September 5, 2001, 14:25
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#1
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King
Local Time: 10:05
Local Date: October 31, 2010
Join Date: Jul 2001
Location: of Natal, Brazil
Posts: 2,555
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Colonies
It worked! It Worked!
I think it is a good idea and it did worked  . One of the things i always thought funny was the city bein in the unit.txt and since i could change the units, why not change the cities?
The first thing in my mind was to make the Leviathon has Pop and can build but it did not work out.
Then a lamp lighted over my head  . Why not make Colonies like civ3 to get resources? And it did worked.
Here is what i did:
1) I Copied the UNIT_CITY, paste it and changeg the name to UNIT_COLONY. I deleted the lines city growth coefficient and NeedsNoSupport. I also gave it a simbolic foodhunger.
2) I created the unit Colonizer. A settler with the lines SettleCityType UNIT_COLONY and SettleSize 0.
3) I went over the Citysize*.txt files and where there was the CITYSIZE_ZERO i changed the line RadiusVision from 1.414 to 0 in all these files.
As a result i got a Unit (the colonizer) that could settle a Colony: City wich has Pop 0, cant grow and does not have radius (The radius is the colony itself).
Conclusions: This new city type could be used to get Goods outside of yours cities borders but it does not need roads like in civ3 what i think it is better because that way you can build overseas colonies. And it still can build what isnt a bad feature it even looks realistic.
We just need to teach the AI to build this colonies over the Goods and to make the colonies disband itself when another city's radius reachs it. A new city sprite was also going to be nice although the Ancient Palace type of city sprite of Martins CityMod2 looks perfect.
What you guys think? Any pros and cons?
__________________
"Kill a man and you are a murder.
Kill thousands and you are a conquer.
Kill all and you are a God!"
-Jean Rostand
Last edited by Pedrunn; September 5, 2001 at 14:34.
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September 5, 2001, 17:42
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#2
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Warlord
Local Time: 06:05
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Join Date: Nov 2000
Location: El Paso, Tx
Posts: 120
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cool!
How about making it size 1, I don't like size 0 there have to be some people. Could you post the file or the text you edited. I think making the leviathon able to build would be great, but only units. That way you could have units made in the leviathon. I think the reason you couldn't get the leviathon to build stuff is that it can move.
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September 5, 2001, 19:49
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#3
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King
Local Time: 10:05
Local Date: October 31, 2010
Join Date: Jul 2001
Location: of Natal, Brazil
Posts: 2,555
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Having size 0 is what makes it work. To get this annoyng zero out of the colony we need a new sprite. but i cant make it. Can anyone make this sprite? Martin couldnt you just take the name and the number of the city out of the Ancient palace sprite of your CityMod2?
Still there are the folowing problems:
-The AI wouldnt know how to use it
-It takes a tile of a city when this city expands its radius over it
- It becomes a regular city when it receives a slave .
-It expands the civ borders too much.
This problems are the ones i could not solve any suggestions?
Here are the things i changed in the text files:
I added in the Unit.txt
Code:
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UNIT_COLONY {
Description DESCRIPTION_UNIT_CITY
DefaultIcon ICON_UNIT_CITY
DefaultSprite SPRITE_CITY
Category UNIT_CATEGORY_GENERIC
Attack 0
Defense 0
ZBRangeAttack 0
Firepower 0
Armor 0
MaxHP 0
ShieldCost 0
PowerPoints 1000
ShieldHunger 0
FoodHunger 20
MaxMovePoints 0
VisionRange 0
ActiveDefenseRange 0
LossMoveToDmgNone
MaxFuel 0
HasPopAndCanBuild
CantBuild
NoIndex
CantCaptureCity
SoundSelect1 SOUND_SELECT1_CITY
SoundSelect2 SOUND_SELECT2_CITY
SoundMove SOUND_MOVE_CITY
SoundAcknowledge SOUND_ACKNOWLEDGE_CITY
SoundCantMove SOUND_CANTMOVE_CITY
SoundAttack SOUND_ATTACK_CITY
SoundWork SOUND_WORK_CITY
SoundVictory SOUND_VICTORY_CITY
SoundDeath SOUND_DEATH_CITY
CanSee: Standard
MovementType: Land
MovementType: Mountain
Size: Medium
VisionClass: Standard
Revolution {
Sound SOUND_ID_REVOLUTION
Effect SPECEFFECT_REVOLUTION
}
} |
and this one has to be added after the Settler Data:
Code:
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## UNIT 101
UNIT_COLONIZER {
