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hexagonian is offline hexagonian
King
Gnawing on your mind...
Jun 1999
time: 23:18
  Old Post 08-03-2002 22:05 Visit hexagonian's homepage!
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#1 Report this post to a moderator
A SLIC request... Support Apolyton, buy GURPS/ Alpha Centauri

Having read the ongoing discussion about small wonders, it sparked an idea in my mind about a related subject - in-game occurances that add atmosphere (Similar to Ben's disaster code). So here is a first step toward that, and if somebody can create this file, feel free to do so.

I'm looking for a series of in-game triggers that occur when a particular advance is completed. Here's the list

10 turns of (+10%) gold - civ wide
Triggering advances
Applied Math/Bureaucracy/Economics

10 turns of (+10%) food - civ wide
Triggering advances
Granaries/Agricultural Revolution

10 turns of (+10%) science - civ wide
Triggering advances
Philosophy/Classical Education/Chemistry

10 turns of (+10%) production - civ wide
Triggering advances
Currency/Machine Tools/Industrial Revolution

10 turns of (+1) happiness - civ wide
Triggering advances
Ethics/Renaissance/Criminal Code

(+10%) population in each city - civ wide
Triggering advances
Architecture/Mechanical Clock/Corporation

5 turns of (-1) happiness - civ wide (this one may be a problem as the AI often gets Slave Labor off the bat, so I am wondering how the code will affect the AI in this situation)
Triggering advances
Slave Labor/Feudalism

One thing though - I am hoping that the AI will benefit from this too, if the code cannot be set up to also affect the AI, then I will reduce the benefit to 5 turns. This code is mainly for ingame atmosphere.

I will need a set of messages for each trigger - hopefully a different message for each event. (For example, I want to avoid a repetitive message for all production bonuses)

And if the creator of this file can quickly test it on the current Cradle setup for SLIC crashes before sending it to me, it would be greatly appreciated.

At the same time, I wouldn't mind have some more negative oriented ones too. I'm open for suggestions.

Immortal Wombat is offline Immortal Wombat
Prince
in perpetuity
Dec 2000
time: 05:18
  Old Post 08-03-2002 23:19 Visit Immortal Wombat's homepage!
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#2 Report this post to a moderator
Suffering from ads?

Isn't this possible by adding to feats.txt?

hexagonian is offline hexagonian
King
Gnawing on your mind...
Jun 1999
time: 23:18
  Old Post 09-03-2002 07:14 Visit hexagonian's homepage!
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#3 Report this post to a moderator
Got spare money?

One small problem though...

Aren't the feats only awarded to the first civ that reaches the advance? I want it for all civs.

I'll have to look at the file.

Locutus is offline Locutus
ACS CTP1/2 Manager & Civ4 Co-Manager
Hengelo, The Netherlands
Nov 1999
time: 06:18
  Old Post 09-03-2002 17:17 Visit Locutus<br><img src=/forums/images/staff-icon.gif>'s homepage!
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#4 Report this post to a moderator
Inflate your Upload Space

Although a fair amount of work, the easiest way might be to simply make 32 different versions of the same feats. Same prereqs and effects, different names...

Martin Gühmann is offline Martin Gühmann
Emperor
Berlin, Germany
Mar 2001
time: 06:18
Post  Old Post 09-03-2002 18:36 Visit Martin Gühmann's homepage!
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#5 Report this post to a moderator
Inflate your Upload Space

This should be the slic code for the new feats:

PHP:

HandleEvent
(GrantAdvance) 'MG_AccomplishFeats' post {    // when player gets an advance
int_t advanceType;
int_t i;
int_t MGCity;
int_t MGPopAdd;
advanceType = value[0];
advance[0] = advanceType;
    if (
advanceType == AdvanceDB(ADVANCE_CURRENCY)
    ||
advanceType == AdvanceDB(ADVANCE_MACHINE_TOOLS)
    ||
advanceType == AdvanceDB(ADVANCE_INDUSTRIAL_REVOLUTION)) {
        
