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MrFun
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of Iowa
Nov 2000 time: 23:14
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Ok, I have ideas for several new City Improvements, Advances, and Wonders and I would like to know if any of the following effects or factors need to use SLIC. I'm hoping no for all of them, since I have almost no computer programming knowledge. Locustus, hope you read this. 
NEW CITY IMPROVEMENTS
Baron's Manor: 15% decrease in Food consumption and -2 in Happiness
Question: Can I increase/decrease Food consumption with just the text files like I can with Growth, Gold and others?
NEW WONDERS
Grand Canal: +5 Gold for all River tiles
Question: Does this require SLIC at all - I don't think it does, but want to make sure.
The Covenant: raises national loyalty in Monarchy and Republic governments from Indifferent to Loyal
Question: Does this require SLIC at all?
Luther's 95 Theses: causes all cities with no Basilica in all nations to riot for 5 turns
Question: Again, does this require SLIC?
The Copernican System: free University in every size 10 city of host civilization
Question: I wouldn't think this requires SLIC, but not sure?
Galileo's Pump: 50% decrease in production cost for Ship of the Line units and 25% decrease in costs to place Mines tile improvements
Question: Does this require SLIC?
Decree of Revolution: under all government types except for Republic, Democracy, and Virtual Democracy, all size 5 cities in every nation except host civilization will revolt
Question: Does this require SLIC?
Darwin's Theory: gives 2 free scientists in every size 10 city in every nation
NEW ADVANCES
Castle Construction: FOW effect of permanent 15% increase in Production, and 15% increase in Defense for all units Fortified in cities until discovery of Cannon Making
Question: Does the increase in Defense until Cannon Making require SLIC?
Steam Engine: FOW effect of +5 Gold in all River tiles for 25 turns
Question: Does this require SLIC?
Crusades: FOW effect of 50% decrease in Production costs for Knights and Pikemen for 30 turns
Question: Does this require SLIC?
Mass Mobilization: FOW effect of +1 movement points for all armies of 6 stacked units or more, and permanent 15% reduction in costs to place Road tiles on all Terrain
Question: Does this require SLIC?
Map Making: FOW effect of 25% reduction in costs to place Fortification tile improvements on all Terrain for 35 turns
Question: Does this require SLIC?
Federalism: FOW effect of 50% reduction in placement of Advanced Farms tile improvements for 50 turns, and free placement of Railroads tile improvements on all Terrain except: Mountains, Jungle, Forest, Swamps, Tundra, and Glacier for 50 turns
Question: Does this require SLIC?
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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,
Don't worry, I read (almost) everything in the Creation forum eventually (though when I have little time it may take a few days) 
Baron's Manor: won't work in SLIC so you'd better hope it works without it (I think it does).
Grand Canal: Requires SLIC but it's fairly easy to do.
The Covenant: Hmmm. If it's possible at all it will require SLIC (you'd need to change government through SLIC without having a period of anarchy, not quite sure if it's possible). If it's possible, it shouldn't be too hard.
Luther's 95 Theses: requires SLIC
The Copernican System: AFAIK it requires SLIC, you can give Unis to all cities in text-files but I don't think you can make it depend on size. This too is fairly easy to do in SLIC.
Galilieo's Pump: SOL part requires SLIC, mines might not be possible at all, but I'm not sure. The SLIC part is fairly easy, but figuring out if mines work might require some expermenting.
Decree of Revolution: requires SLIC. Not too tough to code either.
Darwin's Theory: Needs SLIC, and it might be tricky too (you would somehow have to force these scientists to stay scientists and not become part of the regular population, working on the fields or whatmore). I think it's doable but I'm not quite sure. Unless this one's really important for you it's probably not worth the effort though...
Advances Part: I'll go through these some other time (got other things to do right now), but they look like they all require SLIC and some of them will still be impossible or at least difficult to do.
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Savant
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The Mountain Empire
Jul 1999 time: 00:14
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BTW Mr Fun, I think your ideas for improvements and all are very good and original! I like the Grande Canal especially!
Maybe "covenant" could be "Magna Carta"? Seems like the right time period you have in mind for that.
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'Blood will run'
[This message has been edited by Savant (edited January 08, 2001).]
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Savant
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The Mountain Empire
Jul 1999 time: 00:14
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I'm not extolling the virtues of the MC here Rich, rather just seems as a wonder most congruent with the idea of "covenant", especially given the time frame it would appear you mean for that wonder to be available.
It was after all, a covenant of sorts, between the two powers of any significance at the time - king and nobles.
