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WesW is offline WesW
CTP1/2 Modification Site Admin
Florence, Al., USA
Jan 1970
time: 23:14
  Old Post 06-07-2001 07:15 Visit WesW's homepage!
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Engineer, you can modify the Medpack to your own setup fairly easily, unless I am mistaken. Simply take the MM2_gamefile.txt, and replace the names for individual files with names from your mod and save it as ENG_gamefile for example. Then you take the MM2_units.txt and make changes to it, and save it as ENG_units.txt, then specify that file in your gamefile text instead of MM2_units.txt. You may have to keep up with this thread, since I am still correcting bugs in the units text, but I hope you get the picture.

Dale, the pics look great. This will definitely improve the game.

Gnoll, you are right about the Cruise Missile. Find the unit in units.txt, and change the four CanAttack lines to CanBombard.

Martin, fill me in sometime on you work with goods. I have not delved into this at all for Ctp2. Tim, have you experimented any?
Btw, I went through the citymod readmes and updated the Medpack readmes.

Rhuarc, Crusade will be the next major public release of the Medpack II.

Jani, it sounds like your files are corrupted. Get the latest text update and see if things don't clear up.

Jules, send Wouter (Locutus) your work, and I will let you two get the SLIC worked out. If text changes need to be made, send everything to me and I will get it posted.
I would still like for someone to verify this without using the cheat mode, since it would seem to make existing triggers more complicated, which I do not like.
If and when it is verified, however, fixing it needs to be our top priority right now.

Jules is offline Jules
Chieftain
Chairman & CEO, Dallas Oil Company
Jul 2001
time: 00:14
  Old Post 06-07-2001 09:23 Visit Jules's homepage!
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Crusade wish list Got spare money?

quote:
Originally posted by WesW
2) food bonuses to a civ when they discover some of the medical advances, to simulate the runaway populations we saw in Europe in the 19th century and many 3rd world nations in the 20th century. I don't think this one is possible, though.


Wes,
How badly do you want this one? I think we could do it using a variant of my wonder fix. What you do is create an improvement in "buildings.txt" (or more than one if you like) with zero upkeep and zero production cost (so you can't get gold from selling it)--like my "anti" buildings. Have it give bonus food. Include this building in Locutus's wonder SLIC so it can't ever be built. Then like in my wonder fix use the CityBeginTurn trigger and check if the city owner has one of these medical advances or whatever, and create the food building if you have the advance.

janilxx is offline janilxx
Warlord
Finland
Mar 2001
time: 07:14
  Old Post 06-07-2001 12:58
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quote:
Originally posted by WesW
Jani, it sounds like your files are corrupted. Get the latest text update and see if things don't clear up.


I burned all files to CD-R.

But hey my first vacation after the year 1994 will start after two hours! Could you imagine that... No vacation in seven summers(ok ok I had one week vacation two years ago but I had to make those hours back in work afterwards). So if my wife and child will let me have some time to play in my vacation I will install all MedPack files again and have a some nice time with the MedPack.

I will be back with my "stupid" suggestions and bugreports after three weeks(usually we have four weeks vacation in summer here in Finland but I will get not get the full vacation till next year(if I do not change my job(I am not designed to change this))).

Locutus is offline Locutus
ACS CTP1/2 Manager & Civ4 Co-Manager
Hengelo, The Netherlands
Nov 1999
time: 06:14
  Old Post 06-07-2001 16:12 Visit Locutus<br><img src=/forums/images/staff-icon.gif>'s homepage!
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quote:

Originally posted by Wes
It is hard to give appropriate style to civs like the Mongols and Zulus who are known for their conquests rather than their buildings.


