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Civfan is offline Civfan
Prince
Toronto, Canada
Sep 1999
time: 05:24
  Old Post 02-01-2003 08:37 Visit Civfan's homepage!
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Some interesting questions Avatar Enlargement: We've got the solution

Well I was looking at the events in the new scenario Roman Civil War by techumseh and found some different things I never knew existed.
An example is this.

@IF
UnitKilled
unit=Senator
attacker=Roman Senate
defender=anybody
@THEN
DELAY
delay=1
CreateUnit
owner=Roman Senate
unit=Senator
veteran=No
homecity=None
InCapital
locations
44,68
67,75
43,93
endlocations
@ENDIF

The InCapital was something I've never seen before. It creates the unit right in the capital and i assume if no capital it then places the unit in the locations specified. I looked at the Cradle of Civilization site and didn't see this there. So my question is, does anyone have a list of all these special features (InCapital, etc) of the event language and if so can you post it here in this thread. Thanks to all who submit.


Civfan....

Last edited by Civfan on 02-01-2003 at 08:44

Boco is offline Boco
Prince
who was once King for a week.
Jan 2001
time: 00:24
  Old Post 02-01-2003 09:52 Visit Boco's homepage!
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#2 Report this post to a moderator
Support Apolyton, buy Civilization: The Boardgame

There's a lot! And Techumseh uses them to the hilt.

Sounds like you don't have the manual. Someone (Mercator?) once said that it was in a file on some of the later CD packages (those without printed copies?). Not mine.

quote:
The optional parameter InCapital forces the unit to be created in the capital city of the specified civilization. Even though this causes the locations to be ignored, you still must include the required Locations and EndLocations parameters and at least one location. Finally, you can use the optional Randomize modifier to have the location chosen at random from the list.
p209

Since I'm deep in it at the moment, I can give a quick list of some of the new macro stuff.

Triggers:

BribeUnit

CityDestroyed

CityProduction - if any city owned by the builder completes the specified improvement or unit, this trigger activates on the next turn

CityTaken - now includes optional UnitType=Spy for bribes

Negotiation - now accepts a complex but powerful talkermask/listenermask pair of arguments -> allows you to specify which Civ-to-Civ negotiations to occur

Actions:

BestowImprovement - builds improvement in a city of the specified race. Unfortunately, you can't name the city. It builds it in the best city. However, you can specify InCapital or whether or not the improvement goes in the largest city or the one with the most WoW's.

GiveTechnology

TakeTechnology

This is just the tip of the iceberg. CoC does have articles on Flags and Civ-specific Tech trees. It's difficult not to take advantage of these features.

One time I summarized the triggers in a Word file. If you can't find an electronic copy, I'll see if I can dig it up.

Eyn is offline Eyn
Warlord
Lyon, FRANCE
Jan 2000
time: 05:24
  Old Post 02-01-2003 13:07 Visit Eyn's homepage!
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Support Apolyton buy from Amazon

ToT has lots of new "events" options but the ToT "macro.txt" was only available in the US (UK?) CD !

U can find the Macro.txt in the "Aide-ToT.zip"
http://eyn.free.fr section Test of Time-Utilitaires

Thoddy is offline Thoddy
Warlord
Hannover, Germany
Jan 2001
time: 06:24
  Old Post 02-01-2003 16:31 Visit Thoddy's homepage!
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Lose 30 kilos (of popups)

you can also create events with more than one trigger.
@If
unitkilled
unit=triggerunit
attacker=Zulu
defender=Greek
@and
receivedtechnology
technology=93 (for instance tech 93=AI-only)
receiver=Greek
@then
...
@endif
(Special event for AI Enhancement)

Another great feature - civilisation specific units.without creative use of prereq/obsoelete Tech thing.

Eyn is offline Eyn
Warlord
Lyon, FRANCE
Jan 2000
time: 05:24
  Old Post 02-01-2003 17:42 Visit Eyn's homepage!
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#5 Report this post to a moderator
Get a bigger avatar today!

