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mapfi
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Zurich, Switzerland
Jul 2002 time: 06:21
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Ok, here it is, the first really working version of this pretty thing:- it's zipped and set up to be a mod on it's own with the original version of the game as a base in order to make it easier to test
- the very special unit is the LONGSHIP since I haven't bothered to create a new one yet
- to attack a ship on a adjacent cell you have to give the longship the order to entrench/fortify (this is in my opinion a good workaround since ships can't do that anyway)
- the code will look clockwise from north for an enemy ship/stack and attack the first one it finds
- you'll get a messagebox with all the calculated numbers, for testing purposes, for the calculation look up in the code
- if the attacked enemy was a human player he'd get a message about the outcome
- so far you can attack an only by your possibilty to move into the range of more enemy ships limited number of times - this also for testing
I'd be glad if some would try it out and report back on what they think of the balance in the battles
Attachment: hina.zip
This has been downloaded 3 time(s).
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mapfi
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Zurich, Switzerland
Jul 2002 time: 06:21
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Nobody looking at it?
I've already got new ideas:
- The unit won't cost you any production upkeep. Instead I'll include a turn counter for every unit and when you want them evil pirates to attack an enemy you have to pay their salary/bribe that has added up since the last attack. The idea is that the pirates aren't really your unit but for money they do the dirty work for you... Or in another version juat every few turns the request for gold for them would come up and if you don't pay you won't be able to move the unit anymore...
- If you move a unit in a city for healing or any other reason, the city will get unhappiness due to those bastards roaming your streats...
- I don't really understand diplomacy but don't you get a drop in regard with other players when you attack somebody? If so, only when the attack is without declaring war beforehand? Because one could include a function that'd allow you to attack an enemy after they've used pirates to sank your ship and you discovered it.
- connected to 3, I'm thinking about how to teach the AI how to use the unit. What comes to my mind is that AI pirates automatically scan every turn for nearby enemy ships and attack them if promising...
So what do you think?
Last edited by mapfi on 13-09-2002 at 18:16
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Caranorn
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Luxembourg, Europe
Mar 2000 time: 06:21
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Mapfi, just thought I'd add some historic perspective to this threat.
Privateers were generally either sucessful business men, or average fishermen. The first category used to buy a letter of marque and was thereby authorised to engage enemy shipping (generally extended to ports etc.), the privateer generally paid for the letter of marque and in return received the largest part of the prize money (money perceived from selling captured enemy ships and cargo, much of that prize money went to the crown). So for traders, privateering was a lucrative side venture during wartime. Fishery fleets were at times fully converted to privateering (corsairs) during wartime, I expect they received their letter of marque for free (but their share of prize money must have been less).
Both types of privateering were generally a great nuisance to enemy nations (a formal declaration of war need not have existed at the time). Both types could form large privateering fleets (still not worth stacking on the CTP2 scale) or operate a single ship. Some privateers brought their country great financial profit (Drake and Hawkins for instance) and were absolutely dreaded by their enemies.
Privateers should cost nothing to the owning player. A random risk for the privateer to convert to a barbarian unit might be a good idea though (they were walking a very thin line). I'm not sure whether players/ai currently receive any income for pirating trade routes, if so, this should also happen with privateers though if possible at a lesser level (also when they attack and win).
You should also give privateers either the ability to spot other privateers, or create an additional unit to chase privateers (able to spot and attack them even when not at war). Concernign their strength, privateers should be slightly lower then frigates I expect (a privateer attacking a regular warship should have a hard time indeed).
Most real privateering ships by the way were rather small and nimble, the largest corresponded roughly to a medium frigate, the smallest hardly more then a large rowboat with sail.
Marc aka Caran...
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mapfi
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Zurich, Switzerland
Jul 2002 time: 06:21
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quote: Originally posted by SMIFFGIG
Ive just thought, this code could be used for the "Bandit Horserider" in MM2 mod |
no problem - just the battle balancing issue that'll take some time
quote: P.S. Is there anyway to change the fortify icon to one that is specific to privateer attacking. Use the same code but have a seperate icon for it? |
I don't think we can change that picture just for one unit.
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mapfi
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Zurich, Switzerland
Jul 2002 time: 06:21
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So Martin does this mean I can even create a new function and don't have to use the entrench order? And I can give the thing it's own button?? If so how?
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Martin Gühmann
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Berlin, Germany
Mar 2001 time: 06:21
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quote: Originally posted by Pedrunn
Martin, in your goodmod i have seen some new orders related to create improvement.
How do you trigger those slic orders? Is there a entry in the orders.txt to make a newly created order trigger them? |
code:
ORDER_BUILD_FORT {
Gold 0
Move 100
EventName "UseSpaceLadderOrder"
GLHidden
LocalizedName str_ldl_order_build_fort
StatusText str_ldl_order_build_fort
TargetPretest:None
UnitPretest_None
CPIcon "upsi44.tga"
ButtonLocation 10
DefaultIcon ICON_TILEIMP_FORTIFICATIONS
Cursor 1
InvalidCursor 2
}
This line is the key line:
EventName "UseSpaceLadderOrder"
Whenever the order is added, the quoted event is triggered. Then go into the GM1_TileimpOrders.slc there you find this event handler:
code:
HandleEvent(UseSpaceLadderOrder)'MG_BuildFort' pre {
if((TerrainType(army[0].location)<=9)
||((TerrainType(army[0].location)>=18)
&& (TerrainType(army[0].location)<=21))
&& (HasAdvance(army[0].owner, ID_ADVANCE_STONE_WORKING))
) {
Event:CreateImprovement(army[0].owner,army[0].location, 8,0 );
}
if((TerrainType(army[0].location)>9)
||((TerrainType(army[0].location)<18)
&& (TerrainType(army[0].location)>21))
&& (HasAdvance(army[0].owner, ID_ADVANCE_SUBNEURAL_ADS))
) {
Event:CreateImprovement(army[0].owner,army[0].location, 39,0 );
}
}
It is triggered by the UseSpaceLadderOrder and will create a fort, if your unit is on land terrain, you have enough PW and the necessary advance. If the army is on a sea tile it will create an underwater fort (tile imp index 39 in GM1_tileimp.txt), presuming you have subneural ads actual I did not implemented this underwater base so far, I think I have to fix it, by the way I added some CTP1 tile imp graphics to the purple hill tile file. (The graphics of this underwater base including all construction graphics and the sea mine graphics, of cause this kind of sea mine that explodes.)
-Martin
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mapfi
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Zurich, Switzerland
Jul 2002 time: 06:21
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Here's an update:
-Changed the battle outcome a little and found a small, little, minor bug
-The AttackButton now says "hidden attack" and will trigger with the spaceladder thingie - I used CanSue as a Unit pretest - I hope the privatter won't be around long enough to take advantage of that
-Pillaging now works without the enemy seing who did it and it gives 50 gold. How much should it give?
Attachment: hina 0.27.zip
This has been downloaded 2 time(s).
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mapfi
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Zurich, Switzerland
Jul 2002 time: 06:21
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No problem at all - but I'd need graphics - I mean a good sprite. and of course I'd have to have time...
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All times are GMT. The time now is 05:21. Apolyton Time is 00:21. |
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