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SlowThinker
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homeless, Praha, Czech Republic
Jan 2000 time: 06:22
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quote: Originally posted by kobayashi
Was Mr Temba the first to use
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negative bonuses for terrain
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How can it be accomplished? I tried to edit grassland to -2,-1,0 and it works as 0,0,0 . Shall I use 255 or what?
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SlowThinker
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homeless, Praha, Czech Republic
Jan 2000 time: 06:22
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quote: Originally posted by Elok
Grassland is a special case which ignores most instructions. Try it with plains. And he means for special resources, BTW. You can't have a terrain "produce" hunger and corruption that I know of, but you can have a special resource produce less than the normal square of that type. |
It doesn't look that it is reduced to specials: Kobayashi says it can be used to control city size:
quote: Originally posted by kobayashi
You can control the maximum size of cities by planting the right number of negative bonus squares - the same way you use zero bonus tiles.
In addition, it introduces the concept of trading off one type of bonus for another - like paying money fro extra food. And it forces players to do terrain improvements / transformations even if they normally don't. |
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Thoddy
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Hannover, Germany
Jan 2001 time: 06:22
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AI and human detection
events.txt
;example
;Human detection repeat for every civ
@IF
Negotiation
talker=Russians
talkertype=Human
listener=anybody
listenertype=HumanOrComputer
@THEN
justonce
GiveTechnology
technology=0
receiver=Russians
@ENDIF
;AI detection
@IF
Negotiation
talker=Russians
talkertype=Computer
listener=anybody
listenertype=HumanOrComputer
@THEN
justonce
GiveTechnology
technology=95
receiver=Russians
changemoney
receiver=Russians
amount=20000
@ENDIF
the huge amount money is also used to improve AI research abilities amounts over 10000 increase speed of research significantly
rules.txt
@CIVILIZE
Human,-------------0, 0, Cur, Cur, 3, 1 ; AFl 0 not reseachable Tech 0
not researchable,-0, 0, no, no, 3, 0 ; Cur Tech 20
AI,--------------------0, 0, Cur, Cur, 0, 2 ; X3 Tech 95 not researchable
All three techs are not researchable and tradeable but all the following techs are fully tradeable (only Civ2-Multiplayer) ; techs following a no,no tech cannot be researched
the techs enable special techpaths to both - human and AI players, thus requires, that you also forbid trading technologies between AI and human players via changing game.txt.
Separate techpaths also prevents AI from wasting shields for recycling centers and mass transits, since smokestacks within AI cities have no effect, so give the prerequisit tech only to human players.
In this way you can also prevent human player getting the high productive forms of gouvernments. Thus restricts large scale productive advantages every experienced human player has.
this feature is implemented in my upcoming scen, but I need some help for fine adjustment
http://apolyton.net/forums/showthre...&threadid=99230
Some other specials:
for instance pollution used as anti war demonstrations
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Art of War
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quote: Originally posted by Prometeus
I wonder if anyone published these infos here.
I got a "neutronic" bomb by setting nuclear weapon attack value to 80. Same effect, diminished pollution casualities. Very nice, have to try it. |
I did this in the very first scenario i started production on, back in may of 2002, Harry Turtledove's Colonization. I gave the nazi's a short range "mini" nuke with attack of 75. Never got released, though..can't seem to finish them.
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Thoddy
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Hannover, Germany
Jan 2001 time: 06:22
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quote: Originally posted by techumseh
I've experimented with this too - trying to find a technique which automatically detects which civ is played by the human player and delivers either something for the human player only or for the AI civs only, such as a tech or special units. The problem is that this trigger also automatically cuts off negotiation between the civs. Have you found a way around this? |
I found this too; it was annoying.
I afraid the only way is to switch to another eventsfile after all civs get their "identification".
