October 30, 2003, 04:41
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#61
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Warlord
Local Time: 08:45
Local Date: November 1, 2010
Join Date: Jan 2001
Location: Hannover, Germany
Posts: 227
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Quote:
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Originally posted by William Keenan
Another musing, would barbarians be usable a the listener?
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checking the human player may be ok.
But its only one time possible in a turn when you establish an embassy in a barbarian city. The barbarian leader appears within this turn in the F3 main diplo window. After this turn the embassy would vanish and reestablishing embassy is not possible to open the barbarian dipl. window twice. But this ist not working in every case. I couldnt found out why.
for AI identification this ist not possible. They(AI) never communicate with Barbarians.
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December 1, 2003, 16:14
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#62
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Prince
Local Time: 03:45
Local Date: November 1, 2010
Join Date: Nov 2001
Location: Picksburgh
Posts: 837
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Quote:
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Originally posted by William Keenan
Alternately, the listener could be a single civ that no one is allowed to communicate, like the Hodad in the Aliens scenario.
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The Hodads were cool in that scenario. Did you know 'Hodad' was a model of guitar made by Fender in the early '60s? It was used in a lot of surfer music from that era....
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December 1, 2003, 20:58
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#63
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Local Time: 03:45
Local Date: November 1, 2010
Join Date: Jul 2005
Location: In search of pants
Posts: 5,085
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I liked the high-attack low-defense Viking marines that attack from high-attack longboats in Harlan's Vikings. I liked the idea enough to copy it in Fictional Americas.
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December 2, 2003, 05:27
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#64
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Moderator
Local Time: 08:45
Local Date: November 1, 2010
Join Date: May 2002
Location: Spamingrad
Posts: 5,693
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Quote:
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Originally posted by bfg9000
The Hodads were cool in that scenario. Did you know 'Hodad' was a model of guitar made by Fender in the early '60s? It was used in a lot of surfer music from that era....
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Hence the surfer-types names for the alien cities!
*stating the obvious, I know!*
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December 4, 2003, 01:51
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#65
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King
Local Time: 02:45
Local Date: November 1, 2010
Join Date: Sep 2000
Location: of the Benighted Realms
Posts: 1,791
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Tooting my own horn . . . .
Back on topic . . .
Has anyone else ever used the CivCity program to arrange that only specified cities can have "oil fields?" (Which are actually Hydro plants)
If not, I lay first claim to it.
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"or a very good liar." --Stefu
"Jesus" avatars created by Mercator and Laszlo.
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December 4, 2003, 05:29
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#66
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Moderator
Local Time: 08:45
Local Date: November 1, 2010
Join Date: May 2002
Location: Spamingrad
Posts: 5,693
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Be proud!
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December 4, 2003, 18:38
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#67
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Emperor
Local Time: 17:45
Local Date: November 1, 2010
Join Date: Feb 2000
Posts: 3,057
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Quote:
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Originally posted by St Leo
I liked the high-attack low-defense Viking marines that attack from high-attack longboats in Harlan's Vikings.
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Ditto. Their low defence stats and general inability to bother fortified cities gave that scenario a fantastic dynamic.
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- Neal Stephenson, Cryptonomicon
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December 7, 2003, 14:09
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#68
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King
Local Time: 07:45
Local Date: November 1, 2010
Join Date: Aug 2002
Location: Constantinople, Queen of Cities
Posts: 1,563
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Re: Tooting my own horn . . . .
Quote:
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Originally posted by Exile
Back on topic . . .
Has anyone else ever used the CivCity program to arrange that only specified cities can have "oil fields?" (Which are actually Hydro plants)
If not, I lay first claim to it.
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I have actually, some months ago.Only that there were termed "conscription centers".
Still to release that scenario though.
But i think that the concept first appeared in 2194 days of war.
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December 7, 2003, 15:16
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#69
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Moderator
Local Time: 08:45
Local Date: November 1, 2010
Join Date: May 2002
Location: Spamingrad
Posts: 5,693
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Nemo/Alex used the 'Oil Refinery' in Red Front.
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December 9, 2003, 08:50
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#70
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Emperor
Local Time: 09:45
Local Date: November 1, 2010
Join Date: Jun 2000
Location: of syrian frogs
Posts: 6,772
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I don't know the program. Now tell me; can You arrange also that only specific cities can have palace, or marketplace, or any other improvement? If so, it'd be great.
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Middle East!
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December 9, 2003, 10:47
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#71
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Emperor
Local Time: 04:45
Local Date: November 1, 2010
Join Date: Jan 2000
Location: ( o Y o )
Posts: 5,048
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No, it only happens with some flag that the game sets (but existing flags)
such as 'coastal' (you can edit coastal cities so that they appear as landlockes for game purposes, and so cannot build ships or the sea improvements..
same happens with the hydro plant: it needs a river to be built, so the cities can be hex-edited to allow or disallow the construction of such.