Event:AccomplishFeat(FeatDB(FEAT_PLUS10%_PRODUCT
ION
), player[0]);
        
//AddFeat(featIndex, playerIndex)//no idea if the AccomplishFeat event gives you more than once the same feat, maybe the AddFeat function
    
}
    elseif (
advanceType == AdvanceDB(ADVANCE_APPLIED_MATH)
    ||
advanceType == AdvanceDB(ADVANCE_BUREAUCRACY)
    ||
advanceType == AdvanceDB(ADVANCE_ECONOMICS)) {
        
Event:AccomplishFeat(FeatDB(FEAT_PLUS10%_COMMERC
E
), player[0]);
    }
//    elseif (advanceType == AdvanceDB(ADVANCE_GRANARIES)
//    || advanceType == AdvanceDB(ADVANCE_AGRICULTURAL_REVOLUTION)) {
//        Event:AccomplishFeat(FeatDB(FEAT_PLUS10%_FOOD), player[0]);
//    }//no idea how to write this feat in feat.txt yet
    
elseif (advanceType == AdvanceDB(ADVANCE_PHILOSOPHY)
    ||
advanceType == AdvanceDB(ADVANCE_CLASSICAL_EDUCATION)
    ||
advanceType == AdvanceDB(ADVANCE_CHEMISTRY)) {
        
Event:AccomplishFeat(FeatDB(FEAT_PLUS10%_SCIENCE
), player[0]);
    }
    elseif (
advanceType == AdvanceDB(ADVANCE_ETHICS)
    ||
advanceType == AdvanceDB(ADVANCE_RENAISSANCE)
    ||
advanceType == AdvanceDB(ADVANCE_CRIMINAL_CODE)) {
        
Event:AccomplishFeat(FeatDB(FEAT_PLUS1_HAPPINESS
), player[0]);
    }
    elseif (
advanceType == AdvanceDB(ADVANCE_SLAVE_LABOR)
    ||
advanceType == AdvanceDB(ADVANCE_FEUDALISM)) {
        
Event:AccomplishFeat(FeatDB(FEAT_MINUS1_HAPPINES
S
), player[0]);
    }
    elseif (
advanceType == AdvanceDB(ADVANCE_ARCHITECTURE)//adds 10% population to each city when these advances are discovered
    
|| advanceType == AdvanceDB(ADVANCE_MECHANICAL_CLOCK)
    ||
advanceType == AdvanceDB(ADVANCE_CORPORATION)) {
        
message(player[0],'Feat10%MorePopsPerCity');
        for(
i = 0; i < player[0].cities; i = i + 1) {
        
GetCityByIndex(player[0], i, MGCity);
            if(
CityisValid(MGCity)) {
                
MGPopAdd = MGCity.population/10;
                
AddPops(MGCity, MGPopAdd);
            }
        }
    }
}

messagebox 'FeatPlus10%Production' {
    
Show();
    
Title(ID_FEAT_ACCOMPISHED_TITLE);
    
Text(ID_FEAT_PLUS10%_PRODUCTION);
}

messagebox 'FeatPlus10%Commerce' {
    
Show();
    
Title(ID_FEAT_ACCOMPISHED_TITLE);
    
Text(ID_FEAT_PLUS10%_COMMERCE);
}

messagebox 'FeatPlus10%Sience' {
    
Show();
    
Title(ID_FEAT_ACCOMPISHED_TITLE);
    
Text(ID_FEAT_PLUS10%_SCIENCE);
}

messagebox 'FeatPlus1Happiness' {
    
Show();
    
Title(ID_FEAT_ACCOMPISHED_TITLE);
    
Text(ID_FEAT_PLUS1_HAPPINESS);
}

messagebox 'FeatMinus1Happiness' {
    
Show();
    
Title(ID_FEAT_ACCOMPISHED_TITLE);
    
Text(ID_FEAT_MINUS1_HAPPINESS);
}

messagebox 'Feat10%MorePopsPerCity' {
    
Show();
    
Title(ID_FEAT_ACCOMPISHED_TITLE);
    
