Apolyton Archive  |  Preserved copy of the Apolyton Civilization Site and its forums as they stood in September 2005. Read-only; nothing here can be posted to or replied to.  |  Forum index |  About this archive |  The 1998–2001 UBB forums
Today on Apolyton WARDELL INTERVIEW PROMO A.C.S. HISTORY CHAPTER 4 GET CIV4 /w FREE PLUS! A.C.S. PHOTO GALLERY GET A.O.M. V1.1
Apolyton Civilization Forums
main| civ2| civ3| civ4| smac| ctp2| ron| moo3| galciv| galciv2| alt| about|
ApolytonPLUS | register | search | faq | new posts | pm (-/-) | upload | members
hall of fame new! | civgroups | civgroups news | interviews | the column | radio | chat | directory | news | store | PLUS
Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Civilization: Call To Power > CtP-Creation > SLIC and Obsolete Units
Show a Printable Version | Email This Page to Someone! | Receive updates to this thread | Report this to Apolyton news!
12.Sep: `CTP CHALLENGE LADDER` - SEPTEMBER UPDATE
09.Sep: EARLY BUILD SPRITE EDITOR
02.Aug: `SUPERLEAGUE` SIGN-UP

bottom of page
  - CIVILIZATION: CALL TO POWER @ GAMESTOP $9.99 - CIVILIZATION: CALL TO POWER @ AMAZON $9.99
Author
Thread   
Pages (2): [ 1   2   ]
< Last Thread     Next Thread > Post New Thread     Post A Reply
skorpion59 is offline skorpion59
Prince
Tulsa, Oklahoma, USA
May 1999
time: 23:13
Post  Old Post 09-12-1999 15:07 Visit skorpion59's homepage!
Edit/Delete Message Reply w/Quote
#1 Report this post to a moderator
SLIC and Obsolete Units Support Apolyton, buy Galactic Civilizations

Anybody know what happens when you build an obsolete unit via SLIC?

Lets say you add 3 pops and build a warrior when every new city is established. What happens 1000 years later when the warrior is obsolete?

TP is offline TP
Warlord

Jun 1999
time: 05:13
Post  Old Post 10-12-1999 16:55
Edit/Delete Message Reply w/Quote
#2 Report this post to a moderator
Browse Apolyton AD-FREE

Scorpion59,


There are 2 sub-questions in this question - let me try to answer both of them:

Q: What happens with a warrior unit built via SLIC after the warrior unit has gone obsolete ?

A: CTP does not recognize how a unit has been "born" into the game world, i.e. whether it has been naturally built, built via rush-buy or created via SLIC. Thus, a unit built via SLIC will behave as any other unit in CTP when it is obsolete. In the warrior example, this means that the warrior will still be in the game as long as you don't disband him or he gets killed.

Q: What happens when building a warrior via SLIC at a point in time when actually warriors are already obsolete ?

A: The warrior will be created even though warriors should not be able to be built anymore. In my point of view, this is not a bug (so don't start banging Activision on their heads too early). The reason is that SLIC is a programming language which gives the users a lot of degrees of freedom, i.e. it is their choice what they want to do. Of course, you can avoid this effect of getting a warrior in the diamond age. Two ideas from my side which are both possible to do via SLIC (there may be even more solutions):
a) Disable the trigger responsible for creating warriors as soon as bureaucracy is known to a player.
b) Work with IF-THEN statements. Check in the IF-part whether a specific advance is already known to a player and give the respective (i.e. logical) unit to be created in the THEN-part.

Of course, all of the above is applicable to any type of unit.


Hope this helps,
TP

[This message has been edited by TP (edited December 10, 1999).]

skorpion59 is offline skorpion59
Prince
Tulsa, Oklahoma, USA
May 1999
time: 23:13
Post  Old Post 11-12-1999 08:32 Visit skorpion59's homepage!
Edit/Delete Message Reply w/Quote
#3 Report this post to a moderator
Support Apolyton or Terrorists Win

TP,

Thanks for the info and the ideas. I hadn't thought about the IF..Then route and that seems the most logical.