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Alex Woehr
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Greenville, SC
May 2001 time: 00:22
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If you have ToT you can just use the Negotiator to immediately negate the Negotiation trigger:
@IF
Negotiation
talker=(civ name)
talkertype=Human
listener=(other civ)
listenertype=HumanOrComputer
@THEN
JustOnce
GiveTechnology
technology=(tech #)
receiver=(civ name)
Negotiator
who=(leader #)
type=talker
state=clear
@ENDIF
In the above statement, the type= parameter should be talker in one Negotiator action and listener (for the same civ) in another, talker allowing the civilization to initiate a talk with whomever he or she wants and listener allowing the civ to receive a talk from whomever wants to talk to that civ. Unfortunately, there is no way to change individual negotiation settings, though. There might be another way to do this (ie with talkermask and listenermask).
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Alex Woehr
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Greenville, SC
May 2001 time: 00:22
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No, actually, I just saw it in the manual.
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Mercator
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Sorekara no Nanimo
Jan 1970 time: 06:22
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Well, not really... The Negotiation event is still the only event that can detect human players.
That means detection can't be done right at startup, only when the player(s) try to engage in negotiation. But in doing so, you also turn off negotiation in the first place.
The only thing I was saying is that, instead of technologies, like Thoddy did earlier, you could use flags to mark the human player... But you first have to find a way to actually detect them. Flags are only a way of storing the information.
Ahem... And you can ignore what I said about TriggerReceiver. It doesn't work.
EDIT: This would be how you could use flags to store which civ is human. The Negotiation thing would have to be repeated for all civs.
Opening the foreign minister screen is enough to trigger this event (as long as you know other civs)... Diplomacy would be disabled though.
code:
@INITFLAG
@IF
Negotiation
talker=Americans
talkertype=Human
listener=AnyBody
listenertype=HumanOrComputer
@THEN
Flag
continuous
who=Americans
state=On
flag=0
@ENDIF
@IF
Turn
turn=5
@AND
CheckFlag
who=Americans
flag=0
state=On
@THEN
Text
The Americans are human.
EndText
@ENDIF
But I'm not sure if this is really commendable, especially if there are a lot of differences in events for different human civs.
A setup batch file would be much easier in that case... As BeBro did in Imperium Romanum for example (see my example in the file switching thread).
Last edited by Mercator on 28-10-2003 at 02:52
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William Keenan
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New Jersey, USA, Earth, Sol, Milky Way
Sep 1999 time: 00:22
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quote: Originally posted by Mercator
Well, not really... The Negotiation event is still the only event that can detect human players.
That means detection can't be done right at startup, only when the player(s) try to engage in negotiation. But in doing so, you also turn off negotiation in the first place.
Opening the foreign minister screen is enough to trigger this event (as long as you know other civs)... Diplomacy would be disabled though.
code:
@INITFLAG
@IF
Negotiation
talker=Americans
talkertype=Human
listener=AnyBody
listenertype=HumanOrComputer
@THEN
Flag
continuous
who=Americans
state=On
flag=0
@ENDIF
@IF
Turn
turn=5
@AND
CheckFlag
who=Americans
flag=0
state=On
@THEN
Text
The Americans are human.
EndText
@ENDIF
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This may get around the problem. I've not tested it yet.
@IF
Negotiation
talker=Americans
talkertype=Human
listener=AnyBody
listenertype=HumanOrComputer
@AND
CheckFlag
who=Americans
flag=0
state=Off
@THEN
Flag
continuous
who=Americans
state=On
flag=0
@ENDIF
Alternately, the listener could be a single civ that no one is allowed to communicate, like the Hodad in the Aliens scenario.
Another musing, would barbarians be usable a the listener?
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Thoddy
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Hannover, Germany
Jan 2001 time: 06:22
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The diplomatic problem was the same as I found in my further feasabilty study.
idea.
1) create flags for all civs (this flag remains 1 until the civ has been communicated with somebody)
2) use a combined checkflag and negotiation trigger
to check for human
give human technolgy or (human) flag to this civ
set flag (1) to zero
3) use a combined checkflag and negotiation event to check for AI
give AI technology or AI-Flag to this civ
set flag (1) to zero
I hope the checkflag part will prevent the event from disabling diplo screen.
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