Giving appropriate city styles is hard for all civs if you ask me. The Dutch had a very specific architecture that doesn't really resemble any of the existing styles. Polynesians, Zulus and Bantus lived in huts rather than in houses, Indonesian architecture didn't resemble the currently used Chinese style at all, what to do with modern civs like the Americans, Australians or Canadians, etc, etc. The only way to be historically accurate would be to give every civ it's own city style but that would require a massive amount of graphics. If you ask me, the best you can do is distribute the various styles roughly evenly over all civs (following historic whenever possible) so you don't have to look at the same two or three styles 80-90% of the time. In my setup I gave the Pyramids to all nations you mentioned plus the Zulu. I also made a couple of other changes to my own setup so that almost all styles are used by 6 civs. Since I usually play with 6 or 7 civs per game I usually encounter 5 or 6 (of 7) different citystyles in every game.

quote:

Originally posted by janilxx
Some early South American nations had same kind of pyramids too(for example Incas) so if there is incas or other South American nation in the game(I do not remember) they could have pyramids too.


Yes, but those are already represented in the game by the Mayan/Aztec style: those are Pyramids too. Only American Pyramids looked quite different compared to their Egyptian counterparts.

Hmm, good thing I brought the city expansion thing up then. I'll start working on the pirate code and renewed elite code as soon as I can. I'll also have a look at that wonderbuilding code, see if I can reproduce Jules' bug-report myself. However, I'll be out of town most of the weekend and after that my summer job starts, so I have no idea how long it will take me to do all that.

quote:
(Where would this mod be without the Dutch? Go figure.)


Thanks, Wes (Don't worry, you didn't hurt my feelings or anything; personally I just find it funny how people always mistake us for some other nationality )

About the pirates code: I'm just gonna write a very generic version for the pirate code and let Wes decide (in advance and/or after playtesting) on when/how often/how strong/etc they should be.

I agree with Immortal Wombat that random events, in particular natural disasters, would be a nice addition. Of course, the details would have to be worked out first (which events, what effects, how often, etc) before coding should begin.

Jules, you're right about the KillWonder event: it doesn't exist. I swore it did but I must have been confused with DestroyBuilding and/or RemoveAdvance or something. Unfortunately there's no equivilant for Wonders, only a WonderDestroyed event but IIRC that could only be listened for and didn't actually destroy the wonder itself. I guess we'll have to go with your solution after all. On the food bonuses: exactly what I was thinking. The only problem could be the 64-buildings limit.

Those diplo-pics are looking great, Dale!

Last edited by Locutus on 06-07-2001 at 20:28

StarGazer is offline StarGazer
Chieftain
San Francisco
Jun 2001
time: 21:14
Question  Old Post 06-07-2001 17:24
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quote:
Originally posted by Martin Gühmann


StarGazer a Freight Transport is worth three Caravans. If you build one Freight Transport you will get three Caravans for the trade screen. So for your problem you have to build five more Caravans or two Freight Transport. I think your problem is a problem of names. Replace the term Caravan by trade units in the trade screen. (Of course in your mind.)

-Martin


No, Martin, I don't get three Caravans for one Freight Transport in the trade screen. That's the problem. I get only one Caravan for each Freight Transport. Although I now have three Freight Transports built, the Trade Manager says that I still need to build FIVE more Caravans in order to establish a trade route that requires eight Caravans.

Wes, can you solve this? Thanks!

Jules is offline Jules
Chieftain
Chairman & CEO, Dallas Oil Company
Jul 2001
time: 00:14
  Old Post 06-07-2001 18:28 Visit Jules's homepage!
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Locutus,
Do you know how to make the CreateWonder trigger work? My original idea to fix the bug was to create "anti" wonders. Plus, with Wes's idea of bonus food from advances, that'd leave us with a few improvements to work with before reaching the 64-building limit. I've been using CreateWonder with CityBeginTurn, so for example:

HandleEvent(CityBeginTurn) 'MakeWonderTest' post {
if (CityHasWonder(city[0], WonderDB(WONDER_STONEHENGE))) {
if (HasAdvance(city[0].owner, ID_ADVANCE_RAILROAD)) {
Event:CreateWonder(city[0], WonderDB(WONDER_PENICILLIN));
DisableTrigger('MakeWonderTest');
}
}
}

If it worked, this would create the Penicillin wonder in a city that possessed Stonehenge after that civ discovered Railroad; then the trigger would be disabled. Problem is, CTP2 crashes to desktop when the prerequisite conditions for creating Penicillin are satisfied. Perhaps wonders can't be created during the CityBeginTurn phase; maybe at a different point in the turn. Any ideas?