Don

Dreamer is offline Dreamer
Chieftain
Singapore
Dec 1999
time: 05:13
Wink  Old Post 28-12-1999 12:23 Visit Dreamer's homepage!
Edit/Delete Message Reply w/Quote
#4 Report this post to a moderator
Lose 30 kilos (of popups)

Just happen to browse thru the old messages. Hey! skorpion59 I got a slic trigger that anwser to your question.

Not so nice to post the long script here as it got nested if-elseif-else functions, but you can drop me a note and I shall email you the script.

Locutus is offline Locutus
ACS CTP1/2 Manager & Civ4 Co-Manager
Hengelo, The Netherlands
Nov 1999
time: 06:13
Post  Old Post 31-12-1999 02:23 Visit Locutus<br><img src=/forums/images/staff-icon.gif>'s homepage!
Edit/Delete Message Reply w/Quote
#5 Report this post to a moderator
Support Apolyton, buy Alpha Centauri

Dreamer,
I'm interested in your SLIC-function (and any other you might have that I might not have already). Could you email that to me? TIA.

Locutus

WesW is offline WesW
CTP1/2 Modification Site Admin
Florence, Al., USA
Jan 1970
time: 23:13
Post  Old Post 31-12-1999 08:43 Visit WesW's homepage!
Edit/Delete Message Reply w/Quote
#6 Report this post to a moderator
Support Apolyton, buy Civilization: The Boardgame

Guys, I need a couple of triggers for the Modern mod.
1)A trigger that would have sea cities, and space cities too, if possible, start with a pop of three, and a Machine Gunner.

2)A trigger for a Wonder that would act like an ancient National Shield. It would have give each city the city walls improvement, ala the Great Wall in civ 2. Actually, I would rather a way be found to put this in the wonder text as a regular Wonder, so if anyone can do that, please send me your files.

Locutus is offline Locutus
ACS CTP1/2 Manager & Civ4 Co-Manager
Hengelo, The Netherlands
Nov 1999
time: 06:13
Post  Old Post 01-01-2000 23:45 Visit Locutus<br><img src=/forums/images/staff-icon.gif>'s homepage!
Edit/Delete Message Reply w/Quote
#7 Report this post to a moderator
Support Apolyton, buy Galactic Civilizations

WesW,

Here's the trigger to get space and undersea cities start at size 3 and a machinegunner (although the machinegunner in space-cities doens't work properly yet, I'm still working on that):

code:
trigger 'Locutus_TP_Slamp_CreateSpace/UnderseaCities' when (city.built) { if ( IsUnderseaCity(city) | | TerrainType(city.location) == 13 ) { AddPops(city, 2); CreateUnit(g.player, UnitType("UNIT_MACHINE_GUNNER"), city.location, 0); } }

I'll see what I can do about your second trigger in the weekend.

Locutus
[This message has been edited by Locutus (edited January 01, 2000).]

WesW is offline WesW
CTP1/2 Modification Site Admin
Florence, Al., USA
Jan 1970
time: 23:13
Post  Old Post 02-01-2000 12:38 Visit WesW's homepage!
Edit/Delete Message Reply w/Quote
#8 Report this post to a moderator
Support Apolyton or Terrorists Win

Thanks, Locutus. Now, if we can combine the new size with MikeH's efforts to create units with zero mobility in cities upon founding, we would really have something.

Locutus is offline Locutus
ACS CTP1/2 Manager & Civ4 Co-Manager
Hengelo, The Netherlands
Nov 1999
time: 06:13
  Old Post 02-01-2000 17:50 Visit Locutus<br><img src=/forums/images/staff-icon.gif>'s homepage!
Edit/Delete Message Reply w/Quote
#9 Report this post to a moderator
Support Apolyton or Terrorists Win

Yeah, I know. I was working on the same thing as Mark but he just beat me to it Oh well, as long as it works. Now I can start on something different, such as your Great Wall. I'm afraid it won't be as easy as I had hoped, I'm not even sure if it can be done at all. The easiest way to do it would be creating a city wall in every city when someone has the Great Wall, but as you might know it isn't possible to create city improvements through SLIC. So some alternative needs to be found, but I don't see a solution right now. I'll let you know if I find anything.

