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Civfan
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Toronto, Canada
Sep 1999 time: 05:24
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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
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Eyn
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Lyon, FRANCE
Jan 2000 time: 05:24
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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
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Thoddy
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Hannover, Germany
Jan 2001 time: 06:24
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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.
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Civfan
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Toronto, Canada
Sep 1999 time: 05:24
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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
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SCDARS
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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
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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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