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Maquiladora is offline Maquiladora
Emperor

Jun 2001
time: 05:25
  Old Post 24-01-2003 16:16 Visit Maquiladora's homepage!
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Relative Technology Cost Support Apolyton, buy Galactic Civilizations: Deluxe Edition

...relative to the other players technological advancement, as in Civ2. It would be a totally new idea for CtP2, and i always liked this. It may seem a little unrealistic at first as some sort of "catch up" cheat, but IRL technology is much easier to get hold of if its already been discovered by another Nation, particularly modern technology.

I imagine theres alot of slic an stuff involved in getting something like this to work so im just providing the inspiration (if it can be called that) for a project. Perhaps checking which other Nations have a particular advance, and the more players have the advance the more it cheapens that tech for the player without it, or something like that. Doesnt necessarily have to be available to the human, it would help the AI later in the game though.

Immortal Wombat is offline Immortal Wombat
Prince
in perpetuity
Dec 2000
time: 05:25
  Old Post 24-01-2003 16:35 Visit Immortal Wombat's homepage!
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Increase the size of your Attachments

There is no way to alter an advance cost mid-game, you would have to alter the rate at which the player researches somehow. Probably invisible commerce tile improvements. It won't be pretty.

Maquiladora is offline Maquiladora
Emperor

Jun 2001
time: 05:25
  Old Post 24-01-2003 16:48 Visit Maquiladora's homepage!
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Full PM-box? Change here!

Ugh i guess not. I guess the DiffDB.txt mix-max behind numbers cover the whole tech advantage thing, i was more interested in a specific advance's cost.

Martin Gühmann is offline Martin Gühmann
Emperor
Berlin, Germany
Mar 2001
time: 06:25
Post  Old Post 24-01-2003 18:31 Visit Martin Gühmann's homepage!
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If I remember correctly you can also add science points to the current number of science points of a player via slic.

-Martin

HuangShang is offline HuangShang
King
USA, SoCal, L.A.
Jul 2002
time: 21:25
  Old Post 25-01-2003 06:39
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yeah? i can work?

Tamerlin is offline Tamerlin
King
Toulouse (South-western France)
Apr 2002
time: 06:25
  Old Post 25-01-2003 07:09
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Re: Relative Technology Cost Support Apolyton buy from Amazon

quote:
Originally posted by Maquiladora
...relative to the other players technological advancement, as in Civ2. It would be a totally new idea for CtP2, and i always liked this. It may seem a little unrealistic at first as some sort of "catch up" cheat, but IRL technology is much easier to get hold of if its already been discovered by another Nation, particularly modern technology.

I imagine theres alot of slic an stuff involved in getting something like this to work so im just providing the inspiration (if it can be called that) for a project. Perhaps checking which other Nations have a particular advance, and the more players have the advance the more it cheapens that tech for the player without it, or something like that. Doesnt necessarily have to be available to the human, it would help the AI later in the game though.


The idea is excellent, and should be available to the human player, I wish it could be done.


Rub, rub, rub...

Come on, get out of your lamp!

Immortal Wombat is offline Immortal Wombat
Prince
in perpetuity
Dec 2000
time: 05:25
  Old Post 27-01-2003 02:32 Visit Immortal Wombat's homepage!
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quote:
Originally posted by Martin Gühmann
If I remember correctly you can also add science points to the current number of science points of a player via slic.

I can't find that anywhere...

Martin Gühmann is offline Martin Gühmann
Emperor
Berlin, Germany
Mar 2001
time: 06:25
Post  Old Post 27-01-2003 04:09 Visit Martin Gühmann's homepage!
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I thought you can do it with this function:

code:
VOID SetScience(player, level) Set the player’s science level to level.


But unfortunatly to use this function you need to know the current science level of a player, so far I only found this undocumented function:

GetProjectedScience

And I doubt whether it is does the thing we need if it works anyway.

-Martin

MrBaggins is offline MrBaggins
King

May 1999
time: 05:25
  Old Post 29-01-2003 00:04
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Tired of ads?

I tested GetProjectedScience(g.player)

At the beggining of the round, it seems to hold the number of science points that will be added to your science total.

We could keep track of science totals, incrementing them for each player, each round, and reset to GetProjectedScience, each time a new discovery is found.

Or am I missing something?

MrBaggins

Martin Gühmann is offline Martin Gühmann
Emperor
Berlin, Germany
Mar 2001
time: 06:25
Post  Old Post 29-01-2003 02:03 Visit Martin Gühmann's homepage!
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The problem with saving stuff that has to be collected from the start is that I can always reload slic and then all the saved stuff is gone. But now what does do the SetScience function, does set it the projected science or does set it the total science points?

-Martin

MrBaggins is offline MrBaggins
King

May 1999
time: 05:25
  Old Post 29-01-2003 02:22
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no problem

just store the values in boolean, using advances as bits.

MrBaggins

Immortal Wombat is offline Immortal Wombat
Prince
in perpetuity
Dec 2000
time: 05:25
  Old Post 29-01-2003 03:12 Visit Immortal Wombat's homepage!
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Got spare money?

SetScience I think sets what percentage of commerce is allocated to science production.

It could be done using the GetProjectedScience value, and GrantAdvance, but then the number of turns to advance becomes meaningless and there'd be no accurate way to determine how many turns you will discover something in.

MrBaggins is offline MrBaggins
King

May 1999
time: 05:25
  Old Post 29-01-2003 03:41
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Nope... just tested SetScience...

It does set how much science you have...

Looks like we may have a basis to make knowledge distribution actually happen

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