Locutus is offline Locutus
ACS CTP1/2 Manager & Civ4 Co-Manager
Hengelo, The Netherlands
Nov 1999
time: 06:14
  Old Post 06-07-2001 18:40 Visit Locutus<br><img src=/forums/images/staff-icon.gif>'s homepage!
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I never used CityBeginTurn before, maybe that's causing problems? If I would have implemented your code I would have used BeginTurn and cycled through all cities using GetCityByIndex.

Jules is offline Jules
Chieftain
Chairman & CEO, Dallas Oil Company
Jul 2001
time: 00:14
  Old Post 06-07-2001 19:17 Visit Jules's homepage!
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Ok, this is where my knowledge of SLIC events gets fuzzy. The only trigger I've used so far is CityBeginTurn, just because there happened to be an example using it in Activision's SLIC guide.

BeginTurn(int_t, int_t)

This is the info given by Activision's events doc. BeginTurn has two integer arguments, the first identifies the player. What's the second one for? And under what variable name is the player number passed within the trigger, player[0]? Thanks.

Jules is offline Jules
Chieftain
Chairman & CEO, Dallas Oil Company
Jul 2001
time: 00:14
  Old Post 06-07-2001 19:23 Visit Jules's homepage!
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Oh, and is your first city indexed as 0 or 1?

Locutus is offline Locutus
ACS CTP1/2 Manager & Civ4 Co-Manager
Hengelo, The Netherlands
Nov 1999
time: 06:14
  Old Post 06-07-2001 19:47 Visit Locutus<br><img src=/forums/images/staff-icon.gif>'s homepage!
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You may want to look at some of the code I made for the MedMod or other stuff, I used this sort of this dozens of times. Yes, player[0] is where the player is stored. The second int is probably the year, but I never needed that so I didn't bother to test it, first city is indeed 0. It should be roughly like this (usual disclaimer: untested, blah, blah)

code:
EventHandler(BeginTurn) 'WonderTest' post { city_t tmpCity; int_t i; for (i = 0; i < player[0].cities; i = i + 1) { GetCityByIndex(player[0], i, tmpCity); if (CityHasWonder(tmpCity, WonderDB(WONDER_STONEHENGE))) { if (HasAdvance(tmpCity.owner, ID_ADVANCE_RAILROAD)) { Event:CreateWonder(tmpCity, WonderDB(WONDER_PENICILLIN)); DisableTrigger('MakeWonderTest'); } } } }

Jules is offline Jules
Chieftain
Chairman & CEO, Dallas Oil Company
Jul 2001
time: 00:14
Thumbs up  Old Post 06-07-2001 20:07 Visit Jules's homepage!
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Danke.

btw, how did you get your code to look like that in the message?

Jules is offline Jules
Chieftain
Chairman & CEO, Dallas Oil Company
Jul 2001
time: 00:14
  Old Post 06-07-2001 20:21 Visit Jules's homepage!
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Rats! I just tested it out and the same thing happened--game crashed.

Locutus is offline Locutus
ACS CTP1/2 Manager & Civ4 Co-Manager
Hengelo, The Netherlands
Nov 1999
time: 06:14
  Old Post 06-07-2001 20:36 Visit Locutus<br><img src=/forums/images/staff-icon.gif>'s homepage!
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To get your code displayed properly use this:
[ code]put your code here[/code]

Only without the space between '[' and 'code]'.

If it crashes, it's probably the CreateWonder event that is broken, as you suspected. I'll have a look myself tonight or so, but I don't think anything can be done about it

Peter Triggs is offline Peter Triggs
Prince
Gone Fishin, Canada
Jan 2000
time: 05:14
  Old Post 06-07-2001 21:03
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I've used CityBeginTurn before without encountering any problems. So I just plugged an insignificantly changed version of Jule's code into a scenario I'm running and it worked fine. What error messages are you getting Jules?

