 |
|  |
 |
|
Velociryx
|
 |
of Candle'Bre
Apr 1999 time: 05:22
|
|
Hmmm.....so when my latest game started, as the Egyptians, I noticed that I already had three techs under my belt. Those three techs are just randomly generated each time? Interesting.
Is there any way to (via slic codes) to un-randomize this and lock certain civs into certain starting techs? Further, if there was a way to make a non-researchable, non-tradable tech, it'd be possible to create civ-specific units....if you wanted to....I thought they were neat, but a bit overblown in Civ3.
I'm very excited about seeing what Cradle and MedMod look like, but I figured I'd step slowly in that direction (one game unmodded for feel, apply patch and SAP, see how that plays, and then, go mod-exploring!) 
So far, it's been a fantastic journey! In fact, I'm getting another copy of it for my girlfriend today....we've got a LAN set up at home and....
-=Vel=-
|
|
|  |
 |
|
hexagonian
|
 |
Gnawing on your mind...
Jun 1999 time: 23:22
|
|
quote: Originally posted by Velociryx
Is there any way to (via slic codes) to un-randomize this and lock certain civs into certain starting techs? Further, if there was a way to make a non-researchable, non-tradable tech, it'd be possible to create civ-specific units....if you wanted to....I thought they were neat, but a bit overblown in Civ3. |
As for unique civ techs, this can be done without SLIC by creating a set of dummy advances - one for each civ, and then have that dummy tech, along with another normal tech, lead into a dead-end tech that will activate the unique unit/building/wonder.
I've already been able to set up dual tech trees without SLIC (one for human and one for the AI), complete with unique units/buildings/tile improvements for each tree. With this concept, you could also set up several mini-tech trees for the player or the AI.
The downside is that diplomatic advance trading/advances from goody huts have to be turned off (easily done) and the civs and their tech have to be preset in the Editor for a Scenario.
Maybe there is a SLIC way to do this though (tying an advance into a particular civ). Suggestions????
(Wait a minute - In strategies.txt there is a section of code that prevents certain techs from being traded!!!!!!!!) The trick is to SLIC in the unique advances at the beginning of the game without the editor.
|
|
|  |
 |
|
J Bytheway
|
 |
England
Jul 2001 time: 05:22
|
|
quote: Originally posted by hexagonian
Maybe there is a SLIC way to do this though (tying an advance into a particular civ). Suggestions???? |
That should be fairly trivial - I certainly remember SLIC functions for identifying what civ a player is.
Last edited by J Bytheway on 26-09-2002 at 02:37
|
|
|  |
 |
|
Velociryx
|
 |
of Candle'Bre
Apr 1999 time: 05:22
|
|
Hmmm...I dunno....the notion of tech trading is such a good one, it'd be a shame to nix it for unique (civ-specific) units. Perhaps there's another approach tho? I mean, if each civ has a unique identifier, perhaps we could just tie that identifier TO a unit, which would accomplish the same thing. Or, perhaps we could give each civ a free (or really cheap) wonder that would in turn, allow for the building of their special unit(s).
Of all the things we could copy from civ3 tho, this (unique units) would be, IMO, the least important. Assigning a unique mix of techs (and perhaps even going so far as to give inhenent civ-specific abilities that would, in and of themselves, function as wonder-style abilities (easiest method of implementation would be a "start of game" feat of wonder" that's tied to a specific civ, with each civ getting some small boon.
Stuff like that would go a long way in making each civ a unique play experience, especially given the variance in starting positions on the tech tree. Could make for some interesting variants....
-=Vel=-
|
|
|  |
 |
|
Hermann the Lombard
|
|
Hoboken, NJ, USA
Jun 1999 time: 00:22
|
|
One possible problem with unique units for 63 civs: that uses up 63 sprites, doesn't it?
Another thought: is it necessary to make the enabling techs non-tradeable? You *might* be willing to give up a unique advantage if the price was high enough. This wouldn't be worthwhile with the AI, but could be an interesting element in MP...or could be overkill with players jockeying for the best combos.
|
|
|  |
 |
|
Locutus
|
|
ACS CTP1/2 Manager & Civ4 Co-Manager
|
 |
Hengelo, The Netherlands
Nov 1999 time: 06:22
|
|
quote: Originally posted by Hermann the Lombard
One possible problem with unique units for 63 civs: that uses up 63 sprites, doesn't it? |
Yes, one of the reasons why I am not a fan of unique units, ala Civ3 (we don't have enough room for 63 more sprites!). I'm much more in favour of giving civs fixed starting advances and make this differ per civ, and giving each civ at least *some* unique AI routines (IE Mongols focus more than other civs on building military units, especially mobile ones, Phoenicians focus on navy and colonizing other continents, etc).
Note BTW that the default game has only 42 civs (IIRC), but 63 is the *maximum* number of civs you can have. The only mod that actually has (or rather, will have) this many civs is my HotW mod, but that's far from ready for release...
|
|
|  |
 |
|
Martin Gühmann
|
 |
Berlin, Germany
Mar 2001 time: 06:22
|
|
quote: Originally posted by Locutus
Yes, one of the reasons why I am not a fan of unique units, ala Civ3 (we don't have enough room for 63 more sprites!). I'm much more in favour of giving civs fixed starting advances and make this differ per civ, and giving each civ at least *some* unique AI routines (IE Mongols focus more than other civs on building military units, especially mobile ones, Phoenicians focus on navy and colonizing other continents, etc). |
The only way to breack the 200 sprite per type limit would be to hack the ctp2.exe. It should be possible to do it like the Civ2 no limit hack, but I expect it would be a lot more difficuilt to do it, as the ctp2.exe is much bigger, to alter all these 200 hundrets of course it could also be a lot of 199 to search for in hex.
quote: Originally posted by Locutus
Note BTW that the default game has only 42 civs (IIRC), but 63 is the *maximum* number of civs you can have. The only mod that actually has (or rather, will have) this many civs is my HotW mod, but that's far from ready for release... |
The UI will a small problem the additional civs will only selectable by modifying the userprofile.txt.
-Martin
|
|
|  |
 |
|  |
 |
|
Pedrunn
|
 |
of Natal, Brazil
Jul 2001 time: 02:22
|
|
Actually i am against creating new concepts with the EXE. It is just an unique file that need to be over written at most. And i dont like this kind of privacy invasion.
Therefore I would only like it to fix things like the PBEM, sprite numbers and fix, upgrade, improve or create some slic functions and events...
Last edited by Pedrunn on 27-09-2002 at 22:12
|
|
|  |
All times are GMT. The time now is 05:22. Apolyton Time is 00:22. |
top of page
|
| archivepost |
|
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
|
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
|
|
|
|
|
|