Apolyton Archive  |  Preserved copy of the Apolyton Civilization Site and its forums as they stood in September 2005. Read-only; nothing here can be posted to or replied to.  |  Forum index |  About this archive |  The 1998–2001 UBB forums
Today on Apolyton WARDELL INTERVIEW PROMO A.C.S. HISTORY CHAPTER 4 GET CIV4 /w FREE PLUS! A.C.S. PHOTO GALLERY GET A.O.M. V1.1
Apolyton Civilization Forums
main| civ2| civ3| civ4| smac| ctp2| ron| moo3| galciv| galciv2| alt| about|
ApolytonPLUS | register | search | faq | new posts | pm (-/-) | upload | members
hall of fame new! | civgroups | civgroups news | interviews | the column | radio | chat | directory | news | store | PLUS
Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Miscellaneous > Archive > Scenario League / Civ2-Creation -Archive > Identifying the triggers for the paradrop and engineer messages
Show a Printable Version | Email This Page to Someone! | Receive updates to this thread | Report this to Apolyton news!

bottom of page
  
Author
Thread    < Last Thread     Next Thread > Post New Thread     Post A Reply
hardjoy is offline hardjoy
Warlord
Odense, Denmark
May 2001
time: 06:27
  Old Post 01-05-2003 02:01
Edit/Delete Message Reply w/Quote
#1 Report this post to a moderator
Identifying the triggers for the paradrop and engineer messages Increase the size of your Attachments

Which are the triggers for the messages that appear for the paratrooper message 'you can now use the "p" order' etc.? -is it the tech CA (Combined Arms) or the unit in the paratrooper slot becoming avaliable? I was under the impression that it was the prior, but now I'm not sure. Same goes for the engineer/transform message.

Maybe my problem lies in another place. Will techs given by events trigger the same messages? My hunch tells me it isn't so... in which case I will need to do a little workaround to fix my idea in place...

Anyone knows something about these effects?

Henrik is offline Henrik
Emperor
The European Union, Sweden, Lund
Dec 2000
time: 06:27
  Old Post 01-05-2003 02:09 Visit Henrik's homepage!
Edit/Delete Message Reply w/Quote
#2 Report this post to a moderator
Get a bigger avatar today!

Paratrooper message goes with the paratrooper unit, not the tech. I think the same goes for the engineer but I am not sure of that one.

Events won't trigger these messages

hardjoy is offline hardjoy
Warlord
Odense, Denmark
May 2001
time: 06:27
  Old Post 01-05-2003 02:38
Edit/Delete Message Reply w/Quote
#3 Report this post to a moderator
Support Apolyton, pre-order Civilization IV

Thx, Henrik -Got a little inspired from your tip the other day... but it seems I ran into a little trouble. Wanted the beheading of Mary queen of scots be put on display, when the english discover and kill their first scottish assassin... -which then cancels the effect of elizabethan diplomacy...

Thought that was a neat way to cancel their wonder i.e. let the english have some control with when the wonder is obsoleted, making the game more diplomatically interesting as the english. As long as they can survive without killing scottish assassins, they get to keep the wonder. And in theory it works very dramatically, with mary's cut off head put on display

But for the last to work, apparently I need a little workaround...

hardjoy is offline hardjoy
Warlord
Odense, Denmark
May 2001
time: 06:27
  Old Post 01-05-2003 08:50
Edit/Delete Message Reply w/Quote
#4 Report this post to a moderator
Help yourself to an AD-FREE life

Managed to find a reasonable solution, setting the english research project to 'catholic plots' from the beginning of the scenario. Looks neat doesn't it?

There is one minor drawback, though. The 'Mary' unit appears in the civilopedia, even though obsoleted and unbuildable... which is kind of corny.

Attachment: beheading.gif
This has been downloaded 107 time(s).

Last edited by hardjoy on 01-05-2003 at 08:57

DarthVeda is offline DarthVeda
Emperor
My avatar! My precious!
Jan 1970
time: 00:27
  Old Post 01-05-2003 11:13 Visit DarthVeda's homepage!
Edit/Delete Message Reply w/Quote
#5 Report this post to a moderator
Support Apolyton, buy Alpha Centauri

uh? It appears in the civilopedia if it's pre-requesites are "no"?

wth?

by the way that's very cool...

hardjoy is offline hardjoy
Warlord
Odense, Denmark
May 2001
time: 06:27
  Old Post 01-05-2003 15:04
Edit/Delete Message Reply w/Quote
#6 Report this post to a moderator
Get a bigger avatar today!

The unit can't have preq's of no, since it is the availability of the unit that triggers the message, apparently (the paratropper slot). In this case I have the english research Catholic Plots, which enables the Mary of Scots unit (para slot), while they and all other civs have a tech that obsoletes that same unit.

As Henrik said, the message won't appear if the tech is given by events. Not sure if the message appears, if one trades to the tech... gonna look into that - if Catholic Plots can be a no,no tech while researched and still trigger the message, I have no problem, since I can make it exclusive to the english then. And I'm not sure if the unit will appear in the pedia then. Anyway, the last is a minor problem, even though it does spoil the surprise dramatic element a little bit.

