May 16, 2000, 11:15
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#1
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Settler
Local Time: 00:06
Local Date: October 31, 2010
Join Date: May 2000
Posts: 5
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getting into it
Salve, Civies!
Okay, I've got the basics down for the scenario I'm creating, now I want to start working on some fine tuning -which is giving me the most difficulty-. Again, here are some more annoying questions for the experts out there...
- I don't want governments to negotiate -- can't seem to find out how to make that work.
- Remodeling the tech-tree is going to be a PITA isn't it?
I had other questions but forgot 'em, so I'll come back later to bother you all again
Vale!
>DormSlave<
[This message has been edited by DormSlave (edited May 16, 2000).]
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May 16, 2000, 11:44
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#2
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Prince
Local Time: 01:06
Local Date: October 31, 2010
Join Date: Oct 1999
Location: Good old Germany!
Posts: 743
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1. By using the events you can forbid a civ to negotiate with someone else.
The event would look similiar to this:
IF
NEGOTIATION
talker=ANYBODY
talkertype=HumanOrComputer
listener=ANYBODY
listenertype=HumanOrComputer
@THEN
@ENDIF
You can decide which civs to insert for "anybody" instead. The "talkertype" tells you when this event is in effect.
2. Yes, it will be. But if done nicely it is well worth the effort put into it. Before you start you should write done on a piece of paper how the tech-tree is suppossed to look like. Just make a sketch to work from makes it a lot easier.
Also you should beware of certain techs that have hardcoded effects on the game. There is a very good design tip about this on the S. League. You should check it out!
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May 17, 2000, 10:01
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#3
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Settler
Local Time: 00:06
Local Date: October 31, 2010
Join Date: May 2000
Posts: 5
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Great, thanks.
Another quirk:
I have units ready to attack along a front, yet every time the computer is put in control of these units, they all just fortify and are slaughtered next turn, even though they have the advantage. I've got the total war flag on, WWII AI, and have set the tribe to be aggressive, and still the computer refuses to launch an attack. How can I change this? (the scenario is quite boring otherwise) .
Thanks
>DormSlave<
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May 17, 2000, 10:59
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#4
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Emperor
Local Time: 02:06
Local Date: October 31, 2010
Join Date: Mar 2000
Posts: 8,278
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Are You sure that the ROLE for these units is set up correctly? Ensure that they are defined as ATTACKERS, not as defenders...
Hope that this helps You.
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May 17, 2000, 11:16
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#5
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Emperor
Local Time: 16:06
Local Date: October 30, 2010
Join Date: Mar 1999
Location: SF, CA don't call it frisco... Striker!!
Posts: 3,617
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You might want to get rid of the WWII AI, per John Possidente's scenario guide, it has a bunch of very specific code changes, beyond just maintaining alliances. It was programmed for a specific scenario and you should never use it or it will screw up your scenario.
I have not seen it used here before, but some guys might have hacked it and figured out how to make it work, so I reserve the right to be totally wrong.
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May 17, 2000, 13:37
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#6
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Prince
Local Time: 01:06
Local Date: October 31, 2010
Join Date: Oct 1999
Location: Good old Germany!
Posts: 743
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Do not use the WWII flag under any circumstances!!! It will screw up your scenario for good!
And I'm speaking out of experience...
Otherwise make sure all units have the right role and that they do have an attack factor of more than 0. Sounds stupid but it actually happend to once that I did forget to put in an attack rating for a unit.
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May 17, 2000, 20:02
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#7
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Settler
Local Time: 00:06
Local Date: October 31, 2010
Join Date: May 2000
Posts: 5
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Got rid of the WWII flag and everything's cool now. Thanks ya'll.
>DormSlave<
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May 18, 2000, 23:18
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#8
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Prince
Local Time: 00:06
Local Date: October 31, 2010
Join Date: Dec 1969
Location: Red Front
Posts: 556
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For disabling negotiations you need
@IF
NEGOTIATION
talker=Anybody
talkertype=HumanOrComputer
listener=Anybody
listenertype=HumanOrComputer
@THEN
@ENDIF
If the blank line between @THEN and @ENDIF is omitted the statement does not work! You will spend days wondering why your deadly enemies are making peace with eachother behind your back...
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May 19, 2000, 07:50
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#9
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Prince
Local Time: 19:06
Local Date: October 30, 2010
Join Date: Dec 1969
Location: Research Triangle Park, NC USA
Posts: 693
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And don't use Anybody, Anybidy. You need a separate NEGOTIATION command for each set of nations you want to limit. And you have to do a pair of statements for each relationship; ie Germans and Russians PLUS one for Russians and Germans.
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May 20, 2000, 06:35
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#10
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Emperor
Local Time: 02:06
Local Date: October 31, 2010
Join Date: Mar 2000
Posts: 8,278
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Michael, is it really necessary to use negotiation events for every pair of civs?
I think it works also with Nemo´s solution?
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May 20, 2000, 08:27
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#11
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Prince
Local Time: 01:06
Local Date: October 31, 2010
Join Date: Oct 1999
Location: Good old Germany!
Posts: 743
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Well, sometimes it seems to work and sometimes not. I was unlucky enough as not to get it to work as intended in my last scenario. Tooks me a long time to get it to work in a somewhat acceptable form.
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May 20, 2000, 13:56
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#12
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Prince
Local Time: 19:06
Local Date: October 30, 2010
Join Date: Dec 1969
Location: Research Triangle Park, NC USA
Posts: 693
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Is that the case in 2194 Days? I have never had it work for me either.
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