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Peter Triggs
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Gone Fishin, Canada
Jan 2000 time: 05:15
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Well, it's October: the month that Civ3 will finally be released. Correct me if I'm wrong, but I, at least, have not heard the slightest hint that it will come equipped with a scripting language. If we haven't heard anything by now, it looks to me like we ain't gonna get one.
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tniem
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Hope College
Apr 2000 time: 00:15
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It seems the more we know about the game, the more questions we have. And little answers seem to be coming. But I would guess that your assumption is correct.
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Don't hold your breath for a scripting language. I get the feeling that if it hasn't been hyped by now . . .
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quote: Actually, Firaxis has already confirmed that Civ 3 will indeed have a scripting language. |
If so, soon it will be alien time . . .
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squid
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Having to develop and write code 8 hrs a day, I don't think I'll be playing with Civ's language. It may be useful for scenarios, but all of the interesting AI hooks are buried in the code...
Who asked for the source? Yeah right.... you clearly do not get capitalism. The only reason Red Hat and the Linux distros make it is because they sell technical support. Code does not write itself for free!
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Peter Triggs
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Gone Fishin, Canada
Jan 2000 time: 05:15
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Debatably. Actually most of the modifications to CTP2's AI were done by tweaking the data in the text files. But there are some nice hooks that let you get directly into it. For example, I've been playing around with the "WW2 scenario" that was provided. You can add your own user defined strategies to Strategies.txt, so I added two: WW2_GERMAN_LAND_GOALS (which sends the Panzer divisions to capture cities) and WW2_GERMAN_AIR_GOALS (which sends the Luftwaffe to bomb the hell out of anything nearby). To get the AI to use them:
code:
if (tmpPlayer == 1) { // If current player is German
ConsiderStrategicState(tmpPlayer, 9900, StrategyDB(STRATEGY_WW2_GERMAN),-1,-1,-1);
tacticalGoals=Random(100);
if (tacticalGoals<66) {
ConsiderStrategicState(tmpPlayer, 9999, StrategyDB(STRATEGY_WW2_GERMAN_LAND_GOALS),-1,-1,-1);
}
else{
ConsiderStrategicState(tmpPlayer, 9999, StrategyDB(STRATEGY_WW2_GERMAN_AIR_GOALS),-1,-1,-1);
SendTroopsToTheater(); //Blitzkrieg land tactics
}
"SendTroopsToTheater()" is a function that picks up any spare German troops and sends them to where the action is. So on any given German turn there's a one in three chance that the Luftwaffe will go for you, otherwise the Panzer divisions will. This randomness, I believe, makes the game a bit more interesting.
This is the sort of thing I've been hoping that we'll be able to do with Civ3, but so far things don't look that promising.
EDIT: I almost forgot. The award for the most *imaginative* analogy of the day goes to Sirotnikov.
Last edited by Peter Triggs on 03-10-2001 at 05:22
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>> Mister Pleasant mutates into a complete jack@$$<<
Don't worry, an events handler system will eventually be available for Civ3 (just as Civ2 had civ scenarios). This add on will be sold just before the multiplayer addition for civ3 goes on sale, and will no doubt include a few scenarios. So cheer up mod makers.
>>Mister Pleasant mutates to levels of jack@$$ery beyond what present theory can account for<<
quote: I'm not sure where this rumor came from, but Civ III will not be shipping with any form of scripting language or macro support. |
What, Firaxis can't even match the technological innovation of a crappy Activision product?! What is the world coming to . . .
Last edited by on 04-10-2001 at 02:54
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