = 0; i < GetUnitsAtLocation(tmpCity.location); i = i + 1) {
GetUnitFromCell(tmpCity.location, i, tmpUnit);
if (tmpUnit.type == UnitDB(UNIT_PROVINCIAL_GOVERNOR)) {
cheapunits = 1;
}
}
}
if (cheapunits == 0) { // if a governor is present then...
if (thisUnit == UnitDB(UNIT_WARRIOR)) {
return 1; // ...you can build this
}
if (thisUnit == UnitDB(UNIT_WARRIOR2) {
return 0; // ...you can't build this
}
if (thisUnit == UnitDB(UNIT_ARCHER)) {
return 1; // ...you can build this
}
if (thisUnit == UnitDB(UNIT_ARCHER2) {
return 0; // ...you can't build this
}
// etc. for all units that have two versions
} elseif (cheapunits == 1) { // if no governor is present then...
if (thisUnit == UnitDB(UNIT_WARRIOR)) {
return 0; // ...you can't build this
}
if (thisUnit == UnitDB(UNIT_WARRIOR2) {
return 1; // ...you can build this
}
if (thisUnit == UnitDB(UNIT_ARCHER)) {
return 0; // ...you can't build this
}
if (thisUnit == UnitDB(UNIT_ARCHER2) {
return 1; // ...you can build this
}
// etc. for all units that have two versions
}
return 1; // units with only one version can always be built
}
And finally you'd also need to write a happiness-trigger which is slightly more complicated and I don't have time to write that now.
Hope this helps.
[This message has been edited by Locutus (edited January 04, 2001).]
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