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Old June 22, 2002, 10:19   #1
Pedrunn
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For IW about Natural Disaster Visual
IW,
I remember once you said you want to have hurricanes to get at least one visual effect in the code. But I think i found a way to get those effects.

I added this line in the plague fuction
Code:
AddEffect(PlaguedCity.location, "SPECEFFECT_BIO_TERROR", "SOUND_ID_BIO_TERROR");
and this othe one in the Earthquakes in the damaged city location (throw party sprite effect is dust rising).
Code:
 AddEffect(tmpCity.location, "SPECEFFECT_THROW_PARTY", "SOUND_ID_NUCLEAR_ATTACK");
and this othe one in the Earthquakes in the volcano location (the volcano exploding).
Code:
 AddEffect(VolcLoc, "SPECEFFECT_NUCLEAR_ATTACK", "SOUND_ID_NUCLEAR_ATTACK");
I have seem the plague effect already. It worked and looked really good. And the effect also is useful to point wich cities a sick (some info i miss in your code). Yet i havent seen the others.
What do you think? Have you thought of that before?
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Old June 24, 2002, 06:31   #2
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Pedrun now you are relay going to kill me I have in my tile file a graphical representation of a volcano I made by converting the sea volcano very cool I will post it to you on Wednesday
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Old June 24, 2002, 10:22   #3
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Hehe, I see you're still busy reinventing the wheel, Big Mc (nice avatar, BTW ). There's already a vulcano pic in the 7 Samurai scenario
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Old June 24, 2002, 13:58   #4
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Yes the is a vulcano but it need four tiles instead of just one tile.

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Old June 25, 2002, 11:53   #5
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Sounds like we are expanding the idea

It has been several days and no response from IW!
I wonder where he is?
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Old June 26, 2002, 05:38   #6
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locutos nice to see you again no not the weal this time.

the volcano on seven samurai is dormant which means it is a sleep not working.

but my volcano is working it looks nasty surrounded by dead tiles ( very scary ).

pedrun if you want to we could probably put the sleeping volcano in one tile and then put it on maps with a bit of code behind it so it blows up some time in the game.

I have forgot my tile file again ( forget my head if it was not screwed on) D'oh.

and locutos Iw got the avatar for me
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Old June 26, 2002, 17:29   #7
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Quote:
Originally posted by Pedrunn
It has been several days and no response from IW!
I wonder where he is?
Wales. In a Victorian fort on a rocky peninsula, counting dogwhelks.

But now I return

Pedrunn, its a very good idea Even if the current effects aren't ideal, more can be added. I like the idea of terraforming the mountain into a volcano, and then putting an eruption effect over it. And henceforth having it as a dormant (or extinct) tile. It would add a little storyline to the game. You can look back in later years and ponder that the mountain near your city once smothered half the populus...

The question arises (again) whether to predetermine volcanoes before the game begins, so that you can choose whether to settle nearby (eruptions, but fertile soil) or have the spontaneously appear.
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Old June 26, 2002, 23:24   #8
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Volcanoes can appear 'spontaneously'. The classic example comes from Latin/South America circa 1970. A farmer ploughing his field noticed smoke rising from the ground and within a year there was a whopping great volcano there.

Having said that, however, volcanoes will only appear in geologically active regions. In other words the chance of a volcano appearing depends on whether there are any other volcanoes nearby. Too tough for SLIC?
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Old June 27, 2002, 09:07   #9
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I did at one point try to simulate tectonic boundaries, but I think it would be quite hard to keep track of.
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Old June 27, 2002, 13:13   #10
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I think that just set the tiles of moutains, water volcanos and rifts to be the tectonic boundaries are enough for gameplay porpouses.
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Old June 28, 2002, 06:38   #11
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I don’t believe this i have my tile file here with the volcano on it but I can't upload it I will try again Monday
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Old June 28, 2002, 14:20   #12
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Just post the tile graphics as zipped targas. It makes it much easier to download.
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Old July 1, 2002, 06:11   #13
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ok i will get the tga for the volcano for next time
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Old July 3, 2002, 21:42   #14
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Some thought about volcanoes in a disaster mod.

On the face of it you would be stupid to build a city near a volcano. Yet right around the world this is exactly what has/is happening. The reasons are varied but at least one of them is that volcanic soils can be very rich indeed. Thus in Java famers are able to produce three crops each year.