Jules is offline Jules
Chieftain
Chairman & CEO, Dallas Oil Company
Jul 2001
time: 00:14
  Old Post 06-07-2001 21:24 Visit Jules's homepage!
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Woah! Peter, you mean you put this code into your scenario?

code:
HandleEvent(CityBeginTurn) 'MakeWonderTest' post { if (CityHasWonder(city[0], WonderDB(WONDER_STONEHENGE))) { if (HasAdvance(city[0].owner, ID_ADVANCE_RAILROAD)) { Event:CreateWonder(city[0], WonderDB(WONDER_PENICILLIN)); DisableTrigger('MakeWonderTest'); } } }


Did you actually test it with a city having Stonehenge, and then discovering Railroad? Did Penicillin then show up in that city?

When I try to make it work, CTP2 crashes to desktop with a "This Program Has Peformed an Illegal Operation" error. That's weird if it actually works for you.

Martin Gühmann is offline Martin Gühmann
Emperor
Berlin, Germany
Mar 2001
time: 06:14
Post  Old Post 06-07-2001 22:03 Visit Martin Gühmann's homepage!
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Re: Re: Trade Bug Help yourself to an AD-FREE life

quote:
Originally posted by StarGazer


No, Martin, I don't get three Caravans for one Freight Transport in the trade screen. That's the problem. I get only one Caravan for each Freight Transport. Although I now have three Freight Transports built, the Trade Manager says that I still need to build FIVE more Caravans in order to establish a trade route that requires eight Caravans.

Wes, can you solve this? Thanks!


Thats sounds strange StarGazer. I tried it open the cheat editor give me the enabling advance Global Economics and enough gold to rush buy a Fright Transport. I got three Caravans for my trade screen. I also took a look into the MM2_unit.txt it has three MaxMovePoints and the Caravan only one. So it should work.

You should try the cheat procedure with a normal game and with a MM2 game. There should be no difference. But there could be a different possibility you didn't discovered Global Economics and you cannot build Fright Transports also you are in the Modern Age.

That's all what I can imagine by the way I had some problems with the last text update I got several slic errors when I moved a unit I reloaded slic and I got different slic errors. Therefore I opened the slic files and everything looked fine. Therefore I reloaded slic a second time and the errors were gone. Quite confusing to find bugs that are not there.

-Martin

Peter Triggs is offline Peter Triggs
Prince
Gone Fishin, Canada
Jan 2000
time: 05:14
  Old Post 06-07-2001 22:07
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Not exactly. What I used was:

code:
HandleEvent(CityBeginTurn) 'MakeWonderTest' post { if (CityHasWonder(city[0], WonderDB(WONDER_ARISTOTLES_LYCEUM))) { if (HasAdvance(city[0].owner, ID_ADVANCE_FEUDALISM)) { Event:CreateWonder(city[0], WonderDB(WONDER_PENICILLIN)); DisableTrigger('MakeWonderTest'); } } }


because of the time I was at. I went into Cheat mode, gave a city ARISTOTLES_LYCEUM (the owner already had FEUDALISM), and it immediately got the PENICILLIN wonder.

Your error message might have something to do with the way your Mod is set up. I don't think it has anything to do with the SLIC.

Jules is offline Jules
Chieftain
Chairman & CEO, Dallas Oil Company
Jul 2001
time: 00:14
  Old Post 06-07-2001 22:12 Visit Jules's homepage!
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Acting on a hunch, I've been able to make the CreateWonder event work w/o the game crashing. The problem appears to have something to do with the wonder movies. When I turned them off, CreateWonder worked. So we can use this event as long as we tell people to turn wonder movies off (Options > Graphics for those who don't know). Whether you use CityBeginTurn or BeginTurn and loop through all your cities to do this doesn't matter.

Peter, I'm assuming you have movies disabled in your game? Thanks for your input on this.

Jules is offline Jules
Chieftain
Chairman & CEO, Dallas Oil Company
Jul 2001
time: 00:14
  Old Post 06-07-2001 22:19 Visit Jules's homepage!
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Hope nobody here's overly attached to wonder movies. They weren't all they're cracked up to be anyway.

Pedrunn is offline Pedrunn
King
of Natal, Brazil
Jul 2001
time: 02:14
  Old Post 07-07-2001 08:17
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Wes, I want to thank you for the great mod you created. I know you heard this a lot, but it really is a great mod.

