 |
|  |
 |
|
Cyrion
|
 |
Caught somewhere in time
Jan 2002 time: 06:16
|
|
quote: Originally posted by duke o' york
Partisans can be generated from captured cities when the civ (previously ) owning them has both Communism and Gunpowder. They do not need to have a communist government though. Guerilla Warfare allows you to actually build partisans, and will increase your chances of having (more) partisans from a captured city. I'm not sure, but I think that GW also means that partisan barbs appear, whereas other civs can have them when their cities are captured, provided they have the requisite techs.
 |
Do you mean that IF the civ doesn't have Gunpowder AND Communism, then they wouldn't get partisans??
Interesting, I'll have to check whether they have Gunpowder (Communism being the tech behind that civ name...).
Anyway, I could use the spare slot I just got form my event problem upthere to create a special "rebellious" peasant I could throw in the partisan slot! It would then even make the game a bit more "interesting"...
quote:
Don't think so. It's likely to build whatever's in the settler slot. Can you link a units preq tech to a CityTaken trigger? Or will that cause a problem with other cities from the civ-formerly-known-as-barbarians?
|
Yes, actually I would really like them to build the same specific kind of unit that took the city!
If that's not possible, then I'll have to put a "generic" monster in the settler slot, make sure that this civ is unable to build anything, and hope it will then go for the unit in the settler slot! Not 100% satisfying, but it would do...
BTW, could someone find the time to make some tests with barbarian units and changeterrain commands?? Just to confirm that this problem is really messy (and that it's not only a matter of me being stooopid... ).??
|
|
|  |
 |
|  |
 |
|  |
 |
|
Cyrion
|
 |
Caught somewhere in time
Jan 2002 time: 06:16
|
|
First the questions: where do I change the text/lists that appear in the tool bar at the top of the screen? I tried to modify most of the text files, but my menu list still reads for the Order menu: Build Roads, Build Irrigation, Build Mines, ...
And I would really need to change a few of those name (airlift and build airbase), so help please 
quote: Originally posted by Cyrion
1) Is the "original" Radio tech needed for am Airport to operate? I changed the tech prerequisite in a scen (as I didn't want any airbases) and the Airport-equivalent doesn't seem to woirk properly?
|
Answer after some testing: yes, it is needed! 
quote:
2) I use a civ for the Bad-guys (I have good reasons not to use the Barbarians for that), with the "right attitude": militaristic, expansionist, aggressive... They are set at war with all others every turn in the events file.
Nonetheless, they don't behave aggressively enough: they sometimes attack, but tend to fortify when they encounter foreign units (yes, the unit role is Attack).
Might that come from their lack of units?
Would creating heaps of units in their "unreachable corner city" convince them to use their other units aggressively?? 
|
I tried giving them many more units, but it didn't change anything. 
|
|
|  |
 |
|
Cyrion
|
 |
Caught somewhere in time
Jan 2002 time: 06:16
|
|
quote: Originally posted by Mercatore Uno
The menu text should be changed in the labels.txt. Changing menu.txt doesn't seem to have any effect.Or not on the displayed text anyway, I didn't test any other changes.
|
Sadly, no! 
I did some testing, and here is the (sad) result:
1) first of all: my goal was to replace "airlift" and "build airbase" in the "Orders" menu from the tool bar at the top of the screen!
2) replacing all the "airbases/airlift" occurences in the labels.txt didn't change anything about the menu!
3) replacing the the "airbases/airlift" occurences in a menu.txt placed in the scenario folder didn't change anything about the menu!
4) replacing the the "airbases/airlift" occurences in the "main" menu.txt placed in the CivII folder provided the desired result!
So, sadly, it appears that to achieve the deisred goal, you have to modify the menu.txt in the "root" CIvII folder, which will then affect ALL your games, and so not be "scenario-dedicated"!
As this is not desirable, I'm afraid I'll have to renounce modifying the menu list, unless someone can provide a solution... 
|
|
|  |
 |
|
William Keenan
|
 |
New Jersey, USA, Earth, Sol, Milky Way
Sep 1999 time: 00:16
|
|
quote: 1) Is the "original" Radio tech needed for am Airport to operate? I changed the tech prerequisite in a scen (as I didn't want any airbases) and the Airport-equivalent doesn't seem to woirk properly? |
The radio tech has two effects. It allows setler units to build airbases and it reduces the cash/science bonus for delivering trade. Airports should still work properly without the radio tech.
quote: 2) I use a civ for the Bad-guys (I have good reasons not to use the Barbarians for that), with the "right attitude": militaristic, expansionist, aggressive... They are set at war with all others every turn in the events file.
Nonetheless, they don't behave aggressively enough: they sometimes attack, but tend to fortify when they encounter foreign units (yes, the unit role is Attack).
Might that come from their lack of units?
Would creating heaps of units in their "unreachable corner city" convince them to use their other units aggressively?? |
Make the AI units cheap. Cost to build effects how willing the AI is to scrifice it. Cheap units it will charge like orcs at Helmsdeep.
quote: replacing all the "airbases/airlift" occurences in the labels.txt didn't change anything about the menu! |
The change needs to be made in the memu.txt file. the problem however is that file has to be in the civ2 directory to function. Haveing it in the scenario directory is no good. This works in ToT, though.
|
|
|  |
 |
|  |
 |
|  |
 |
|  |
 |
|  |
 |
|
Cyrion
|
 |
Caught somewhere in time
Jan 2002 time: 06:16
|
|
quote: Originally posted by Elok
By "work," do you mean just their airlift function, or the entire deal, including repairing and veteranizing air units? |
BY work in that post (if I am speaking about the same you did!), I meant the name list!
And about the airports/airlifts, to make it short: if you use another tech than the one in the original "Radio" slot as a prerequisite, then you can build the airport, but it won't do anything (exactly as the temple without the "mysticism" tech), until you have the tech in the "Radio" slot! So, no matter what its prerequisite, without the "Radio" tech, your airport doesn't do anything, and with it, it works normally.
Is that a bit clearer now? 
And William: found the (25% thrust in pedia, thanks )
|
|
|  |
 |
|  |
 |
|  |
 |
|  |
 |
|  |
 |
|
Cyrion
|
 |
Caught somewhere in time
Jan 2002 time: 06:16
|
|
2 more questions for you civ creators 
The second one is much trickier than the first, but I sometimes get weird ideas... 
1) is there a place where I can change the number of people related to city size?? What I mean is: could I define somewhere that a city size 2 would be shown as having 500 people, a size 5 3'000 and a size 12 10'000 for instance (I don't mean changing the growth rate, just the "number" of people displayed! Nothing gameplay related, just cosmetics! )
2) a question about FT (Future Technology) and the events; if nobody can answer, I'll have to check (which shouldn't be too difficult, but I haven't much time right now... ).
Let's say I write an event giving 100 Gold once a civ discovers FT.
- if I don't use the "justonce" command, the civ will get 100 Gold every turn after it's discovery, correct??
- if I use the "justonce", then the gold will be gained only on the turn when the tech is discovered (or the one after, I don't remember!). But what would happen if FT2 is discovered?? Would it be seen as a new FT (i.e. 100 Gold), or would it still be seen as the same FT?? (i.e. no gain)
So my question is: can I write an event giving something every time a FT is discovered, but only once for each FT discovery??
Not sure my question was really clear, but you should be used to that right now... 
|
|
|  |
All times are GMT. The time now is 05:16. Apolyton Time is 00:16. |
top of page
|
|
|
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
|
|
|
|
|
|