DefaultIcon ICON_UNIT_SETTLER
Description DESCRIPTION_UNIT_SETTLER
DefaultSprite SPRITE_SETTLER
Category UNIT_CATEGORY_SETTLER
Attack 0
Defense 10
ZBRangeAttack 0
Firepower 1
Armor 1
MaxHP 10
ShieldCost 300
PowerPoints 300
ShieldHunger 0
FoodHunger 0
MaxMovePoints 200
VisionRange 1
EnableAdvance ADVANCE_TRADE
ActiveDefenseRange 0
MaxFuel 0
CanSee: Standard
MovementType: Land
MovementType: Mountain
Settle: Land
Settle: Mountain
Size: Small
VisionClass: Standard
SoundSelect1 SOUND_SELECT1_SETTLER
SoundSelect2 SOUND_SELECT2_SETTLER
SoundMove SOUND_MOVE_SETTLER
SoundAcknowledge SOUND_ACKNOWLEDGE_SETTLER
SoundCantMove SOUND_CANTMOVE_SETTLER
SoundAttack SOUND_ATTACK_SETTLER
SoundWork SOUND_WORK_SETTLER
SoundVictory SOUND_VICTORY_SETTLER
SoundDeath SOUND_DEATH_SETTLER
LossMoveToDmgNone
NoZoc
CanBeExpelled
CantCaptureCity
DeathEffectsHappy
BuildingRemovesAPop
OnlyBuildOne
IsSpecialForces
Civilian
SettleCityType UNIT_COLONY
SettleSize 0
} |
This one has to be raplace all the CITYSIZE_ZERO data in all the Citysize*.txt
Code:
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CITYSIZE_ZERO {
Population 0
SquaredRadius 0
IntRadius 0
MaxWorkers 0
GrowthRate 60
MinGrowthRate 2500
MaxSurplusFood 250
BaseOvercrowding 4
BaseMaxPop 0
VisionRadius 0
} |
I will try to solve the given problems
__________________
"Kill a man and you are a murder.
Kill thousands and you are a conquer.
Kill all and you are a God!"
-Jean Rostand
Last edited by Pedrunn; September 5, 2001 at 19:57.
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July 18, 2002, 12:21
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#4
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Prince
Local Time: 14:05
Local Date: October 31, 2010
Join Date: Dec 2000
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Posts: 4,962
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If you create a building "colony", make it unbuildable, and include it as one of the automatically built buildings in a colony, then you can use it to distinguish colonies from cities.
Then you can disallow colonies from building for instance, wonders, or certain buildings and units.
eg.
Code:
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mod_CanCityBuildWonder(city_t colony, int_t wonder)
{
if(CityHasBuilding(colony, "IMPROVE_COLONY")){
return 0;
} else{
return 1;
}
} |
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"I don't believe in giving scripting languages because the only additional power they give users is the power to create bugs." - Mike Breitkreutz, Firaxis
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July 18, 2002, 13:23
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#5
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Prince
Local Time: 06:05
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July 18, 2002, 14:26
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#6
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Emperor
Local Time: 13:05
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nice work pedrunn(you must have stopped the World Cup celebrations i guess?  ), this could be a great little strategic addition to CTP2 - i'm all for that. Will it be able to be killed like a normal city upon capture? Or maybe the invaiding army would be able to take it over?that would make you want to keep units around to protect it?
__________________
'The very basis of the liberal idea – the belief of individual freedom is what causes the chaos' - William Kristol, son of the founder of neo-conservitivism, talking about neo-con ideology and its agenda for you. info here. prove me wrong.
Bush's Republican=Neo-con for all intent and purpose. be afraid.
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July 18, 2002, 15:33
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#7
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Prince
Local Time: 14:05
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 this thread is nearly a year old...
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Concrete, Abstract, or Squoingy?
"I don't believe in giving scripting languages because the only additional power they give users is the power to create bugs." - Mike Breitkreutz, Firaxis
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July 18, 2002, 18:59
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#8
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Deity
Local Time: 15:05
Local Date: October 31, 2010
Join Date: Nov 1999
Location: De Hel van Enschede
Posts: 11,702
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IW,
Why spoil one of only 64 building on it? Terraforming the terrain or adding a tileimp will do just as well...
The only real problem I see with this solution is slavery: you want to stop it from becoming a real city due to slavery at all cost, but I don't see how this could be accomplished...
