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ahenobarb
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quote: Originally posted by Pedrunn
No! There is a way to make a slic code trigger when pressing UI componesnts and the same way i was going to use to open the city manager but unfortunetly there is no OpenCityManage() like function. So it is possible to do what you intend, Big Mc.
Here are some examples of slic codes triggered by slic:
NewDiplomod: Triggered when hitting the treaties tab in the make proposal screen
...
All this codes tested and working (at least the trigger).
So it is possible to trigger codes and messages when pressing buttons and others UI componests. |
Hey great news! It sounds like all of this can come together afterall. Again, I need to improve my knowledge of what SLIC can do, it seems surprisingly versitile, but occasionally it meets up with limitations hard coded into the original program.
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SMIFFGIG
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Great Britain
Jul 2002 time: 05:17
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Ok i thought id finally post my essay for HotW mod which is basically a jumble of noted ideas (sad i know to not it down but I am quite passionate for this mod to happen and to be good of course which i have no doubts)
Note:Some of you CtP2 mod forum regulars may recognise some of this stuff from some of my previous posts
SPIES
1) Steal map option
15% Chance you steal whole map
35% Chance you get a percentage of there map but not whole map
25% Chance you get nothing
25% Chance you get nothing and spy unit gets killed
2) Sabatage option
20% Chance you get to destroy a building of your choice presented in a list
30% Chance you get to destroy a building but its random
25% Chance you destroy nothing
25% Chance you destroy nothing and get captured and killed
And precision bombing
And Pedrunns code that allows diplomats to bribe
http://apolyton.net/forums/showthre...&threadid=17872
Civ boarders
http://apolyton.net/forums/showthre...&threadid=17876
Add the small bit of SLIC that makes building roads on river require an advance eg (bridge building, construction etc.)
http://apolyton.net/forums/showthre...&threadid=63594
Make barbs love forts if they find one, dont leave If barbarians come across a fort, make is so they love it and will not leave
Use pedrunns code to give you an option of taking over settlers when u attack them
Chance of all wooden boats and smaller chance for metal boats to randomly get damaged or destroyed by storms a sea. These percentages woud increase when at deep sea
Have a goody hut that reveals surrounding terrain of the area......
Another goody hut idea. In the ruins we find great deposits of (coffee, Gold, Poppies, Tea, Silver, Hardwood) etc etc then that good appears on the map where the goody hut was (or within a radius around it) of course it would have to correspond to the right terrain eg u couldnt have Hardwood appear on Sand dunes or desert etc
http://apolyton.net/forums/showthre...&threadid=63861
Message Boxes
Saying Norweign population now exceeds 10,000 for example
Saying Spies report English government has been overthrown/Spies report English government has changed to Monarchy Winston Churchill proclaimed leader
If AI or other player has a military alliance with you but niether are at war then one declares war on say Celts have a message box saying Romans activate there military alliance with Greeks and declare war on Celts
Should definitly be a way of telling how much gold an AI has if its through and embassy and spying and other ways
Allies should be far far less back stabbing
should be able to heal unit by moving it into allies city
should be able to move units onto squares which have allies units on as well
should be able to move through allied cities
If AI has a technology that u dont and a vital one like say Aviation or something they will contact u (if more powerful) and say somethihng like (We invite you the egyptions to gape in awe of our technology of aviation)
The same could be done for unique units eg if civ had War Elephant UU they would invite you to show off there War Elephant UU.
What ever happened to Our words are backed by nucleur weapons. The Ai never do anything like this in diplomacy
If AI hates you, make them send u a message just to say they will rid the world of you
Government
I think there should be diplomatic options based on what government you are in eg if you are in Monarchy and you are having diplomacy with another civ in diplomacy there should be an option like offer Royal Marriage. This would act like a peace treaty only have more options but not as many as an alliance. Also it would last a certain amount of turns say 30 and if war is waged between either civ the civ that starts it becomes extremely unhappy, Only whilst this agreement is still valid
Like in City Expansion if u pillage a expansion it leaves ruins. The same should happen if u pillage a city or destroy it via other methods
TI's
Irrigation should be added as a prerequisite to farms ala civ2/3
Should be able to revive civilisations and their cities, i.e In WW2 the americans took back french cities but did not keep them! So you should be able to "liberate" cities Cities should definetly be part of the diplomatic bargaining. If you "liberate" a former civilisation this should entitle you to a long alliance that only you may break.