About me:
I started to like civ games with civ2 then i bought CTP wich i really liked and this year i bought CTP2. I have to admit i did not liked at first and it went direct to the drawer. So at the end of the semester i was one of the civIII waiting fans (my username at that time was pedrun, with one n). When i had a problem with my e-mail making me loose my apolyton password. I became just a observer.
Once i was looking around here and i saw the news about your Call to Arms mod. guess what? i decided to try it. and guess what again? I spent this whole month playing the game. and do you know why? because the game became too damn good. Making me as addicted as the time i first played civ2 a couple years ago. Now after the whole month reading the threads abot CTP2 i decide to participate. I'm not a Jules who came from nowhere becaming a great helper. but i still can help you to test your updates and give you some suggestions.
And again i want to thank you for the great mod you made. And just to let you know i decided not to buy civ3, after all who needs sid meyer if there is the CTP2's community. Thank you all.
And long life to CTP2.

StarGazer is offline StarGazer
Chieftain
San Francisco
Jun 2001
time: 21:14
Question  Old Post 08-07-2001 07:10
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Shopping Mall Bug? Increase the size of your Attachments

Wes, I have learned that building Shopping Malls does not increase the income for cities -- at least, in the MM2 game I'm playing there is no change of income indicated in the City and National Manger windows.

For example, one of my cities, Richmond, had an income deficit of minus 15. So I built three shopping malls within the city limits (the white city outline), two in jungle areas, one on plains. Although the malls are completely built and have been so for several turns now, the deficit remains at minus 15.

Another example, Detroit, my chief maufacturing city, has an income deficit of minus 70. One space was left -- hills -- so I built a shopping mall there. Despite the existence of the mall, the deficit remains at minus 70.

And I could cite further examples.

Is this a bug?

Since the focus of my game is economic/diplomatic, I'm somewhat disturbed by these seeming bugs as regards trade (see my earlier post about the Freight Transport producing only one trade point instead of three) and now the shopping mall. I hope they can be fixed.

WesW is offline WesW
CTP1/2 Modification Site Admin
Florence, Al., USA
Jan 1970
time: 23:14
  Old Post 09-07-2001 11:47 Visit WesW's homepage!
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Gazer, Malls increase commerce, which gets split up into income and research. Change your research percentage, and see if your deficits don't improve. It may be that you have 95 or 100% of your commerce going to research.

Thanks Pedrunn. Everyone here has done a great job.

Jules, if you and Wouter can get the anti-wonder code put together and debugged, send it in to me. I gather that this code will be necessary to correct the bug?
I guess we can tell people to turn off their movies it that is what it takes. It will be easier than the "debug to off" that we used to have to do.

There are a couple of advances that I would like to have the effect of increasing a city's food income, and another that I would like to have decrease its income. Did you find that it was possible to do this without creating new buildings? I got a little lost in all the posts here.

Pedrunn is offline Pedrunn
King
of Natal, Brazil
Jul 2001
time: 02:14
Lightbulb  Old Post 09-07-2001 19:51
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Wes, Why dont you adapt the Peter Triggs unit updater to Medmod?
This was going to be a huge improvment to the mod.

Frog_Gamer is offline Frog_Gamer
Chieftain
Lisboa
May 2001
time: 08:14
  Old Post 09-07-2001 20:11
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1) I am not 100% sure, but when Aristotles Lyceum goes obsolete, at the same time you get university. Hence if you built them right away you do not get a science drop for more then 8 to 14 turns. I have seen the small "flat stretch" on my science powergraph, but as I say it doesn't last.

2) As to shrines, and granary giving by Ramayana and Stonehenge I get the impression that I had to built them in a previous game when I founded a city late in the game. Hence when the wonder is obsolete (old times for the Ramayana) you do loose the benefits!

3) In the last few game I never had them (Stonehenge) and the Ramayana when I conquered a city I nearly always had to rebuilt the shrine to stop the from rioting (be quite slave! )

4) Which brings me to the one point which is fun and annoying: I always have to rebuilt Aqueduct when I conquer a city. The others vary, but I always have "starving" for lack of an aqueduct after a good figth!! Is that normal?