ToT offers lots of new options...
-New techs and units slots
-one attack sound for each unit
-civilizations specific units
-civilizations specific techs
-multimap
-impassable terrain
-lots of more "events" options
-Random "events" at scenario start (events1, events2...)

negative point: Units power bar

Boco is offline Boco
Prince
who was once King for a week.
Jan 2001
time: 00:24
  Old Post 03-01-2003 03:42 Visit Boco's homepage!
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Increase the size of your Attachments

quote:
U can find the Macro.txt in the "Aide-ToT.zip"
What a useful collection! My French is almost nonexistent, but with a little Civ knowledge it can be deciphered. The Macro.txt, & Describe.txt are invaluable.

What are the differences between Fusiliers, Tirailleurs, and Chasseurs a pied? Particularly in a WWI setting. What does Poilu mean?

Thoddy's right! Multiple triggers with the @AND modifier are really useful.

Markus The Mighty is offline Markus The Mighty
Chieftain

Jun 2000
time: 06:24
  Old Post 03-01-2003 05:03
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Lose 30 kilos (of popups)

I found the readme file to the ToT macro language on my hard drive. Enjoy

Attachment: macro.rtf
This has been downloaded 14 time(s).

Civfan is offline Civfan
Prince
Toronto, Canada
Sep 1999
time: 05:24
  Old Post 03-01-2003 12:52 Visit Civfan's homepage!
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Increase the size of your Attachments

actually thanks everyone. I found it not to long after i made this post. Its in the main folder when you install the game. Macro.txt
Has anyone made some great combinations with the events. Maybe we can post them right here.

Heres some i did.

event 1
On turn 10 I wanted to give the Romans a Palace in the city of Rome. Rome is the largest in Population and this will give the palace to the city of Rome

event 2
On turn 15, I decide that times have changed for the empire and a better location for the Capital Palace needs to be created. I wanted the city of Constanople to be the new capital. So I created the several wonders in that city ( it has the most) and used this as a method to move the capital to that city. So on turn 15, the palace is moved.

@IF
TURN
Turn=10
@THEN
TEXT
Its time to create a capital
ENDTEXT
BestowImprovement
improvement=1
race=Romans
capital=No
wonders=No
@ENDIF

@IF
TURN
Turn=15
@THEN
TEXT
Times have changed for the empire, a new capital is created.
ENDTEXT
BestowImprovement
improvement=1
race=Romans
capital=No
wonders=Yes
@ENDIF

So does anyone else have some examples of events such as using the flags to create triggers. This thread would a great value if people posted some of there events with explanations.

Thanks all

Civfan

SCDARS is offline SCDARS
Warlord

Sep 1999
time: 06:24
  Old Post 23-02-2003 22:56 Visit SCDARS's homepage!
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Enter the AD-FREE zone

quote:

@IF
CityProduction
builder=English
unit=Steamer
@THEN
FLAG
who=English
state=on
Flag=31
@ENDIF

@IF
CHECKFLAG
who=English
flag=31
state=on
@THEN
FLAG
who=English
state=off
Flag=31
Text
no broadcast
Another Steamer leaves its port heading overseas and is expected to arrive in 3 turns.
EndText
@ENDIF

@IF
CityProduction
builder=English
unit=Steamer
@THEN
DELAY
delay=3
CREATEUNIT
owner=Triggerdefender
unit=supplies
veteran=no
homecity=NONE
randomize
locations
30,44
125,53
136,56
108,68
93,57
85,57
75,79
69,71
88,88
endlocations
Text
Steamer drops its freight.
EndText
@ENDIF

A long time ago I contrived this event: Building a steamer would result in a caravan type unit being dropped directly on a far away island. I wouldn't call it great but it's an example one wouldn't even try to implement with FW/MGE Events language... The concept of building something and getting a bonus unit (or wonder!) somewhere else is quite amazing I think.
I don't know any more why I used the flags, maybe it was to avoid this message to pop up several times(?).

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