Locutus

Dreamer is offline Dreamer
Chieftain
Singapore
Dec 1999
time: 05:13
Post  Old Post 03-01-2000 10:52 Visit Dreamer's homepage!
Edit/Delete Message Reply w/Quote
#10 Report this post to a moderator
Support Apolyton or Terrorists Win

Well well, there is much people requesting for the Obsolete Units Functions thru mails, so I have decided to post it here.

Note:
When modifying the following codes to add more units, advances should go in the if-elseif functions with the later discovery first and earliest discovery last, else you'll always get the Warriors appearing even when you have discovered Space Colonies.

Updated on 8th Jan 2000.

code:
// Create a unit type depend on the advances discovered upon building of new city Trigger 'NewCityUnit' when (city.built && IsHumanPlayer(g.player)) { If (HasAdvance(g.player, ID_ADVANCE_SPACE_COLONIES)) { If (TerrainType(city.location) == 13 ) { CreateUnit(g.player, UnitType("UNIT_STEALTH_FIGHTER"), city.location, 0); } Else { CreateUnit(g.player, UnitType("UNIT_SPACE_MARINES"), city.location, 0); } } ElseIf (HasAdvance(g.player, ID_ADVANCE_EXPLOSIVES)) { CreateUnit(g.player, UnitType("UNIT_MACHINE_GUNNER"), city.location, 0); } ElseIf (HasAdvance(g.player, ID_ADVANCE_GUNPOWDER)) { CreateUnit(g.player, UnitType("UNIT_MUSKETEERS"), city.location, 0); } ElseIf (HasAdvance(g.player, ID_ADVANCE_AGRICULTURAL_REVOLUTION)) { CreateUnit(g.player, UnitType("UNIT_PIKEMEN"), city.location, 0); } ElseIf (HasAdvance(g.player, ID_ADVANCE_BRONZE_WORKING)) { CreateUnit(g.player, UnitType("UNIT_HOPLITE"), city.location, 0); } Else { CreateUnit(g.player, UnitType("UNIT_WARRIOR"), city.location, 0); } }


[This message has been edited by Dreamer (edited January 08, 2000).]

Locutus is offline Locutus
ACS CTP1/2 Manager & Civ4 Co-Manager
Hengelo, The Netherlands
Nov 1999
time: 06:13
Post  Old Post 02-01-2000 23:17 Visit Locutus<br><img src=/forums/images/staff-icon.gif>'s homepage!
Edit/Delete Message Reply w/Quote
#11 Report this post to a moderator
Support Apolyton buy from Amazon

It's a nice trigger but have you tried it in space cities? The units are placed on earth under the city instead of inside it in space, so it can't be used like this. But apart from that it's very nice, although it might be nice not to give these units only to human but also to AI-civs. It wouldn't be really fair like this, the AI is enough in the disadvantage as it is.

Dreamer is offline Dreamer
Chieftain
Singapore
Dec 1999
time: 05:13
Wink  Old Post 02-01-2000 23:31 Visit Dreamer's homepage!
Edit/Delete Message Reply w/Quote
#12 Report this post to a moderator
Support Apolyton, buy Galactic Civilizations

If you like more challenge by giving these advantage to the AI, all you need is to remove the IsHumanplayer(g.player) code and replacing all g.player to player.

[This message has been edited by Dreamer (edited January 02, 2000).]

Locutus is offline Locutus
ACS CTP1/2 Manager & Civ4 Co-Manager
Hengelo, The Netherlands
Nov 1999
time: 06:13
Post  Old Post 02-01-2000 23:49 Visit Locutus<br><img src=/forums/images/staff-icon.gif>'s homepage!
Edit/Delete Message Reply w/Quote
#13 Report this post to a moderator
Lose 30 kilos (of popups)

It works in space-cities with you? I will try this out immediatly. I've tried to get this space-city thing to work for weeks! I might save me a lot (more) frustration. Thanks for that (if it does work now).

Dreamer is offline Dreamer
Chieftain
Singapore
Dec 1999
time: 05:13
Question  Old Post 03-01-2000 00:17 Visit Dreamer's homepage!
Edit/Delete Message Reply w/Quote
#14 Report this post to a moderator
Suffering from ads?

