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Morgoth
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England
Jul 1999 time: 05:13
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Nordicus, Wes
Rather than continue the AI and diplomacy note I thought I'd start a new one here for units.
Nordicus - I think earlier on in the above mentioned thread it talked about spies and secret agents. I'd suggest the unit I'm creating is called a spy and the existing one is a secret agent - and well done you got the time period exactly right.
As well as the spy I've got the models ready to make an Egyptian spearman, A cog and about half way there with a carthaginian style noble cavalry. I've just been busy on other things but shoul churn out the sprites for these in the next couple of weeks or so.
Reason why I based the spy on a 17th century type figure was because I wanted to create an early muskateer (matchlock armed as in 30 years war/English civil war period) and can reuse most of the model.
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Nordicus
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Vancouver, B.C., Canada
Oct 1999 time: 21:13
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Morgoth:
Geez, how many Toms do we have working on mods and such??? My name's Tom, yours is too, TP's is...who else? There's one more, I think....
Yeah, no, I think the names are good--I got confused (pretty common), thinking that the Spy spy will be called a "Spy," where the new one (which is now the old one or older one) will be called a "Secret Agent." That seemed a bit off to me.
It's the other way around--good. Sounds good.
I like some of your ideas there, too.
For a while now I've been thinking of a new settler unit, a modern one (well, actually, two--one something like the Civ2 Engineer, for the modern+ era, and one, I dunno, from the 12th or 13th centuries), but I don't want to flood you with ideas 
I just hate looking at Phantoms (or even interceptors) drifting over these units that look like hippies that just got out of the shower, wearing a dirty towel Well, you know what I mean. Even just a pair of pants would be nice, the poor things!
Any thoughts on that?
(BTW, have you checked out the thread on civ-specific units?)
N.
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Morgoth
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England
Jul 1999 time: 05:13
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Nordicus, Wes
I've been following some of the threads but not in that much detail. Basically I've been trying to work (not got that far) on a scenario of my own. I've been trying to put together the framework for a longer game with more units discoveries etc. This will then let me start to focus on which units I need.
I've been drawing up a chart (using Word) whcih shows the discoveries and units. I think I'm pretty well there on most of the units I want (not making them just deciding what I 'may' want). However still trying to work out the other items eg building etc to have. If you're interested I could send you the charts and you could let me have any input. I'll probably add the new 'spy' into it.
I'm not a fan of wonders so I'm not sure whether I'll add them in or at least I might add them in but change their function ie They're really all tourist attractions so should help gold rather than make people happy for example (I'd love to know how 'happy' everyone was about building pyramids!) and the thought that you can build one only and noone else would build another doesn't really fit (but does support my tourist theory - everyone likes the originals best!).
Not sure I'll do any new settler type units yet. I know they don't make sense later on but if its just for 'looks' its not really worth the effort- on the other hand a little wagon train or something may be more applicable.
One thing I'd like to do in my scenario is upgrade buildings eg go from a money lender to a city bank and maybe to a corporate bank. This idea was mentioned in ealier threads and what I want is to upgrade the building so it has the advantages but you don't need to build a completely new building - Can this be done in Slic?
Wes - I'll try and finish off the spy this weekend and post. It's basically just a bit of fidling until I'm happy with the pose and then creating the sprite.By the way does anyone know how to automate anythign in Paintshop pro? The real tedious bit is creating the shadows. All I want to automate is calling up a file, selecting a predetermined colour, change that colour to black, slecting all the unselected bits and clearing that (making it white) and saving. Its just that for a basic set of movements and animations you do this a hundred or so times. Its only about 6-8 keystrokes total per file but it just takes time - and its boring!
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Nordicus
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Vancouver, B.C., Canada
Oct 1999 time: 21:13
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I thought you away somewhere, Morgoth (I'm gonna call you that from now on if you don't mind, cuz when I call you Tom, it feels like I'm talking to myself, and I do that enough out loud ), because I missed your last post. I thought it was at 3 after my last one. I musta been on painkillers or something. Anyone, I exactly no time to comment right now, so this, so I don't forget again, is one helluva long *bump*

Later.