To make it viable building a city near a volcano in CTP there needs to be a comparable attraction. Perhaps the volcano square should be given some very attractive food/commerce/production bonuses.
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Old July 25, 2002, 15:20   #15
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i finaly got that vol here goes
Attached Files:
File Type: zip upload.zip (7.2 KB, 9 views)
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Old July 26, 2002, 18:59   #16
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Nice one. A post-eruption one certainly Now all you need to do is a pre-eruption one, and the borders for them both
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Old August 5, 2002, 15:26   #17
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wombat already have the pre eruption one and all I need is to get the slic done.
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Old August 5, 2002, 16:38   #18
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yay
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Old August 9, 2002, 16:09   #19
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what you did not do the slic for me
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Old August 9, 2002, 19:15   #20
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I could, its much more complex though.
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Old August 12, 2002, 14:09   #21
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Quote:
Originally posted by The Big Mc
wombat already have the pre eruption one and all I need is to get the slic done.
Can you post the pre-eruption volcano?

This is the basic code. I don't know what results you want around the volcano tile, but this places volcanoes at the beginning and then replaces volcanoes as they erupt with the other tile improvement.

I don't know if it works all the time, I haven't tested it properly.
Attached Files:
File Type: slc iwv_volcanoerupts.slc (1.6 KB, 5 views)
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Old August 27, 2002, 16:25   #22
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thanks again
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Old September 3, 2002, 12:17   #23
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How is this mod getting on, ANOTHER mod I am really looking forward to. Any screenies yet and what disasters have you included ?


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Old September 19, 2002, 08:03   #24
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I have some slic for you on Monday

It an ice age mod slowly turns the map to ice
I am also working on a dry mod to do the same but desert

They will be in my scenario

here is the code you sent me wombat I can’t get my version to work there is a bug a mile big in it
Code:
//=====================================
//
// Volcanic Eruptions
//

Location_t	VOLC_LOC[];


HandleEvent(BeginTurn) 'IWN_place_volcano' pre{
int_t	i;//10
int_t	j;
location_t	tmpLoc;
int_t	volc;
unit_t	BarbUnit;
int_t	num_volcs;

num_volcs = 3;			// this is the number of volcanoes that will appear. 

		volc = 0;
		while(volc <= num_volcs){//20
			i = random(GetMapWidth() -1);
			j = random(GetMapHeight() -1);
			MakeLocation(tmpLoc, i, j);
			if(TerrainType(tmpLoc) == terrainDB(TERRAIN_MOUNTAIN)){ 
				volc = volc + 1;
				VOLC_LOC[volc] = tmpLoc;
		Terraform(VOLC_LOC[volc], 10);		     
			}
		}
//30
	DisableTrigger('IWN_place_volcano');
}

HandleEvent(BeginTurn) 'IWN_volcano_erupts' pre {
int_t	rnd;
location_t	tmpLoc;
location_t tmploc2;
unit_t	BarbUnit;
int_t tmpnum;
int_t i;

		rnd = random(500);
		if(rnd == 1){ 
			tmpLoc = VOLC_LOC[rnd];
	Terraform(tmploc, 40); 		
for(i = -1; i < 7; i = i + 1) {
tmpnum = i ;
GetNeighbor(tmploc, tmpnum, tmploc2);//40 //nabors are also turned to dead
Terraform(tmploc2, 17);
	}
}
and here is the ice age code

Code:
HandleEvent(BeginTurn) 'FIRESTORM' post {
int_t	xcoord;
int_t	ycoord;
location_t	tmpLocb;
int_t i;
int_t b;

for(i = -1; i < 700; i = i + 1) {//done in 12 with 800
		xcoord = Random(GetMapWidth());
		ycoord = Random(GetMapHeight());
		MakeLocation(tmpLocb, xcoord, ycoord);           //50

		if (TerrainType(tmpLocb) == 7) {

		
		 AddEffect(tmplocb, "SPECEFFECT_FIRES", "SOUND_ID_NANO_TERROR");
		Terraform(tmplocb, 4);		// Transform jungle