Sorry Locutus you are right, it does have problem with space cities.

After seeing your last message, I went to reconfirm the script with a new game and it does create unit on earth under the space city. Looks like the problem is on the city.location.

On a 2D map addressing we use x,y coordinates, but in this case with space locations are we talking about x,y,z? Can anyone confirm this?

Locutus is offline Locutus
ACS CTP1/2 Manager & Civ4 Co-Manager
Hengelo, The Netherlands
Nov 1999
time: 06:13
Post  Old Post 03-01-2000 00:52 Visit Locutus<br><img src=/forums/images/staff-icon.gif>'s homepage!
Edit/Delete Message Reply w/Quote
#15 Report this post to a moderator
Support Apolyton, buy GURPS/ Alpha Centauri

Grrrrrmmm.... Now you tell me. I went trough almost an hour of intensive testing to come to that same conclusion

No, no kidding. I don't really mind, it's all in the game. You're right about that 3 axis thing, the only problem is, I don't see how to use that 3rd axis. Right now I'm experimenting with giving orders: creating a spaceship, getting units aboard, moving into space, destroying the spaceship. It's all getting very complicated and I'm not even sure if it'll work, but I don't see an alternative.

Locutus

Dreamer is offline Dreamer
Chieftain
Singapore
Dec 1999
time: 05:13
Lightbulb  Old Post 03-01-2000 01:14 Visit Dreamer's homepage!
Edit/Delete Message Reply w/Quote
#16 Report this post to a moderator
Remove this text

I have tried using the Editor and grant all advances to myself and manually create units into the space city ... guess what, no units are able to be created except those space units.

This looks quite similar to my other trigger on sea units to be placed into my capitol city on land. SLIC treat the tile square as a space tile regardless of you having a city there.

Maybe I should change the script to create space fighter rather then storm marines. Will let you know later if it works.

WesW is offline WesW
CTP1/2 Modification Site Admin
Florence, Al., USA
Jan 1970
time: 23:13
Post  Old Post 03-01-2000 06:00 Visit WesW's homepage!
Edit/Delete Message Reply w/Quote
#17 Report this post to a moderator
Increase the size of your Attachments

Great work, guys!
Now, we need to combine these new functions to do some really great things. Here is my plan, which I want to implement for the Modern mod.

Each of the six ages in my mod has a unit progression.
1)I want for cities founded in each age to have a special version of that age's defensive unit automatically created in them. This special unit will be identical to the regular unit, except that it will have zero movement. (I *think* that the AI will fortify the unit like it does other units, so a fortification trigger will not be needed.)
I believe that I can simply add these units to the units text, and have them use the graphics and sounds of the regular units, so that nothing extra will have to be added to the mod from this standpoint.
Also, since these units will have slightly different names from the regular units, there will be no need to add them to the aips. They should not interfere with the gather aip, nor will they be counted in the aip build queues.

2)Since the units created within the cities will be increasingly more powerful, I will create separate settler units for each age, which will be progressively more costly. The new versions *will* have to be added to the aips, but will use the same graphics and so-forth as the original.

3)The trigger to have sea cities start at size three will be very useful, especially when paired with the new unit creation trigger.

That's all I can think of right now.

skorpion59 is offline skorpion59
Prince
Tulsa, Oklahoma, USA
May 1999
time: 23:13
Post  Old Post 03-01-2000 12:26 Visit skorpion59's homepage!
Edit/Delete Message Reply w/Quote
#18 Report this post to a moderator
Support Apolyton, pre-order Civilization IV

Dreamer,

For a unit to be built in a space city (even via the cheat menu), it has to have the SPACE_CITY_CAN_BUILD variable. The following are some of the units which have this set; space marine, machine gunner, tank, Mobile Sam and paratrooper. If they also have MOVEMENT_TYPE_SPACE, they can freely move around space. If they don't have it, they will automatically be put in pods when they are moved.


Wes,
You realize that units with zero movement can move don't you? As long as you have a movement type (land, sea, air, space), the unit can be moved in that type environment. If you don't set a movement type, you can't build the unit at all. If you don't fortify the unit, it will show up at your city every round.

