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lmstoudt
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columbus oh
Aug 1999 time: 05:12
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Is there any way to change possession of cities using events.txt? I'm doing an Alexander scenario & I'd like to have Thebes revolt (become a barbarian possession) after Alexander subdues a northern Thracian camp. Would the trigger be invalidated if the town was destroyed? Is there any comprehensive guide anywhere to syntax for the events editor so I could get a comprehensive idea of it's capability?
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ZhugeLiang
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Sonoma, CA, USA
Nov 1999 time: 05:12
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Well, this might work, (other readers check my work, i haven't done free hand macro in a while)
@IF
CityTaken
city=Tracia (or whatever)
attacker=greeks (or whatever)
defender=egyptians (or whatever)
@THEN
Text
Thebeian citezens take to arms and revolt in thebes!
EndText
CreateUnit
unit=rebel(or whatever)
owner=barbarians
Location
x,x
x,x
x,x
x,x
x,x
Endlocations
@ENDIF
to make multiple units you have to copy the whole thing again, just change the (x,x) values and then remove the text message part. I'm sure my code isn't totally correct but you should get the idea if you are fammilliar with the editor. Also, I don't think the editor will let you make a unit owner value of barbarians, so you will have to open the events.txt yourself and put it in.
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Cam
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Australia
Jan 1970 time: 14:42
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You could try by dropping a movement-modified barbarian nuke on the city (from a connecting square) and then place a barbarian invading unit on the city's outskirts:
@IF
CITYTAKEN
city=Thracian Camp
attacker=TribeA
defender=TribeB
@THEN
CREATEUNIT
unit=Nuclear Msl.
owner=Barbarians
veteran=no
homecity=None
locations
0,0
0,2
2,0
endlocations
JUSTONCE
@ENDIF
@IF
CITYTAKEN
city=Thracian Camp
attacker=TribeA
defender=TribeB
@THEN
CREATEUNIT
unit=Legion
owner=Barbarians
veteran=yes
homecity=None
locations
2,0
0,2
endlocations
JUSTONCE
@ENDIF
I haven't tested this, but it should work OK. You'll probably need to account for pollution also. The city should have a reasonable population (ideally >4) to avoid being wiped out by the nuke. In answer to your question, if the city is destroyed in the attack, it is not 'taken' and you're right - this event structure won't work. As before, I haven't tested it, but in theory it looks OK.
As for understanding more about events, if you've yet to see it, there's a file called 'macro.txt' in your Civ2 folder.
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Zulu Elephant
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To do the nuke thing, you'd probably have to alter the mushroom cloud animation and the explosion sound to make it look and sound like a revolt (I'd just blank out the mushroom cloud personally)
And make the nuke look like a barbarian unit
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lmstoudt
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columbus oh
Aug 1999 time: 05:12
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Zhugeliang: Why would it be necessary to specify five sets of coordinates to place one unit? I would think one set for each unit would be sufficient.
Michael Daumen: Thebes was destroyed in the supression of the revolt, so that wouldn't be an issue.
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ZhugeLiang
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Sonoma, CA, USA
Nov 1999 time: 05:12
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Hmm, I like that change terrain idea.
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ZhugeLiang
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Sonoma, CA, USA
Nov 1999 time: 05:12
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quote: Originally posted by lmstoudt on 12-08-1999 10:37 AM
Zhugeliang: Why would it be necessary to specify five sets of coordinates to place one unit? I would think one set for each unit would be sufficient.
Michael Daumen: Thebes was destroyed in the supression of the revolt, so that wouldn't be an issue. |
You must prepare for all contingencies, if the player has a unit in the defined square it will look to the next set of maprect coordinates to place the unit, you should always use all the slots if the created units must apeare, otherwise its not important.
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