WesW is offline WesW
CTP1/2 Modification Site Admin
Florence, Al., USA
Jan 1970
time: 23:14
  Old Post 10-07-2001 14:50 Visit WesW's homepage!
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Frogger, what I need is for you to load up the game where you had the Lyceum, and write down your research production the turn before the wonder expired, and compare that with the number after the wonder expired. The Lyceum goes out with Public Education, when the Public School becomes available.
If anyone else can do this for any of the wonders, it would all be helpful.
It would not surprise me if Jules is right. Actually I would be surprised if he was wrong given the way he checked to see what was happening, but verification is always welcome. This bug may be why the designers made most wonders not go obsolete, unlike Ctp1.

Peter wrote me a few days ago about his new unit updater. It automatically upgrades the AI's units ala Leonardo's workshop in Civ2. The human has to pay gold to update his units.
I am hesitant to include this in the mod right now for a few reasons. The biggest is that I hope it is not needed, now that the AIs are more agressive. I know that they seem to do a good job of upgrading their units up until the Renaissance age.
From your experiences in the last month or so with the Medpack, do the AIs keep upgrading, or not? If not, then I would consider having the trigger kick in sometime during the Renaissance age or later.
Another reason I am hesitant right now is that there are still bugs in the trigger dealing with technology exchange and goody huts. I don't think the huts would be a factor if the trigger kicks in mid-way through the game, but the tech exchanges could put unlucky AIs at a disadvantage.
A third reason is that not having to build new units leaves a lot of production that there may not be a use for. There is also the issue of AIs with large standing armies becoming overburdened with support costs if all their units are suddenly upgraded into more costly to maintain units. Since these units are not obsolete, the AIs would not disband them, either.
Game balance is the hardest part of the game to get right, and it is the key to a good game. This trigger would have a pretty big impact on game balance, and it may be a headache to incorporate it into the game correctly. I am just hesitant to get into it unless it is really necessary.

Btw, has anyone else noticed a problem with the Freight unit that Stargazer described?

Jules is offline Jules
Chieftain
Chairman & CEO, Dallas Oil Company
Jul 2001
time: 00:14
  Old Post 10-07-2001 21:46 Visit Jules's homepage!
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quote:
Originally posted by WesW
There are a couple of advances that I would like to have the effect of increasing a city's food income, and another that I would like to have decrease its income. Did you find that it was possible to do this without creating new buildings? I got a little lost in all the posts here.


Wes,
Which ones did you have in mind for reducing food income? I'm assuming that means you'd like to simulate the slowdown in population growth that has occurred in the Western world since the introduction of the "pill".

About the "anti" wonders, now I'm not sure how well this will work. There are wonder flags to deal with the benefits of six of the seven affected wonders (Lyceum--science, Chichen and Drug Rehab--crime, Stonehenge--food, Karnak and Ramayana--happiness). For Great Wall, however, there are no wonder flags I know of to counter city walls (i.e., city defense bonus and protection from slavers). The only way to counter Great Wall is with my anti-City Walls improvement.

There is also a problem for Stonehenge, Karnak, and Ramayana when you rebuild Granary, Shrine and Theater, respectively. Although these wonders can be countered with an appropriate anti-wonder, when you rebuild the improvement it will have no effect. This is the "building-in-the-same-city-twice" problem I discussed in my July 3rd post. In brief, Stonehenge gives the city a free Granary. But when you discover Railroad the Granary is still there, although you can rebuild it. You rebuild it, but the game ignores its effects since there already is a Granary present from Stonehenge. Hence you can't have the same building in a city twice.

Anti-wonders will work for Lyceum, Chichen and Drug Rehab, though, since Academy, Courthouse, and Prison expire at the same time their wonder expires. So we can use anti-wonders for these three, but only anti-buildings will work for the other four. I don't know if you want the solution mixed up this way.


FOOD ADVANCES

The only way I know of to do this is write a SLIC program giving a free food improvement to every city once the civ discovers a certain advance. Locutus seems to agree this is the best way.

Another possibility is to create advanced farmer specialists that produce more food than regular farmers.