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July 18, 2002, 19:21
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#9
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Prince
Local Time: 14:05
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Join Date: Dec 2000
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Quote:
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Terraforming the terrain or adding a tileimp will do just as well...
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Almost. Terraforming would destroy the good, tileimps can be laid under cities?
I thought the 64 building limit was only to those that could be built and have an effect? It you place it as the 65th, then it wouldn't need to even have an effect, just to be there.
__________________
Concrete, Abstract, or Squoingy?
"I don't believe in giving scripting languages because the only additional power they give users is the power to create bugs." - Mike Breitkreutz, Firaxis
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July 18, 2002, 19:22
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#10
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King
Local Time: 06:05
Local Date: October 31, 2010
Join Date: Jul 2002
Location: Berkeley
Posts: 1,375
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Great idea!!!!!
whys there such a big gap b/w Pedrunn's and Immortal Wombat's first posts?
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July 18, 2002, 19:25
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#11
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Prince
Local Time: 14:05
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I couldn't be bothered to reply 10 months ago. Then Locutus linked to it in the Civ3 resources thread, and I thought this thread was worth bumping. Its a good idea.
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Concrete, Abstract, or Squoingy?
"I don't believe in giving scripting languages because the only additional power they give users is the power to create bugs." - Mike Breitkreutz, Firaxis
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July 18, 2002, 19:30
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#12
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Deity
Local Time: 15:05
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Join Date: Nov 1999
Location: De Hel van Enschede
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Quote:
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Originally posted by Immortal Wombat
Almost. Terraforming would destroy the good, tileimps can be laid under cities?
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D'oh! Good point about the terraforming.
Yes, laying tile imps under cities works just fine...
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July 18, 2002, 19:31
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#13
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Prince
Local Time: 06:05
Local Date: October 31, 2010
Join Date: Apr 2002
Location: USA
Posts: 916
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Quote:
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Originally posted by Immortal Wombat
this thread is nearly a year old...
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That'll teach me to skim through the posts, without looking at the dates
Anyway, it is a good idea and has a lot of potential for adding a great addition to the game.
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July 18, 2002, 19:35
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#14
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Deity
Local Time: 15:05
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Join Date: Nov 1999
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The only real problem I see with this solution is slavery: you must at all cost avoid that colonies can turn into regular cities due to slavery, but I see no way of realizing this (except by disallowing any units from entering the colony, but that doesn't make sense either). I think all the other issues can be worked out, but I'm not too sure about this one...
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July 18, 2002, 19:38
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#15
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King
Local Time: 06:05
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Join Date: Jul 2002
Location: Berkeley
Posts: 1,375
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what does the colonizer cost: 1pt or 1/2 pt or just the resouces
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July 18, 2002, 19:49
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#16
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Prince
Local Time: 14:05
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The version above removes 1pt.
Locutus, could the slavery just be prevented if a colony was the nearest suitable city?
__________________
Concrete, Abstract, or Squoingy?
"I don't believe in giving scripting languages because the only additional power they give users is the power to create bugs." - Mike Breitkreutz, Firaxis
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July 18, 2002, 20:09
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#17
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Deity
Local Time: 15:05
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 I don't think I understand your question, IW... (Probably because it's past 2 AM over here  )
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July 18, 2002, 20:17
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#18
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Prince
Local Time: 14:05
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Code:
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HandleEvent(SlaveRaidCity) 'igfaggfdsgdybh' pre{
city[1] = NearestCity(unit[0].owner, city[0].location);
if(HasBuilding(city[1], "IMPROVE_COLONY)){
return STOP;
message(unit[0].owner, 'haha_colonyM');
}
} |
would that be too annoying, as colonies are likely to be outposts, and therefore closer to enemies; or would it be a reasonable workaround to stop slavery if a colony was the nearest suitable city
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Concrete, Abstract, or Squoingy?
"I don't believe in giving scripting languages because the only additional power they give users is the power to create bugs." - Mike Breitkreutz, Firaxis
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July 18, 2002, 20:24
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#19
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Deity
Local Time: 15:05
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Ah, ok... yeah, that would probably work, but it would indeed be extremely annoying...
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July 18, 2002, 20:26
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#20
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Deity
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Hmm, maybe one could store the data of all units inside the colony in a few arrays, kill all the units, allow the slaveraid to continue and rebuild the units afterwards? Not ideal, but it might work...
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July 18, 2002, 20:36
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#21
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Prince
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or scan every slave event to see if the colony pop has grown, and if it has, use a barbarian abolitionist on it?