Don

skorpion59 is offline skorpion59
Prince
Tulsa, Oklahoma, USA
May 1999
time: 23:13
Post  Old Post 03-01-2000 16:57 Visit skorpion59's homepage!
Edit/Delete Message Reply w/Quote
#19 Report this post to a moderator
Support Apolyton, buy Galactic Civilizations: Deluxe Edition

Dreamer, Locutus,

To fix the new space city problem you need to add a few lines of code. I'm not an SLIC geru so there might be an easier way to do this.

First, make sure the unit you are using once space is available is able to launch (has 'IS_SPACE_LAUNCHER' in units.txt)

Second, add this code;
TypeUnit MyNewUnit; (Outside the trigger)
SetOrder(1, 15); (This launches the unit into space)
AddOrder(MyNewUnit, city.location);
SetOrder(1, 4); (This fortifies the unit once it is in the city)
AddOrder(MyNewUnit, city.location);

Thats it. Your new code would look something like:

// Create a new unit code blah blah blah
TypeUnit MyNewUnit;

trigger 'NewCityBuilt' when (city.built) {
(If (HasAdvance(player, ID_ADVANCE_SPACE_COLONIES)) {
AddPops(city,2);
CreateUnit(player, UnitType("UNIT_SPACE_MARINES"), city.location, 0, MyNewUnit);
SetOrder(1, 15);
AddOrder(MyNewUnit, city.location);
SetOrder(1, 4);
AddOrder(MyNewUnit, city.location);
}
ELSE
blah blah blah

Update: Boy that came out awful ugly. Email me if you can't read it and I will send you the code.

Don

[This message has been edited by skorpion59 (edited January 03, 2000).]

Dreamer is offline Dreamer
Chieftain
Singapore
Dec 1999
time: 05:13
Thumbs up  Old Post 03-01-2000 17:21 Visit Dreamer's homepage!
Edit/Delete Message Reply w/Quote
#20 Report this post to a moderator
Avatar Enlargement: We've got the solution

Skorpion59,

Cheers...that is very thoughful of you, but I don't remember Space Marines can do Space launching?

Locutus and I were trying on these without modifying the units.txt file. Are you thinking of the same as me Locutus?

Locutus is offline Locutus
ACS CTP1/2 Manager & Civ4 Co-Manager
Hengelo, The Netherlands
Nov 1999
time: 06:13
  Old Post 04-01-2000 01:04 Visit Locutus<br><img src=/forums/images/staff-icon.gif>'s homepage!
Edit/Delete Message Reply w/Quote
#21 Report this post to a moderator
Support Apolyton, buy GURPS/ Alpha Centauri

Don (and everyone else):
You can make your trigger (and any other code) look less ugly by using the UBB-tag "code". This allows you to insert spaces and use all kinds of code (which then won't be executed if that should be possible).

I also have a question to you: where did those numbers for fortifying and launching come from? Until now I thought these were based on the order.txt file, but launch is number 2 there and I couldn't even find fortify.

Thanks for all the advise, it is much appreciated, but you were too late: I solved the problem without your help already (just didn't post it yet, because it saves me money to wait 'til 20.00u ). It does involve changing unit.txt though, I think this is inevitable.
I made a new unit based on the MACHINE_GUNNER entry: I called the new unit GARISSON and changed the MAX_MOVEMENT value to 0 (so it can't move). I added the special flags MOVEMENT_TYPE_SPACE, MOVEMENT_TYPE_WATER and MOVEMENT_TYPE_SHALLOW_WATER so it doesn't matter over what terrain the space-city is created (until now my machine-gunners disappeared if a spacecity was created above a watertile). Also I created the special flag IS_SPACE_LAUNCHER to make it possible for this unit to launch into space. For the rest the GARRISON unit is identical to the machine-gunner. Finally I wrote this trigger:

