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Cyrion
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Caught somewhere in time
Jan 2002 time: 06:16
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I have some doubts about a few things, where I'm not sure my way of doing things is correct!
I hope someone can answer, as I intend to try and validate my events file this week-end.
1. Change terrain effect
If I change the terrain of a square (via events file), will the units sitting in that spot be destroyed??
If not, how could I make sure I destroy units in a definite square??
2. Change terrain and Barbarians
I read somewhere that when a change terrain takes place in the events file, all barbarians on the map disappear, unless they possess a city, is that correct?
I intend to give the barbarians an unreachable city from the start, to make sure they stay on the map. Is that necessary?? and is that the best solution??
3. Barbarian city
To create my initial barbarian city, I intend to manually create a size 2 city from another civ, and then to create a barbarian unit through event file next to it, so that it takes the city.
Is there an easier way to directly create barbarian cities or units (without using the events file) ?
And in the events file, what "civ" name should I use: "Barbarian" or "Barbarians" ??
4. Units in the same spot
I intend to use the events file to create barbarians units at a definite spot, unless another civ's unit is still sitting on this spot! Does it work?? I mean, what happens if the events file try to create an unit on a spot already occupied by another civ's unit: does the creation take place and the 2 units sit on the same spot, or is the game stopped from creating the unit (as I think and hope) ??
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Cyrion
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Caught somewhere in time
Jan 2002 time: 06:16
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First a comment: I still think that the Changeterrain destroys the barbarians units IF they don't own a city at the time it happens! That's what happened in my tests, and it stops after I gave them a city!
Second (somehow related to Palaiologos "rectangular" remark): if I want to change a few squares at a time, can I only define a rectangular shape that is fully aligned with the vertical and horizontal? I mean would it be possible to use, for instance, "58,88,60,86,58,88,60,86"?? and would I then get a change in the 3 squares: 58,88; 59,87; 60,86 ?? I tried it, but it didn't seem to work! Is there a way to get it, apart from using 3 Changeterrain? Or maybe there was another problem in my event??
Third and last: I had a visual problem with an unit: if I create a particular unit (and I tried a few ones, it only happened with that particular unit) it looks just fine with any Civ, except the barbarians: if I create it for the barbarians, everything is fine EXCEPT that I can't see it, only the shield and health bar are visible on the terrain! What's up?? Did this already happen to anybody??
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Catfish
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Wollongong, Australia
Aug 2000 time: 14:16
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I don't know, but logic might suggest that it's to stop units for more than one civ appearing in the same tile in the same turn.
Does it have to appear in the same turn? Do you have the Delay modifier available to you in the version of Civ2 you're using?
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Catfish
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Wollongong, Australia
Aug 2000 time: 14:16
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quote: Originally posted by Cyrion
Never heard of this Delay modifier, that would be perfect, but I fear it's only available in TOT (I'm using MPGE) |
Yeah, well that's a bit of a bummer - I don't have MGE, only FW and ToT, so I wasn't sure. The Delay modifier allows you to delay the event Action by 1 to 1000 turns.
Despite the fact that you'd expect your event to work in theory, maybe the reason the game doesn't allow it is because of the way it handles events in memory.
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Catfish
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Wollongong, Australia
Aug 2000 time: 14:16
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Good to hear. Just be aware, however, that there still exists the potential for your event to be "blocked". If units from any other civs are present at these co-ordinates during the same player turn that the event Action is called, then no unit will be created at that location.
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Cyrion
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Caught somewhere in time
Jan 2002 time: 06:16
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quote: Originally posted by William Keenan
Another possibility would be to list the four squares around the primary square in the locations section of the create unit; since one of these squares must be controlled by the attacker and thus a valid location for create unit. |
Yes, you're right, except it wouldn't be serving my purpose (which you had no way to guess, so I'll explain what I did! )
So, my basic concept is the following:
1) civ X has an unit (static) on a definite square
2) every 3 turns (for instance), a mobile offensive unit for civ X is created on this square
3) as soon as a civ (let's call them Y! how original!!) destroys this static unit, I want another static unit (belonging to the "nature" civ in my scen, allied to each civ, so that they can't be attacked and don't hinder movement) from civ Z (did you guess that would be their name??) to be created on this square (and NOT on any other one), so that the units from civ X won't be able to span there from then on!!
So, as you now can see:
1) a surrounding square wouldn't do!
2) and the unit won't belong to the attacking civ!
But thanks for your thoughts anyway, I might use your suggestion for other things in the future! 
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kobayashi
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Singapore
Dec 2000 time: 13:16
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quote: Originally posted by Cyrion
BTW: if I want to create a boat with units on board, it doesn't seem to work; what I did is that I created the units on an island and a boat next to it; is there a way to have the units directly created onboard?? |
I don't think there is a way around that one- and there's no guarantee they'll all get on the boat.
There is a slight twist to this. If you make a city in the sea and then creat a boat in it via events, all the units the city has been making will get on the boat since units in a sea city are always asleep. Unfortunately you can't create land units in a sea city via events. The only way to control which units end up in the boat is to use the barbarian civ since it can't change production.
Last edited by kobayashi on 07-10-2003 at 18:38
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