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'Blood will run'
[This message has been edited by Savant (edited January 09, 2001).]
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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,
Silly thing here is that you're asking me if this is possible without SLIC, while I only know a lot about how to do it *with* SLIC, so it's possible that I'm wrong on one or two occasions, but no more than that: I'm fairly familiar with the text files as well (most of them anyway).
Castle Construction: Yes, and it would probably be a fair amount of work to code in SLIC.
Steam Engine: AFAIK not possible at all. No wait, I take that back. Probably possible but a lot of coding required.
Crusades: Yeah, think so. Not too tough to do either.
Mass Mobilization: Requires SLIC. Movement thing is fairly easy, roads thing is a bit tougher but probably possible.
Map Making: Yes, very similar to roads thing from above.
Federalism: Yes.
Coding suggestion:
+x Gold for this or that TerrainType/River. This doesn't take into account the fact that a square might not get worked fully, this would be much more complicated, if possible at all. Would be too much work for me to look into that now. I'll see if I have some more code later.
HandleEvent(BeginTurn) 'MoreGold' post { // triggers at beginning of every turn
int_t amount;
int_t tmpPlayer;
tmpPlayer = player[0];
if (canGiveGold) { // set this to 1 whenever it should be executed (after making FOW, always, etc)
amount = 5 * CountRivers(tmpPlayer); // player gets this many gold per river in city radius
AddGold(tmpPlayer, amount); // give player gold
}
}
int_f CountRivers(int_t thePlayer) { // return the number of river tiles that's in any tmpPlayer's city's radius
location_t tmpLoc;
location_t tmpLoc2;
city_t tmpCity;
int_t i;
int_t x;
int_t y;
int_t number;
int_t radius;
int_t tmpPlayer;
tmpPlayer = thePlayer;
number = 0;
for (i = 0; i < Cities(tmpPlayer); i = i + 1) { // cycle through all cities
GetCityByIndex(tmpPlayer, i, tmpCity); // get city and put it in tmpCity
if (tmpCity.population < 7) { // find city radius and store it in radius
radius = 1;
} elseif (tmpCity.population < 19) {
radius = 2;
} elseif (tmpCity.population < 33) {
radius = 3;
} else {
radius = 4;
}
tmpLoc = tmpCity.location; // temporary put location here, so you can get coords
for (x = (tmpLoc.x - radius); x <= (tmpLoc.x + radius); x = x + 1) { // e.g. for size 4 city, make x go from city.x - 1 to city.x + 1
for (y = (tmpLoc.y - radius); y <= (tmpLoc.y + radius); y = y + 1) { // make y go from city.y - radius to city.y + radius
MakeLocation(tmpLoc2, x, y);
if (SquaredDistance(tmpLoc, tmpLoc2) <= ((radius + 1) * (radius + 1) - radius) { // make sure it falls withing radius, long story but do the math and see how it fits
if (HasRiver(tmpLoc2)) { // if falls in city radius and has a river, add gold
number = number + 1; // this is a river within city radius, so gold should be added here
}
}
}
}
}
}
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Steph
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Mazamet, France
Dec 2000 time: 05:14
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I have a question about SLIC
I would like to add a new feature in my mod (suggested buy someone else here) : you can build some units only if you have a specific building in the city (for instance, you can build cleric only with a Shrine).
In the Alexander scenario, there is some code where they prevent some units building in some specific cities.
How could it be changed to make it work without recording the city location first?
How could I test if a building exists in this city?
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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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AW,
Don't worry, the AI can deal with this just fine. The way you should look at it is that this function makes that the unit types that can't be built don't even show up in the buildlists the AI chooses from (so it kind of temporarily modifies the file UnitBuildLists.txt in-game), so if the Tank isn't available the AI won't even know it exists (or at least not in that particular city, in the Alexander scenario this stuff varies per city: some cities can build Hoplites, others can't).
The only thing to keep in account here is that the buildlists need to be adapted so that it builds certain buildings earlier to get access to all units.
(BTW, fixed the (-problem, thanks for pointing that out, I always screw those up)
MrFun,
It's very good to hear you're beginning to learn SLIC (don't hesitate to ask me if you have any questions, but I'm sure you won't ) and it's particularly good to hear you liked EditPlus so much. I'd pay the registration fee myself if I'd have the money (and as as soon as I can afford it I probably will), but for now I'm just a chronically broke student who can barely pay his bills as it is Then again, if you realize that I probably introduced EditPlus to a several dozen people already and at least three of them ended up registering, the people of EditPlus ought to be paying me for my promotional work 
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