code:
TypeUnit machine1; // TypeUnit machine2; - Originally I wanted 2 machinegunners in my city, //but since I believe Wes wants only one, I remarked all the code for the second unit. TypeLocation newcity; trigger 'CreateSpace/UnderseaCities' when (city.built) { newcity = city.location; if ( IsUnderseaCity(city) ) { AddPops(city, 2); CreateUnit(g.player, UnitType("UNIT_MACHINE_GUNNER"), newcity, 0, machine1); // CreateUnit(g.player, UnitType("UNIT_MACHINE_GUNNER"), newcity, 0, machine2); } // if the city is a spacecity: (IsSpaceCity doesn't work with patch 1.2) if ( TerrainType(newcity) == 13 ) { AddPops(city, 2); CreateUnit(g.player, UnitType("GARRISON"), newcity, 0, machine1); // CreateUnit(g.player, UnitType("GARRISON"), newcity, 0, machine2); // Adding one movement-point, since movement is actually // zero and hence it can't launch - I think) AddMovement(machine1, 1); // AddMovement(machine2, 1); SetOrder(1, Launch); AddOrder(machine1, newcity); // AddOrder(machine2, newcity); } }


This doesn't really look good, let me clean it up:

code:
TypeUnit machine1; TypeLocation newcity; trigger 'CreateSpace/UnderseaCities' when (city.built) { newcity = city.location; if ( IsUnderseaCity(city) ) { AddPops(city, 2); CreateUnit(g.player, UnitType("UNIT_MACHINE_GUNNER"), newcity, 0, machine1); } if ( TerrainType(newcity) == 13 ) { AddPops(city, 2); CreateUnit(g.player, UnitType("GARRISON"), newcity, 0, machine1); AddMovement(machine1, 1); SetOrder(1, Launch); AddOrder(machine1, newcity); } }


I didn't knew at the time Wes wanted to add garrison units for every age, so I will have to adapt the trigger to fit each age, but that's a small thing. I tested all this and it all works fine. Thanks to your advise, Don, I can now also make the units fortify, this I couldn't do yet.

[This message has been edited by Locutus (edited January 04, 2000).]

Locutus is offline Locutus
ACS CTP1/2 Manager & Civ4 Co-Manager
Hengelo, The Netherlands
Nov 1999
time: 06:13
Post  Old Post 04-01-2000 01:40 Visit Locutus<br><img src=/forums/images/staff-icon.gif>'s homepage!
Edit/Delete Message Reply w/Quote
#22 Report this post to a moderator
Support Apolyton, buy GURPS/ Alpha Centauri

Wes,

I'm don't think it's possible to make a Great Wall wonder create city-walls, but would it be an acceptable alternative to make it create more "garrison"-units (an ancient version of it, of course), this can be done with SLIC.

BTW I'll expand my above trigger tonight to include fortifying (just in case and to take some work out of the hands of human players) and other ages. Saves you some work (although you'll still have to make the new units yourself).

Locutus
[This message has been edited by Locutus (edited January 03, 2000).]

skorpion59 is offline skorpion59
Prince
Tulsa, Oklahoma, USA
May 1999
time: 23:13
Post  Old Post 04-01-2000 02:51 Visit skorpion59's homepage!
Edit/Delete Message Reply w/Quote
#23 Report this post to a moderator
Lose 30 kilos (of popups)

Dreamer, Locutus,

No, I have not been working on this but I have been following the thread since I would like to see this implemented.

I was looking at the map code last night and thought I might be able to make the unit be built in the space city. Wrong, didn't work. (There is so much code which is not implemented). But I got to thinking it can't be that hard to make a unit launch and fortify on its own. So I did a little testing and then posted my response. (Little, try more like 6 hours worth.)

I knew more would have to be done, (you wouldn't want to launch a new unit for a land city for instance) but I also knew you guys had the rest of it under control.

Anyway, as long as we get code that works, that is what counts. I didn't mean to step on any toes, I was just trying to help.

Thanks for the UBB code info, I will look into that.


Now, for the orders info. The order.txt is incomplete and apparently wrong. I have the complete orders available and their index number. I will post it as a new thread so it doesn't get lost in this one.

Don

WesW is offline WesW
CTP1/2 Modification Site Admin
Florence, Al., USA
Jan 1970
time: 23:13
Post  Old Post 04-01-2000 05:09 Visit WesW's homepage!
Edit/Delete Message Reply w/Quote
#24 Report this post to a moderator
Support Apolyton buy from Amazon

Dreamer and Locutus, could you two get together and combine your functions, and e-mail me a script.slc containing it? I have copied and pasted these triggers as you two have posted them, but these files are so fickle, I would rather get one that you guys have tested yourselves.