Or, if you want the population boom to coincide with the Industrial Age, why not just allow the overcrowding improvements Sewer and Hospital to give bonus food? The effect of these innovations was to dramatically reduce death rates, allowing populations to grow much faster than before.

Pedrunn is offline Pedrunn
King
of Natal, Brazil
Jul 2001
time: 02:14
  Old Post 11-07-2001 00:06
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quote:
Originally posted by WesW

A third reason is that not having to build new units leaves a lot of production that there may not be a use for. There is also the issue of AIs with large standing armies becoming overburdened with support costs if all their units are suddenly upgraded into more costly to maintain units. Since these units are not obsolete, the AIs would not disband them, either.


You do have two strong point in here. Sometimes i get bored because there is nothing to build in the city. I dont want to image how many times worse is going to became without the option of building units when they get desnecessary.

quote:
Originally posted by WesW

From your experiences in the last month or so with the Medpack, do the AIs keep upgrading, or not?



Thats exactly why i want this feature. I'm not saying that the AI is not upgrading at all. it does build new units, but it seems that it does not disband the old to help build the new ones. It is common to see phalanx and chariots walking by during industrial and modern ages at my games. And Although the AI is much more agressive still it does not represent danger to my civ. I was thinking that if they had more and stronger units they would force me to actually use all my strategy skills.

Pedrunn is offline Pedrunn
King
of Natal, Brazil
Jul 2001
time: 02:14
  Old Post 11-07-2001 00:08
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quote:
Originally posted by WesW

A third reason is that not having to build new units leaves a lot of production that there may not be a use for. There is also the issue of AIs with large standing armies becoming overburdened with support costs if all their units are suddenly upgraded into more costly to maintain units. Since these units are not obsolete, the AIs would not disband them, either.


You do have two strong point in here. Sometimes i get bored because there is nothing to build in the city. I dont want to image how many times worse is going to became without the option of building units when they get desnecessary.

quote:
Originally posted by WesW

From your experiences in the last month or so with the Medpack, do the AIs keep upgrading, or not?



Thats exactly why i want this feature. I'm not saying that the AI is not upgrading at all. it does build new units, but it seems that it does not disband the old to help build the new ones. It is common to see phalanx and chariots walking by during industrial and modern ages at my games. And Although the AI is much more agressive still it does not represent danger to my civ. I was thinking that if they had more and stronger units they would force me to actually use all my strategy skills.

Jules is offline Jules
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Chairman & CEO, Dallas Oil Company
Jul 2001
time: 00:14
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Locutus,
Is there a way to turn off wonders in the city build lists, like you did with buildings in your SLIC program?

Jules is offline Jules
Chieftain
Chairman & CEO, Dallas Oil Company
Jul 2001
time: 00:14
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BuildingEverywhere bug fix--another idea Put an end to popups!

It suddenly occurred to me that there might be another way to think about solving this problem, one that avoids messy anti-buildings or wonders being created through SLIC.

The bug is only with the BuildingEverywhere wonder flag--doesn't expire. But there are other flags which would basically have the same effect as BuildingEverywhere (e.g., reduce crime, give food, science or happiness) and do expire. Locutus's code already turns off the building in the build list when its wonder is built. It could easily be modified to handle prerequisite building issues.

For example:
Change the Ramayana so that instead of giving a free Theater everywhere it increases empire happiness by +2 (i.e., same effect as a Theater in every city). Locutus's SLIC already prevents you from building Theater while you have Ramayana. Write a program that will destroy any existing Theaters you may have (so you don't get the benefit twice). Finally, modify Locutus's SLIC to include every building requiring a Theater (I think Arena is the only one), so that if the civ has Ramayana and they haven't discovered Electrification yet its cities can build Arenas until that advance is discovered. Otherwise, Arena can't be built unless a Theater is present (then remove the Theater prerequisite from Arena in "buildings.txt").

This fix avoids having to create buildings or wonders that counteract a wonder's effect when it expires, so in that sense it's "cleaner". There is a 64-building limit, and we need some for Wes's "bonus-food-from-advances" idea. Plus other modders might come up with some new city improvement ideas. We wanna leave room in the text files for further modification.

 
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