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BlivetMaker
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quote: Originally posted by Locutus on 01-01-2000 01:19 PM
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. |
You should probably NOT add one to "i" unless you DON'T kill a settler.
(i.e.:
if(is a settler)
replace it
else
add one to i
)
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Blivets rule!
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BlivetMaker
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quote: Originally posted by Locutus on 01-05-2000 02:37 PM
You were right BlivetMaker, that did the trick, the trigger works now. Again, thanks a lot for that. |
No problem. I write software for a living, and I've done something similar myself a couple of times, which is how I recognised the symptoms. What happens is:
Before:
1 Settler
2 Settler
3 Musketeer
4 Ship of the Line
Delete Settler at index 1. Notice that they all move up one index position:
1 Settler
2 Musketeer
3 Ship of the Line
Add Machine Gunner:
1 Settler
2 Musketeer
3 Ship of the Line
4 Machine Gunner
If you add 1 to your position, you skip over the Settler who *was* at position 2, until the next turn when it triggers again.
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Blivets rule!
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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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BlivetMaker,
You're explanation wasn't really necessary because I'm a student Computer Science and, so once you pointed it out, I knew what I had done wrong (although I could hardly believe my own stupidity at first ), but thanks for that anyway (maybe someone else can learn from it).
Normally it wouldn't have mattered if the i = i + 1 was in a else-clause or not, but because I was creating and killing new units at the same time as cycling through them there was a mess-up. Had I not killed or created units but e.g. given them orders, everything would have worked fine. Had it been possible to count units in a more convential way (e.g. unit[1] is the first unit, unit[2] the second), I would have never made this mistake, but SLIC is very primitive and making mistakes like this is very easy in SLIC. Next time I'll pay better attention to this kind of thing. Again, thanx for you're help, this trigger is going to be used a lot in different variations, I can already promise that (e.g. I'm going to bring back Leonardo's Workshop).
Locutus
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Morgoth
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England
Jul 1999 time: 05:13
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Why bring Leonardo's back - why not simpy re-adjust the unit costs so its not worth having old units - thats the way history shows it was done!
(NB I'm not a fan of wonders - I always switch them off anyway).
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Morgoth
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England
Jul 1999 time: 05:13
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I've really got to ask this - what has anything in this to do with the original question? I keep looking at this in the vein hope some of this has anything to do with the original thread but no - it doesn't!
So back to the original thread what units are you creating or what do you want?
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skorpion59
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Tulsa, Oklahoma, USA
May 1999 time: 23:13
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Morgoth,
You are right. This thread has got way off topic.
In general, I would like to see some more futuristic war units. There is a lot of WW II era units but none for later stages of the game. (Which really hampers scenario development for later periods.) I am not really thrilled with what Activision included in the game. Some of the SciFi or Futuristic Civ2 scenarios have very good units to draw from.
Crazy as this sounds, I would also like to have a unit, not ship, which can attack sea cities on its own.
Now, for me personally, I need a city perimeter type unit. Maybe an electrofied chain fence or a steel fence. If you run across something like this, I would appreciate it if you passed it my way.
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Don, Apolyton Junkie
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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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Morgoth,
You're right, the discussion had little to do with the original topic. My apologies go to anyone who was bothered by this. I shall now return to the topic.
I agree with Skorpion, there should be much more future units. Thanks to the mod-makers on these forums there are now plenty of Ancient, Medieval, Renaissance and Modern units, but there's a complete lack of units after the modern age. Most of the units Activision put in the game are pretty pathetic IMO. Maybe someone could make a Future Mod or something like this? I'm not very creative so it's not something I can do, but I'm sure others can make something of this. I've never played Civ2 scenarios (I didn't have an internet-connection until right before CtP came out, and when I did, I didn't know where to find Civ2-scenarios - hell, I didn't even knew they existed) so I don't know if they're any good, but I guess it's one of the few thing there are to go by. Maybe SMAC has some nice things? The advances in that game could be used for CtP, but the units are so different, because of the workshop where you can create your own units.
Well, that's my two cents.