1)I need a trigger to have sea and space cities start at size 3, and with a machine gunner. (I believe Locutus' last trigger does this.)

2)A trigger to have land cities start with different units depending upon the advances the civ has. (This is Dreamer's trigger.)

Once I have this, I should be able to insert the names of the exact units into the triggers once I decide upon that.

Btw, is Don right, can these units move if their movement is set to zero?

Also, Locutus, could you clean up those early posts of your triggers so that this thread fits the screen again?
[This message has been edited by WesW (edited January 03, 2000).]

skorpion59 is offline skorpion59
Prince
Tulsa, Oklahoma, USA
May 1999
time: 23:13
Post  Old Post 04-01-2000 08:48 Visit skorpion59's homepage!
Edit/Delete Message Reply w/Quote
#25 Report this post to a moderator
Enter the AD-FREE zone

Wes,

Thanks, I was wondering why this thread was so wide. It has been driving me up the wall. I can't stand it when I have to scroll sideways.

For the movement of zero movement units, test it yourself. Simply change one of the units to 0 movement and start a new game. When the unit is built and selected, move it. I have moved units all the way across a continent that have zero movement.

As long as the units are fortified when they are built, I don't think it will be a big problem. Just keep it in mind in case weird things start happening with the unit later in the game.

I have been running into this a lot lately. You do something which looks like it works only to find it causes problems 100 rounds later.

Don

Dreamer is offline Dreamer
Chieftain
Singapore
Dec 1999
time: 05:13
  Old Post 04-01-2000 10:26 Visit Dreamer's homepage!
Edit/Delete Message Reply w/Quote
#26 Report this post to a moderator
Support Apolyton, buy Civilization: The Boardgame

WesW,

I just started this SLIC scripting just 2 weeks ago, so far I only got 2 triggers and tested fully. One is posted here and the other posted in the "shared triggers" thread.

Currently I'm working on the following triggers, but due to the limitation of existing SLIC functions I'm stuck.

1) To automatically capture enemy's settler upon sighted by Slaver.
2) To created some guerrila units upon city capture.
3) Able to view on enemy's units in city without spy.

[This message has been edited by Dreamer (edited January 08, 2000).]

Locutus is offline Locutus
ACS CTP1/2 Manager & Civ4 Co-Manager
Hengelo, The Netherlands
Nov 1999
time: 06:13
Post  Old Post 05-01-2000 01:59 Visit Locutus<br><img src=/forums/images/staff-icon.gif>'s homepage!
Edit/Delete Message Reply w/Quote
#27 Report this post to a moderator
Put an end to popups!

Hey guys,

Does this look better? Sorry about that.

Wes,

Damn, I just posted the complete trigger in another thread ("Settlers later on in the game"), thinking it was finished (foolish me ), after many hours of work and now you want something different than what I had in mind .
Oh well, I'll change it once again (don't worry, I don't hate you for it or anything ), to suit your needs. That should be really easy now, what you want is actually easier than what had in mind . Just ignore the other trigger for now, I'll update it later and send it over mail to anyone whose interested. I don't think I can send you any other triggers yet: I'm working on a lot of things at the same time, and as could be expected in such a case, very little actually works the way it should. But I'll post anything that I get to work properly on these forums and I will email that to anyone interested as well.

Wes/Don,

The problem of zero-mobility-units that can be moved can easily be solved through SLIC. It's so easy it's even described in the SLIC-documentation, sort of anyway. (Wow, that must be really easy ) Here's a trigger from the docs:

code:
trigger 'KillAUnit' when(unit.moved && unit == myExampleUnit) { KillUnit(myExampleUnit); DisableTrigger('KillAUnit'); }


With some slight adaptations it can be used to destroy any garrison-units that move. Instead of unit == myExampleUnit we can use something like unit == "MACHINE_GUNNER_GARRISON" of something like that. I'll work out the details later.