T.
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Ray K
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Allen, TX
Nov 1999 time: 23:13
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A more realistic solution would be for the tile improvements to become more efficient for advanced cultures.
So while stone-age and industrial-age cities both start at size 1, the industrial cities will grow much faster because they receive more food from their farmlands.
In fact, it should be straightforward to create more efficient versions of each tile improvement for each "age" in the game. I think that would achieve your goals while making the game more true to historical reality.
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Ray K
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Allen, TX
Nov 1999 time: 23:13
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Sure you can. Try this SLIC code:
trigger 'GrowCities' when (city.built)
{
AddPops(city,3);
}
This would get triggered anytime a city is built and would add 3 to its population.
------------------
"Barbarism is the natural state of mankind... Civilization is unnatural. It is a whim of circumstance. And barbarism must always triumph."
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Morgoth
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England
Jul 1999 time: 05:13
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Nordicus
Just to let you know. I posted the spy sprite to Wes today. Only done the movement bits and the other files (TGA,AVI) so far. Should be able to add the death and fight scenes later this week so by next weekend I should have it completed and will also post it to Markos/Dan.
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WesW
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Florence, Al., USA
Jan 1970 time: 23:13
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RayK, could you, or anyone else that cares to, follow up on having cities start with more than one pop?
Find out how to have this kick in when a certain date, turn, or advance is reached?
Also, find out if you can have cities begin with improvements in them, especially happiness and/or growth improvements.
This would be especially useful with sea and space cities, and may solve some problems with growth and development that have been discussed in the Interceptors poll, among other places.
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Nordicus
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Vancouver, B.C., Canada
Oct 1999 time: 21:13
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Morgoth, sounds good, man. 
If we need a wav file for him, lemme know, I have a bunch, I'm sure something will do.
quote:
trigger 'GrowCities' when (city.built)
{
AddPops(city,3);
}
This would get triggered anytime a city is built and would add 3 to its population.
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Well, this may work, but it doesn't specify what unit it is that's puting down a city....
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skorpion59
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Tulsa, Oklahoma, USA
May 1999 time: 23:13
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But you wouldn't want it by unit would you? Don't you want 3 added to every city whether it is land, sea or space once the time (date, round or advance) is reached?
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wheathin
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Would that mean that if I had an old settler sitting around after I discovered the tech to build engineers (or whatever), and used it to build a city, it would only be pop 1? Not sure I like that...
I'd at least like the option to disband the settler in a city and reclaim the pop point, and then rebuild a new engineer.
wheathin
[This message has been edited by wheathin (edited December 09, 1999).]
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wheathin
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I'm not so sure. How close together could the good be planted? Would it cost money to plant?
The problem is that then the human player plants goods in every square around a city, and gets thousands of free gold, while the AI remains blissfully cleuless.
Wheathin
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Locutus
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ACS CTP1/2 Manager & Civ4 Co-Manager
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Hengelo, The Netherlands
Nov 1999 time: 06:13
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Nordicus:
Good idea to replace settlers with engineers, hadn't thought of that yet. I think it should be possible, here's a quick idea of how it might be done (don't have the time to work it out in detail, but it's a good starting point - I'll try and fill in the details later. Update: details filled in):
trigger 'ReplaceSettlers' when (HasAdvance(g.player, "ADVANCE_INDUSTRIAL_REVOLUTION")) {
  i = i + 1;
  SetUnitByIndex(1, g.player, i);
  if (unit.type == UnitType("UNIT_SETTLER")) {
  KillUnit(unit);
  CreatUnit(g.player, UnitType("UNIT_ENGINEER"), unit.location, 0);
  }
  if (i == player.totalunits) {
  DisableTrigger('ReplaceSettlers');
  }
}
Should work like this although I haven't tested it yet.
Locutus
[This message has been edited by Locutus (edited December 16, 1999).]
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Locutus
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ACS CTP1/2 Manager & Civ4 Co-Manager
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Hengelo, The Netherlands
Nov 1999 time: 06:13
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Okay people, I updated the trigger above, it should work like this although I haven't tested it yet (will do that tonight or tomorrow). I used Nordicus's suggestion of Industrial Revolution as the required advance, but this could obviously be changed.