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Indifference is Bliss
Progressive Game ID #0023
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December 18, 2003, 20:48
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#72
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Chieftain
Local Time: 08:45
Local Date: November 1, 2010
Join Date: Apr 2003
Location: Milan
Posts: 77
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Re: Tooting my own horn . . . .
Quote:
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Originally posted by Exile
Back on topic . . .
Has anyone else ever used the CivCity program to arrange that only specified cities can have "oil fields?" (Which are actually Hydro plants)
If not, I lay first claim to it.
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Sound VERY interesting. Please, tell me more
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December 19, 2003, 01:04
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#73
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Emperor
Local Time: 04:45
Local Date: November 1, 2010
Join Date: Jan 2000
Location: ( o Y o )
Posts: 5,048
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When you build a city, if it has a river in it's radius, the game marks it as able to build a hydro plant. You can, by hex editing (or using CivCity), toggle which cities can and which can't. You then rename the hydro plant to whatever you wish, and you can have custom power plants buildable in only some cities.
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Indifference is Bliss
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December 19, 2003, 15:14
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#74
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King
Local Time: 02:45
Local Date: November 1, 2010
Join Date: Sep 2000
Location: of the Benighted Realms
Posts: 1,791
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Ok, here it is;
Using the utility program CivCity by Mercator, you can go into a scenario, select any city, and decide whether you want it to be "coastal" or not. Doesn't matter where the city is or what terrain is around it. There is a checkbox that allows you to make that decision regardless of where the city might actually be on the map. When you deny a city the "coastal" status, it cannot build HARBORS, PORTS, or OFFSHORE PLATFORMS.
The same is true for shipbuilding ability. There is another checkbox that will allow or deny this too. This will also prevent the construction of COASTAL FORTS if this is not checked. For some reason, the program treats coastal forts like ships. If you don't check this box, you can't build either one.
Lastly, there is also a checkbox for "HYDRO." When you check this, a HYDRO PLANT can be built there, regardless of where the city may actually be. And, conversely, when you don't check it, or un-check it, the selected city cannot build a HYDRO PLANT.
No hex editing necessary.
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Lost in America.
"a freaking mastermind." --Stefu
"or a very good liar." --Stefu
"Jesus" avatars created by Mercator and Laszlo.
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December 20, 2003, 00:51
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#75
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Emperor
Local Time: 04:45
Local Date: November 1, 2010
Join Date: Jan 2000
Location: ( o Y o )
Posts: 5,048
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Re: Ok, here it is;
Quote:
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Originally posted by Exile No hex editing necessary.
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That's why i said ' or using CivCity'
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Indifference is Bliss
Progressive Game ID #0023
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December 20, 2003, 01:42
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#76
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Prince
Local Time: 17:45
Local Date: November 1, 2010
Join Date: Aug 2000
Location: Wollongong, Australia
Posts: 367
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Surely this sort of thing must have been done before, if at the very least by the original author of the utility who implemented the City Flag options in the first place. BTW, the author of CivCity is Carl Fritz, not Mercator.
Last edited by Catfish; December 20, 2003 at 01:55.
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December 21, 2003, 06:36
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#77
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Chieftain
Local Time: 07:45
Local Date: November 1, 2010
Join Date: Aug 2003
Location: Moskva
Posts: 58
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how is this for an idea:
when making a city combat simulation (rare as though they are) you can use ocean squares as roads. This is great, as you can simulate the benefits and importance of a road system, and also you can limit travel
(eg. Gansters Scenario - getaway veichle: very fast, can only store two units. or tank: slow, good at bombardng, can hold one unit...etc) You could also have zero movement places called 'Crossings' where infantry can pass from one side of the road to the other
sure... adding one realism sacrifices another, but i think it is a novel idea
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December 21, 2003, 09:45
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#78
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Prince
Local Time: 07:45
Local Date: November 1, 2010
Join Date: Dec 1969
Location: Europe
Posts: 744
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Hey cool
I didn't know Gothmog had made an update. Must remember to nominate him for the ACS HOF next time round.
http://users.stargate.net/~harden/index.html
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December 21, 2003, 18:17
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#79
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Local Time: 07:45
Local Date: November 1, 2010
Join Date: Jul 2000
Location: Deity of Lists
Posts: 11,873
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That's a pretty neat site. I don't think I ever saw it before- thanks for the link
(I downloaded all my civscenarios at sites started pre 2000  )
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December 24, 2003, 23:49
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#80
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Prince
Local Time: 03:45
Local Date: November 1, 2010
Join Date: Jan 2003
Posts: 628
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I personally liked the Weimar Republic scenario idea. Anyone know whatever happened to that?
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