Dreamer,

If you send me what you've got on those triggers, I might be able to help you (don't count on it though, SLIC is indeed very limited when things get really interesting). I really like to see some of those happening, although I see some (or more ) problems with each of them, together we might solve those. A few short questions/remarks on your triggers:
1) Should be possible, but what exactly do you mean with "capture" - enslave, change of owner, what?
2) I see one problem: how do you know who owned a city before it was captured. If this can be solved, I think it's possible.
3) Don't see how that can be done, but I'm prepared to take a good look at it.

Can you tell me what you already have and what you think of my remarks? (either on these forums or with email or even ICQ)

Update: Oops, saw you posted about that guerilla-unit elsewhere, Dreamer. Just ignore my remark about that here.

Locutus
[This message has been edited by Locutus (edited January 04, 2000).]

Dreamer is offline Dreamer
Chieftain
Singapore
Dec 1999
time: 05:13
Wink  Old Post 05-01-2000 10:41 Visit Dreamer's homepage!
Edit/Delete Message Reply w/Quote
#28 Report this post to a moderator
Support Apolyton, buy Civilization III: Complete

Locutus,

Pls refer to the new treads to the questions you mentioned as our topics are getting out of scope in this thread.

Hehe ... just noticed I got promoted to Chieftain.

[This message has been edited by Dreamer (edited January 05, 2000).]

WesW is offline WesW
CTP1/2 Modification Site Admin
Florence, Al., USA
Jan 1970
time: 23:13
Post  Old Post 05-01-2000 11:05 Visit WesW's homepage!
Edit/Delete Message Reply w/Quote
#29 Report this post to a moderator
Increase Your PM Length

There is no need to rush about those triggers I requested. They can wait until all the other play-balancing is done for the mod, which will probably take a few weeks, since this mod affects the Modern and post-Modern eras.

Locutus is offline Locutus
ACS CTP1/2 Manager & Civ4 Co-Manager
Hengelo, The Netherlands
Nov 1999
time: 06:13
Post  Old Post 06-01-2000 02:16 Visit Locutus<br><img src=/forums/images/staff-icon.gif>'s homepage!
Edit/Delete Message Reply w/Quote
#30 Report this post to a moderator
Support Apolyton, buy GURPS/ Alpha Centauri

To all,

Does anyone know if how to keep those garrison-unit's out of the Great Library? I've managed to get them out of the build queue, but I don't know much about the Great Library. I've created these units in the Units.txt file and added them in gl_str.txt, and now they appear in the Great Library. It should be possible to keep them out, because the cattle-unit isn't in it while it is in the Units.txt file.

Locutus

 
Pages (2): [ 1   2   ]
< Last Thread     Next Thread > Post New Thread     Post A Reply
All times are GMT. The time now is 05:13.
Apolyton Time is 00:13.
    top of page
Rate This Thread:
Forum Jump:
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
 




Contact Us - Apolyton Civilization Site - Support Us!

Building a better Apolyton through better information. Click here and take our poll!
Non-US visitors, click here!

Powered by: vBulletin Version 2.0.3
Copyright ©2000, 2001, Jelsoft Enterprises Limited.

Page generated in 0.0740 seconds (93.79% PHP - 6.21% MySQL) with 30 queries
Page Loading Time:

Support Apolyton: Amazon USA | Amazon UK | Amazon DE | Amazon FR |
Support Apolyton and get FREE PLUS, Buy from Chips&Bits: Galactic Civilizations | Galactic Civilizations: Deluxe Edition | Call to Power 2 | Civilization: The Boardgame | GURPS/ Alpha Centauri | Alpha Centauri | Civilization IV | Civilization III: Complete |


Front Page | Civilization IV | Civilization III | Civilization II | Call to Power II | Alpha Centauri | Master of Orion III
Rise of Nations | Galactic Civilizations | Galactic Civilizations II | Misc
Alt.Civs | Civ I | C:CtP I | About | News | Directory | Apolyton Store | Forums | Chat | Columns | Interviews | Newsletter
Scenario League | CSC | Clash of Civs | Spanish Site | CtP Maps | Cradle of Civ | WesW's Ctp1/2 Site | Civ3 Haven

apolyton.net | apolyton.com | civilization2.net | civilization3.net | civilization4.net | civilizationiv.info | calltopower.net | galciv.net | galciv2.net | moo3.net