Locutus
[This message has been edited by Locutus (edited January 10, 2000).]
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I kind of like the idea of a Terminator unit, usable only if you have the AI Entity wonder. This will kind of offset the risk involved in getting this wonder.
On the other hand, imagine winning back your revolting cities when they're full of Terminators!
Other ideas gleaned from sci-fi might be:
Floating Fortress (1984) (and maybe a flying version)
Virtual Reality (you know, I never liked the sensorium as a wonder....)
Zardoz (a high-tech government, with a feudal population)
Those little robot guys in Tremors that bored through the earth and the enemy
A new wonder - Time Tunnel (can go back to a previous turn but with future tech... You'd have to have a limiting factor, though. You don't want 500 Terminators during the Ancient Age as it makes the game a bit of a rout)
Just a thought!
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Caranorn
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Luxembourg, Europe
Mar 2000 time: 06:13
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I have some questions concerning the cattle unit.
Now, I have managed to activate that unit type on my own, muddling through teh various files and testing. So it seems to work for a human player now and is no longer called 021. But, I don't see the ai players use it, how do I change those settings. I did some modifications in the ai files for the various personality types, but either to no effect or no visible effect. So, what should I do to make the ai "raise" cattle?
On the same matter, is there any way to get the rustle function working? It might be interesting to have cattle raids occur, similar to slave raids.
And on a last note, is anyone creating more unit sprites these days? I'm not sure what can be done with units, technologies and scenarios so far, but I am considering reworking the tech tree significantly (and about tripling the number of units; get to the maximal 200). I'll have to consider some more factors before I set out to do so considering time restraints I have, but knowing whether more sprites will be available in the future would be nice. I don't think I'll even try doing my own sprites as I'm not an artist and CTP's graphic system is too much for me to get into.
Thanks in advance for any help.
Caranorn about 3 weeks into CTP and already bored to death with what it came shipped with (yes, already got some of the existing mods, but right now i want to try some things myself considering I'm not happy with the existing combat units and system).
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Caranorn
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Luxembourg, Europe
Mar 2000 time: 06:13
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Some sprites I could use would be: a Longbow and/or Crossbowman, a Peltast (in addition to the existing Fyrdman), a Man at Arms (essentially a dismounted knight), an Askari (mounted composite-bowman), a Harquebusier (mounted matchlock musketeer), a Turcopole (light lance medieval cavalryman), a Catapract (Roman heavy cavalryman), a Gendarme (late medieval knight) and/or a Mameluke (early medieval heavy cavalry), a Balistae and/or Catapult and/or Trebuchet, a Siege Mortar (late medieval), and some medieval ships.
As you see, this is a lot, so I don't really expect to get them as long as I am unable to do them myself. I already have at least 8 good sprites as well as a few acceptable ones from Apolyton to use for other units (actually the catapult is one of the "acceptable" but I don't like stealing even if it's from the devil). Even this list of units is already edited (I struck approximatelly every other unit I was thinking of and of course I can use the existing CTP sprites for new units).
And even if I ever get to doing these new units, it will be for a set that includes new combat values for terrain, improvements and instalations. And if I dwell into those areas, I might as well create a few new improvements and wonders, at least I should be able to make those graphics myself.
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Nordicus
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Vancouver, B.C., Canada
Oct 1999 time: 21:13
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Actually, I've been looking into many of the same units (for a Aip-Specific mod: like Civ-Specific but, essentially, having groups of civs using similar units, etc.).
I have some stuff, ripped off from AoE and AoK, but there's just five facings, no animation or such; still have to add shadows and then make em into sprites...maybe just for my own use (they're not great ), but you're welcome to have a look, if you want.
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Morgoth
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England
Jul 1999 time: 05:13
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In WesW's revised Medieval Mod (comming soon) there will be new sprites for a Medieval Cog and a Medieval Bombard (Early Cannon)plus an Ironclad.
I haven't done all the animations yet but the basic Sprites will be there in this pack.
If you want them earlier I can send them.
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Caranorn
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Luxembourg, Europe
Mar 2000 time: 06:13
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Morgoth that's good news. The cog and bombard would fit nicely into what I was thinking of.