Silpy is offline Silpy
Chieftain
The USA's European Colony
Sep 2002
time: 05:27
  Old Post 01-05-2003 17:27
Edit/Delete Message Reply w/Quote
#7 Report this post to a moderator
Support Apolyton buy from Amazon

I know this is a tad off topic, but this is the nearest one.
Firstly, the Settler/Engineer go with the unit, not the slot. This applies for any unit that you define the 'role' with a number 0-6 (or is it 0-7?)
But the Paritsan slot will allways be produced like Partisans.
Well, on a sen. I am making, I have created a Tactical Nuke. It flies like a Nuke, makes the Nuke explosion and is shot down by the SDI defence, and the AI know they are nukes. But, your opponents do not reconise it as one! A bit of a problem. Ive looked in Rules.txt to sort it out, but there seems to be no tag telling the AI it is a true nuke unless it is in the Nuke space, which is in use.
(By the bigger nuke) Any suggestions?

PS. If you put 'no' you can still use events.txt to create them, or simply start out with it. But I did not gather the role for said unit. The AI do not understand how to use said unit.

Cyrion is offline Cyrion
King
Caught somewhere in time
Jan 2002
time: 06:27
  Old Post 01-05-2003 17:54
Edit/Delete Message Reply w/Quote
#8 Report this post to a moderator
Support Apolyton buy from Amazon

quote:
Originally posted by Silpy

Firstly, the Settler/Engineer go with the unit, not the slot. This applies for any unit that you define the 'role' with a number 0-6 (or is it 0-7?)


Yes and no: the role will allow to create a settler like unit; but if you want to create an engineer (i.e. a faster working settler), then you need to use the engineer slot for a settler-role unit!

Silpy is offline Silpy
Chieftain
The USA's European Colony
Sep 2002
time: 05:27
  Old Post 01-05-2003 18:08
Edit/Delete Message Reply w/Quote
#9 Report this post to a moderator
Support Apolyton, buy Galactic Civilizations: Deluxe Edition

Ah.

But any ideas about my nuke?

Panda is offline Panda
Prince
Europe
Jan 1970
time: 05:27
  Old Post 02-05-2003 03:18
Edit/Delete Message Reply w/Quote
#10 Report this post to a moderator
Support Apolyton, buy Call to Power 2

Well, if the unit is in the original nuclear missile slot, then you have the "our words are backed by NUCLEAR WEAPONS" in the diplomacy screen, but that's the only thing I can think of atm.

Sorry, I'm not too sure what you mean by "true" nuke. Either a unit has an attack value of 99 and explodes like a nuclear unit, or it isn't one.

hardjoy is offline hardjoy
Warlord
Odense, Denmark
May 2001
time: 06:27
  Old Post 02-05-2003 10:18
Edit/Delete Message Reply w/Quote
#11 Report this post to a moderator
Support Apolyton buy from Amazon

A note on the paratrooper and transform messages : works best when used for very civspecific events, since they are exclusive to the player-controlled civ that triggers them. The above message, for example, needs to be followed up with an event like "News of Mary's death reaches Spain" or something similar, which will then appear on the subsequent turn. So while they send a powerful message, if used for specific events, these need to be civspecific.

Silpy is offline Silpy
Chieftain
The USA's European Colony
Sep 2002
time: 05:27
  Old Post 07-05-2003 16:28
Edit/Delete Message Reply w/Quote
#12 Report this post to a moderator
Support Apolyton, pre-order Civilization IV

OK.
When I mean 'true nuke' I mean a nuke that is reconised by the AI when using and on diplomacy screen. It currently occupies a extra slot. I wanted this 'mini-nuke' (abit like IRBM's) to be in Rocketry, and the Normal Nuke to be later (Computers, perhaps?) My problem is that even if I switch their places, you will get the AI lobbing the nukes around like Cruse missiles. Have I found a limit to what Civ II Unit creation can do?

  < Last Thread     Next Thread > Post New Thread     Post A Reply
All times are GMT. The time now is 05:27.
Apolyton Time is 00:27.
    top of page
Rate This Thread:
archivepost
Forum Jump:
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
 




Contact Us - Apolyton Civilization Site - Support Us!

Building a better Apolyton through better information. Click here and take our poll!
Non-US visitors, click here!

Powered by: vBulletin Version 2.0.3
Copyright ©2000, 2001, Jelsoft Enterprises Limited.

Page generated in 0.0387 seconds (87.29% PHP - 12.71% MySQL) with 31 queries
Page Loading Time:

Support Apolyton: Amazon USA | Amazon UK | Amazon DE | Amazon FR |
Support Apolyton and get FREE PLUS, Buy from Chips&Bits: Galactic Civilizations | Galactic Civilizations: Deluxe Edition | Call to Power 2 | Civilization: The Boardgame | GURPS/ Alpha Centauri | Alpha Centauri | Civilization IV | Civilization III: Complete |


Front Page | Civilization IV | Civilization III | Civilization II | Call to Power II | Alpha Centauri | Master of Orion III
Rise of Nations | Galactic Civilizations | Galactic Civilizations II | Misc
Alt.Civs | Civ I | C:CtP I | About | News | Directory | Apolyton Store | Forums | Chat | Columns | Interviews | Newsletter
Scenario League | CSC | Clash of Civs | Spanish Site | CtP Maps | Cradle of Civ | WesW's Ctp1/2 Site | Civ3 Haven

apolyton.net | apolyton.com | civilization2.net | civilization3.net | civilization4.net | civilizationiv.info | calltopower.net | galciv.net | galciv2.net | moo3.net