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Concrete, Abstract, or Squoingy?
"I don't believe in giving scripting languages because the only additional power they give users is the power to create bugs." - Mike Breitkreutz, Firaxis
Last edited by Immortal Wombat; July 18, 2002 at 20:42.
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July 18, 2002, 20:46
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#22
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Deity
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That could work too... only a pity if you lost dozens of potential slaves to colonies...
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July 19, 2002, 07:51
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#23
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Deity
Local Time: 16:05
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Wait wait, and why on earth would anyone need such a colony?
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Contact: solver-at-weplayciv-dot-com
I can kill you whenever I please... but not today. - The Cigarette Smoking Man
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July 19, 2002, 08:27
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#24
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Deity
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Weren't you one of the guys who posted a 'can we have a Civ3 mod?' thread...
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July 19, 2002, 09:48
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#25
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Emperor
Local Time: 13:05
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Quote:
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Originally posted by Immortal Wombat
I couldn't be bothered to reply 10 months ago.
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 i don't know, is that a bit of generation X or what  (got to love the wombat  )
So i guess if a Civ3 mod was to be attempted(God knows why??- it'll probably be easier to just buy Civ3!) this might be one thing to look at, especially if coupled with Martins in-progress Good dependant Mod.
__________________
'The very basis of the liberal idea – the belief of individual freedom is what causes the chaos' - William Kristol, son of the founder of neo-conservitivism, talking about neo-con ideology and its agenda for you. info here. prove me wrong.
Bush's Republican=Neo-con for all intent and purpose. be afraid.
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July 19, 2002, 10:55
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#26
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Deity
Local Time: 15:05
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Exactly, we don't want to make a copy of Civ3, but taking the best things from Civ3 and putting them in CtP2 is not a bad idea. Strategic resources (including colonies) is the one feature of Civ3 that CtP2 *really* needs to have an equivilant of.
BTW, another problem with this solution: these colonies will increase the number of cities in a civ, which leads to serious problems with the max city limit. Of course, SLIC can counter the extra unhappiness generated due to all those extra cities, but the UI will still be royally screwed (it will say 26 cities when you really have 12 cities and 14 colonies)
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July 19, 2002, 15:11
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#27
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Prince
Local Time: 14:05
Local Date: October 31, 2010
Join Date: Dec 2000
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Posts: 4,962
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*sigh*
D A W F D A D F
more problems. Realistically though, this is the only way to get a good as a good - by building a city over or near it. No tileimps or units can solve that one.
By the time you have reached the max city limit, most colonies would have been absorbed I would think. I'd try to settle over colonies ASAP.
It is? Which generation is that again? I think I'm the tag-end of Generation Y...
__________________
Concrete, Abstract, or Squoingy?
"I don't believe in giving scripting languages because the only additional power they give users is the power to create bugs." - Mike Breitkreutz, Firaxis
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July 19, 2002, 19:00
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#28
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Deity
Local Time: 15:05
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Well, *I* for one would found colonies where I can't found cities, on faraway continents and such, ala the Dutch in real history (their colonies were always trade posts and only few of them actually grew into cities (not counting the ones that were taken over by the English or others of course). My #1 obstacle in CtP2 is always the city limit (and to a lesser degree the distance unhappiness)...
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July 19, 2002, 20:32
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#29
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King
Local Time: 06:05
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yeah the colonys good if it doesn't suffer the will of the people...
you know citizens and peasants
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July 20, 2002, 15:51
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#30
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Emperor
Local Time: 13:05
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Quote:
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Originally posted by Immortal Wombat
It is? Which generation is that again? I think I'm the tag-end of Generation Y...
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Yeah your right - i'm getting old fashioned! I'm the GenX i guess(early settler version!), i love to moan about corporate greed in the games industry messing it all up!
If the colony is cheap to run and low maintenance(in comparison to a city), and really just acted as a way to get to valued resources then i would use them too - i hate having to many cities, especially if they are not in a good location. I suppose happiness will be a problem with the colonies, still if it can have a pop of 0 then that might help?(as there will be no unhappy citizens).
Still if there are no resources/goods then there will be no point for this.
__________________
'The very basis of the liberal idea – the belief of individual freedom is what causes the chaos' - William Kristol, son of the founder of neo-conservitivism, talking about neo-con ideology and its agenda for you. info here. prove me wrong.
Bush's Republican=Neo-con for all intent and purpose. be afraid.
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