Text(ID_FEAT_10%_MORE_POPS_PER_CITY);
}



This should be the new feats for the feats.txt:

PHP:

FEAT_PLUS10
%_PRODUCTION {
    
Duration 10
    Description str_ldl_0
    EffectIncreaseProduction 10
    SlicMessage
"FeatPlus10%Production"
}

FEAT_PLUS10%_COMMERCE {
    
Duration 10
    Description str_ldl_0
    EffectIncreaseCommerce 10
    SlicMessage
"FeatPlus10%Commerce"
}
FEAT_PLUS10%_SCIENCE {
    
Duration 10
    Description str_ldl_0
    EffectIncreaseScience 10
    SlicMessage
"FeatPlus10%Sience"
}

FEAT_PLUS1_HAPPINESS {
    
Duration 10
    Description str_ldl_0
    EffectIncreaseHappiness 1
    SlicMessage
"FeatPlus1Happiness"
}

FEAT_MINUS1_HAPPINESS {
    
Duration 5
    Description str_ldl_0
    EffectIncreaseHappiness
-1
    SlicMessage
"FeatMinus1Happiness"
}



Note that this will only work if the AccomplishFeat event gives you more than once the same feat or the AddFeat function will do this job otherwise we have to find a work around for it. At least the 10 plus pop code will work, oh and of course so far the code is NOT tested therefore it can be still buggy and the strings for the new feat message boxes are missing.

And finnaly here are all the flags that can be used in the feats.txt.

-Martin

code:
Duration Description SlicMessage SlicMessageValue EffectBoatMovement EffectBoatMovementValue EffectCityDefenseBonus EffectCityDefenseBonusValue EffectReduceCityWalls EffectReduceCityWallsValue EffectIncreaseCityVision EffectIncreaseCityVisionValue EffectIncreaseProduction EffectIncreaseProductionValue EffectIncreaseCommerce EffectIncreaseCommerceValue EffectIncreaseHappiness EffectIncreaseHappinessValue EffectEliminateDistancePenalty EffectEliminateDistancePenaltyValue EffectIncreaseBoatVision EffectIncreaseBoatVisionValue EffectIncreaseScience EffectIncreaseScienceValue EffectGiveMaps EffectIncreaseHitPoints EffectIncreaseHitPointsValue EffectScriptedTurn EffectScriptedTurnValue EffectScriptedCity EffectScriptedCityValue ExcludeAdvance ExcludeWonder ExcludeFeat ExcludeFunction ExcludeFunctionValue CancelAdvance CancelWonder CancelFeat CancelFunction CancelFunctionValue Building BuildingValue MinimumSizeOfCiv MinimumSizeOfCivValue


PS: The slic file and the modified feats.txt is on the way to you Dave.

Locutus is offline Locutus
ACS CTP1/2 Manager & Civ4 Co-Manager
Hengelo, The Netherlands
Nov 1999
time: 06:18
  Old Post 09-03-2002 18:57 Visit Locutus<br><img src=/forums/images/staff-icon.gif>'s homepage!
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#6 Report this post to a moderator
Remove this text

Good one, Martin, should have thought of that one myself

Immortal Wombat is offline Immortal Wombat
Prince
in perpetuity
Dec 2000
time: 05:18
  Old Post 09-03-2002 19:27 Visit Immortal Wombat's homepage!
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#7 Report this post to a moderator
Support Apolyton or Terrorists Win

That would be by far the simplest way if it works. Otherwise adding food and production is a pain.


Though that does only give one message per feat, you'd need three times as many feats to have individual messages for each advance.

hexagonian is offline hexagonian
King
Gnawing on your mind...
Jun 1999
time: 23:18
  Old Post 09-03-2002 21:16 Visit hexagonian's homepage!
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#8 Report this post to a moderator
Support Apolyton buy from Amazon

Well, the limited message thing is something I can live with...It's more of a luxury to have separate messages.

Still, this looks good and is what I am looking for. I'll post this as an new Modswapper option next week.

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