} else {
		if (TerrainType(tmpLocb) == 1) {

		
		 AddEffect(tmplocb, "SPECEFFECT_FIRES", "SOUND_ID_NANO_TERROR");
		Terraform(tmplocb, 4);		// Transform to plain
} else {
		if (TerrainType(tmpLocb) == 2) {

		
		 AddEffect(tmplocb, "SPECEFFECT_FIRES", "SOUND_ID_NANO_TERROR");
		Terraform(tmplocb, 2);		// Transform tundra
} else {
		if (TerrainType(tmpLocb) == 3) {

		
		 AddEffect(tmplocb, "SPECEFFECT_FIRES", "SOUND_ID_NANO_TERROR");
		Terraform(tmplocb, 3);		// Transform snow
} else {
		if (TerrainType(tmpLocb) == 4) {

		
		 AddEffect(tmplocb, "SPECEFFECT_FIRES", "SOUND_ID_NANO_TERROR");
		Terraform(tmplocb, 3);		// Transform grass
} else {
		if (TerrainType(tmpLocb) == 5) {

		
		 AddEffect(tmplocb, "SPECEFFECT_FIRES", "SOUND_ID_NANO_TERROR");
		Terraform(tmplocb, 4);		// Transform desert
} else {
		if (TerrainType(tmpLocb) == 6) {

		
		 AddEffect(tmplocb, "SPECEFFECT_FIRES", "SOUND_ID_NANO_TERROR");
		Terraform(tmplocb, 4);		// Transform swamp
} else {
		if (TerrainType(tmpLocb) == 8) {

		
		 AddEffect(tmplocb, "SPECEFFECT_FIRES", "SOUND_ID_NANO_TERROR");
		Terraform(tmplocb, 21);		// Transform green mountin
} else {
		if (TerrainType(tmpLocb) == 9) {

		
		 AddEffect(tmplocb, "SPECEFFECT_FIRES", "SOUND_ID_NANO_TERROR");
		Terraform(tmplocb, 8);		// Transform green hill
} else {
		if (TerrainType(tmpLocb) == 18) {

		
		 AddEffect(tmplocb, "SPECEFFECT_FIRES", "SOUND_ID_NANO_TERROR");
		Terraform(tmplocb, 20);		// Transform sand dune
} else {
		if (TerrainType(tmpLocb) == 19) {

		
		 AddEffect(tmplocb, "SPECEFFECT_FIRES", "SOUND_ID_NANO_TERROR");
		Terraform(tmplocb, 9);		// Transform sand montin
} else {
		if (TerrainType(tmpLocb) == 20) {

		
		 AddEffect(tmplocb, "SPECEFFECT_FIRES", "SOUND_ID_NANO_TERROR");
		Terraform(tmplocb, 8);		// Transform poler hill
} else {
		if (TerrainType(tmpLocb) == 21) {

		
		 AddEffect(tmplocb, "SPECEFFECT_FIRES", "SOUND_ID_NANO_TERROR");
		Terraform(tmplocb, 21);		// Transform poler monitn
} else {
		if (TerrainType(tmpLocb) == 0) {

		
		 AddEffect(tmplocb, "SPECEFFECT_FIRES", "SOUND_ID_NANO_TERROR");
		Terraform(tmplocb, 4);		// Transform poler hill
}
}
}
}
}
}
}
}
}
}
}
}
}		              
  }
}
}
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Old September 19, 2002, 08:18   #25
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700 times
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Old September 19, 2002, 08:53   #26
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Instead of 700 hundred times and make a ice age last 1 turn (this may even cause slow pc player to wait until is all done) when truly happens in hundred of years you should make a random chance of activating and a round to end it up.
decreasing the how many times to terraform per turn
Something like:

Code:
int_t disableIceAgeRound;

HandleEvent(BeginTurn) 'ChanceOfEnablingIceAge' post {
	if(Random(10) == 0) { 
		EnableTrigger('FIRESTORM');
		disableIceAgeRound = GetCurrentRound() + 100;
	}
}

HandleEvent(BeginTurn) 'DisableIceAge' post {
	if(GetCurrentRound() == disableIceAgeRound) { 
		DisableTrigger('FIRESTORM');
	}
}
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Old September 23, 2002, 07:24   #27
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Ops I had it on test mode when I sent it to you that. 700 should be like 7 and then it last 3 to 4 hundred turns.
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