Nordicus, yesterday I actually checked through AoE (don't have AoK yet) to capture some graphics for sprites. It's a possibility, but as I said, I hate to steal even if it's from the devil. And I'm sure you know who the devil is to a Mac user. I might also go and get a copy of PhotoShop and try muddling arround with it to make my own graphics. Till now I could get along with cheaper third party material (no alpha channel).
And by the way, my list was actually missing another light cavalry unit (simply labelled horsemen). My idea was to have units fit into various categories, light - heavy - missile cavalry and infantry(originally planned for at least 1 unit or each type per age). Naval units would also be in 3 categories, just missile replaced by transport. Just 1 category of artillery etc. The problem is obviously the need for lots of new sprites. I believe I had a total of at least 56 units from ancient to renaissance. I had done less work on modern units, but renaissance to roughly 2000 AD would have been some 70 more units. Anything beyond that would have been out of my scope. So from Ancient to Modern, some 120 sprites, meaning at least 70 new ones or so. In Civ2, that would have been a matetr of days, in CTP, I simply can't do it.
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Nordicus
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Vancouver, B.C., Canada
Oct 1999 time: 21:13
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Geez, that's weird. I replied to Morgoth's last post and it showed it underneath his--but now it's on the second page....Uh, whatever, must have been a late night.
Caranorn:
Well, both AoE and AoK's graphics can be extracted into the correct format, I think animations and all, but they are way too small. I'm going mainly from screenshots, but a few sites have avis from which one can get bigger versions. A few units I think a guy could get away with using the AoE/AoK's extracted files, just not the "people" units (unless a person does mind battling dwarfs ), maybe a few of the ballistic units....
Well, as an artist, I loathe having to "acquire" graphics from other sources, but like you said, it's not that easy to make a unit for CtP, esp. if you're limited in time or resources. And there's not a lot of people donating good units for CtP, so...
But I'm interested in the list you have. Are they mainly European units you have or do you have some from other areas?
Yeah, I had to rethink all the units due to the 200 sprite rule.
Feel free to send your list over if you want.
BH:
I've never played a game with a cow in it, so I can't say. Apparently, it's supposed to add food to your city if you have a worker on the tile it's on (?), but there were some problems with it and the AI, I guess.
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sentience
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Brisbane, QLD, Australia
Mar 2000 time: 05:13
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Hi all,
I recently found this site and enjoyed it immensely. FInding out how much CTP can be modified has renewed my interest in the game.
I have many ideas, but I fear my uni commitments won't allow me the time to develop them myself. I thought this might be an appropriate thread to mention them in.
Some proposals:
Legions:- I don't think they get don't get the credit they deserve in CTP. I hardly ever see the AI using them. Perhaps they should come later (an earlier military tactics advance maybe? They still learn about Roman Legions at Westpoint, after all), with iron working allowing units like spearmen, swordmen, etc. Perhaps their stats could be 3/3/0/1 ? I can't imagine samurai in any numbers beating a legion.
PhotoSat:- An earlier spy sat, that can't see stealth units and has a smaller view. Maybe available with Rocketry?
Nukes:- Rename them SRAMs -Short Range Attack Missiles - (or Nuclear Cruise Missiles if you prefer) and decrease blast radius. MAke them cheaper too. Make a new unit, ICBM, That actually goes into space and has greater range. SDI could be eliminated as an Improvement and implemented as a space unit with a wide active defense. I Don't know how you would get the AI to use the latter two, however.
Oil Rig:- As a tile improvement or unit. Unit implementation might be a bit hard, but would act like cows were meant to - Etc with gold and/or production.
Misc late Modern space:- I think the game jumps into hi-tech a little fast. Maybe some primitive space units and techs?
Thats it. Feel free to shoot me down if these have been suggested before or if they aren't feasible. Thanks!
sentience
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Morgoth
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England
Jul 1999 time: 05:13
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Nordicus
Sprites posted to you today.
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All times are GMT. The time now is 05:13. Apolyton Time is 00:13. |
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