The map should change slightly over time due to the natural enviromental effects (big mac has a code for ice age or desert to spread) could do a similar thing here with it in tiny quantaties changing and changing back. Just to add that bit of diversity to the map and game.
In real life most discoveries were made by privately funded scientists. I think that once in a long while you should just randomly get a advance. Or maybe there should be a tree of advances like this, that u dont actually research but get on when certain things happen (say 10 Labs built or something) or just randomly get them. When i say a seperate tree this tree of advances will be specifically for this and maybe not as significant as the ones you research (its up to you Locutus) 
Animated Cities anybody (hows that going, can it be done ?)
http://apolyton.net/forums/showthre...&threadid=63587
I hope i havent posted this at the wrong time Locutus cause i know you aint exactly got loads of time for CtP2 at the moment ive been putting it off for ages now though so just thought i would post it [HOPE ITS NOT TO MUCH OF A JUMBLED MESS] 
Anyway thanx for reading if you did, I have lots of ideas not in this post like minor civs and stuff (maybe next post in this thread lol) dont want to ramble on too much
Comparison
Civ3 fans are waiting for PTW
I am waiting for Locutus' CtP2 "History of the World" mod, although ill be waiting quite abit longer
Edit: Can you put pictures in message box popups? If so many things could be done with this but I doubt you can 
Last edited by SMIFFGIG on 30-10-2002 at 07:44
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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: 06:17
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Finishing the design doc is by no means trivial and may actually never happen: at least my ideas on what the ideal game/mod should look like continuously evolve and change. And 'no plan survives contact with the enemy', so a lot of changes would take place once realization of the mod begins.
But it's clear that in it's current state it's more of a concept description than a full design doc, a lot of ideas still need fleshing out: I still envision religion to play a major part in the mod, but I still haven't figured out how I would like to model it (I'm not quite happy with the system Pedrunn and mapfi worked on).
Secondly, I feel it's very important to add more atmosphere and personality to the game, mainly by giving more personality to the civs (that's one thing I have to say Civ3 did well - or better than CtP1/2 at least). I don't know yet what the best way of doing this is either, especially since I also dislike the idea of abondoning the 'all civs are equal' concept (like Civ3 did with Unique Units and Civ Specific Abilities).
Thirdly, the main historic 'mistake' in Civ games is IMHO that trade isn't nearly as important as it should be. Civ3 does a good job with strategic resources but that's still not satisfactory for me. I want this mod to tackle that problem as well but I basically have no clue yet on how to realize that.
Finally, I've always wanted to copy the 'minor nation' concept of Birth of the Federation, as I, as a diplomatic player, believe that to be THE best feature of any TBS game EVER. I'm still having major problems finding a proper implementation though.
These 4 issues are IMHO the most important issues that need to be tackled before implementation can begin (there are plenty of other issues to be worked out but most of that can probably best be worked out by old-fashioned playtesting). Once that's done the implemention could start in two phases: first the structure of the mod would have to be realized (units/wonders/buildings/civs/goods/etc) and balanced out and after that AI and SLIC would have to be added. Since the details of the structure aren't exactly set in stone yet either (and can't realistically be changed too drastically once in place), that creates an additional obstacle.
I'd love to go ahead and tackle these problems so that this mod can actually be realized, but I simply lack the time for doing so. I may have some time to do so this summer, but that's not a certainty. But even if I do, that will probably still only be enough time to finish preparations: implemention probably couldn't start until fall at the earliest, by which time I'll probably have far less time again 
Plus, if RoN is as good as it promises to be, many CtPers (including yours truly) may switch to that and give up on CtP modmaking altogether - and I fear this project is simply too big to be realized by just 1 or 2 people...
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