Nordicus:
IMHO the advance that should enable the engineer is dependant on its extra capabilities apart from building cities. If it will make a city autogrow to e.g. size 3, then Industrial Revolution is what I have in mind as well. During the period of the Industrial Revolutian (in reality that is) a large movement from the countryside to the city took place. Small villages rapidly grew out into large cities. So the engineer would really fit in here, as it rapidly creates large cities.
Would you give it some terraforming or similar (e.g. trade goods creating) capabilities, than Explosives might be better in place. This because terraforming or smoothening terrain for installations or whatever will require explosive materials.
A third option, that has been mentioned in the "How can I create a city with a granary"-thread, is to auto-build units and, if possible, buildings. I'm not sure about what advance would fit best here, but maybe Mass Production is an idea? After all, you are building large amounts of units/buildings in a very short time.
Well, thats enough for know, see ya
Locutus
[This message has been edited by Locutus (edited December 16, 1999).]
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Nordicus
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Vancouver, B.C., Canada
Oct 1999 time: 21:13
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Hey, sounds good--lemme know how the test goes. We seem to be on the same page here--precisely what I thought regarding the Industrial Rev.
Explosives...that was Civ2's enabling advance...yeah, now I remember (been a while!). I don't think any special qualities like that are necessary...the bigger city size should do, hey?
If there would be another unit, part three of the settler, for still more modern times (our current era perhaps, if...), then something like what you're suggesting would make sense (a "terraformer"?). But for now, I think this is fine.
(PS: did ya get that Nordicus Giganticus working ok?)
(PPS: Nevermind: you just emailed about that.)
[This message has been edited by Nordicus (edited December 19, 1999).]
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DanMc
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Salisbury, UK
Oct 1999 time: 05:13
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You could make the size of the city built dependent on other factors too:
Whether the individual has certain tech advances, for example (if just explosives, city size=2, if mass production then 3, etc)
This could also be linked in to the year, if you wanted to maintain the realism of the timeline (although I don't like the idea much - why penalise yourself for being more advanced in the same year than you usually are?).
On a related point, would the AI also be able to take advantage of this - ie would the SLIC trigger when the AI build cities (haven't got around to reading any of the SLIC documentation yet - saved it all to disk, planning to use it as an escape from realtives over Christmas! ).
Finally, how long does SLIC code take to process in-game? What I'm thinking is that if you tried (sorry, when you succeeded ) to implement the advance-dependent city size and ready-built improvements, it would take a fair bit of nesting - would this cause any problems?
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DanMc
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Salisbury, UK
Oct 1999 time: 05:13
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*Ahem* It wasn't so impotrant I needed to post it twice.... :/
[This message has been edited by DanMc (edited December 20, 1999).]
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Locutus
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ACS CTP1/2 Manager & Civ4 Co-Manager
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Hengelo, The Netherlands
Nov 1999 time: 06:13
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Can anyone help me out here? I've tested the function I mentioned above, but it didn't work as well as I had expected (so far business as usual). I made a few changes and now I have this function:
code:
TypeLocation settlerlocation;
TypeUnit settlerunit;
trigger 'Locutus_ReplaceSettlers' when (HasAdvance(g.player,
ID_ADVANCE_INDUSTRIAL_REVOLUTION) ) {
i = 0;
while (i < player.totalunits) {
SetUnitByIndex(1, g.player, i);
if (unit.type == UnitType("UNIT_SETTLER")) {
settlerunit = unit.1;
settlerlocation = unit.location;
KillUnit(settlerunit);
CreateUnit(g.player, UnitType("UNIT_MACHINE_GUNNER"), settlerlocation, 0);
}
i = i + 1;
}
}
The strange thing is, this trigger doesn't replace all settler by machine-gunners (I don't have an engineer-unit yet, so I used machine-gunners for testing purposes), but it replaces a few settlers every turn, apparently at random. Could anyone tell me what I've done wrong? I can't see why it doesn't replace all settlers at once.
[This message has been edited by Locutus (edited January 10, 2000).]
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