September 13, 2002, 08:24
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#1
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Emperor
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Civ Series Settler Tile Improvement Building
I caved in. I suppose it's mainly to shut the Civ series fanatics up. I want to make it completely clear that I LOVE THE PW IDEA FOR TILE IMPROVEMENTS!!!  However, there are some people out there who are too much of a Civ series fanatic and want/enjoy moving thousands of settlers/workers around the map building tile improvements.
Well here it is. The Civ Series Settler. Go ahead, download this script file. Put #include "civsettler.slc" in script.slc, or copy/paste it into scenario.slc. I don't care. I think this is a stupid idea after playing with PW. But if you like having to have a settler/urban planner in a tile before building a farm, then have fun. BTW, you can still build water improvements under the normal CTP2 rules, only land tile improvements require a settler. Oh, and I only enabled it for the human players. AI's will not be able to handle this script. You see, the AI is smarter than this stupid system.
I'm submitting it to the Apolyton Dir as well. Lastly, don't ask me to support this file. I'll not be downgrading CTP2 ever again.
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September 13, 2002, 08:39
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#2
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Prince
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I TOTTALY AGREE WITH YOU, Civ series settlers are just dumb compared to PW
Anyway im glad u made this as it will be good for my scenario (that i havent started  ) If its not to much work could u do a script for Civ3 workers? or do I just apply this script to the worker unit and disallow building of citys ?
Anyway dont downgrade CtP2 again  *joking*
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September 13, 2002, 08:46
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#3
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Emperor
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Smiffgig's:
Easy. Just add your workers unit tag onto this line, remembering to include an OR || tag.
Code:
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if(tmpUnit.type == UnitDB(UNIT_SETTLER) || tmpUnit.type == UnitDB(UNIT_URBAN_PLANNER)) { // Look for a settler unit |
BTW, what on earth does SMIFFGIG's mean?
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September 13, 2002, 08:50
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#4
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Prince
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Quote:
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I suppose it's mainly to shut the Civ series fanatics up.
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Yeah, stuff it down their throat!
I think you should be honored for this work with a news item in the Civ3 section! Title: "PW Bug in CtP2 finally solved!"
I'm completely serious about this!
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September 13, 2002, 08:55
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#5
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Emperor
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September 13, 2002, 09:16
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#6
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Emperor
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 Could I have a copy of this for Cradle??????
Nah, nevermind
I'm with mapfi 100% on this - stick the announcement in the civ3 forums - jam it down their throats...
Just as well, have Locutus plug this on the CTP2 main page - that way this will appear in the Apolyton announcement bar.
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September 13, 2002, 09:24
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#7
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Prince
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Maybe if we started petitioning Markos... Anyway I think this really deserves a news item no matter on what page since civ fans have always criticized this in CtP2.
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September 13, 2002, 09:32
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#8
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Emperor
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Quote:
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Maybe if we started petitioning Markos... Anyway I think this really deserves a news item no matter on what page since civ fans have always criticized this in CtP2.
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Now this I DO seriously agree with. The PW/settler arguement is one that unfortunately does damage CTP2 for Civ fanatics. If this script makes even a couple of the CTP2 slammers play a couple of games, instead of just bagging the game because of PW, then this script is a fantastic addition to our long list of modifications. I mean, how many Civ players have mentioned in total seriousness that in their opinion the PW system is the one major flaw in CTP1 & 2? Too many to count. Hopefully, this script will allow them to at least see what we're talking about when we say that CTP2 is a great game in its own right.
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September 13, 2002, 09:55
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#9
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King
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Now the dont even try to argument you civ3ers version.
The AI uses the system and is thougt how to use it and when to build workers.
UNTESTED but cleaned up syntax errors
You need a worker unit in the unit.txt :
Code:
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UNIT_WORKER {
Description DESCRIPTION_UNIT_SETTLER
DefaultIcon ICON_UNIT_SETTLER
DefaultSprite SPRITE_SETTLER
Category UNIT_CATEGORY_SPECIAL
Attack 0
Defense 10
ZBRangeAttack 0
Firepower 1
Armor 1
MaxHP 10
ShieldCost 300
PowerPoints 300
ShieldHunger 3
FoodHunger 0
MaxMovePoints 200
VisionRange 1
ActiveDefenseRange 0
LossMoveToDmgNone
MaxFuel 0
IgnoreZOC
NoZoc
CanBeSued
CanBeExpelled
CantCaptureCity
IsSpecialForces
Civilian
OnlyBuildOne
CanEntrench
BuildingRemovesAPop
DeathEffectsHappy
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
CanSee: Standard
MovementType: Land
MovementType: Mountain
Size: Small
VisionClass: Standard
} |
We could at least get the CTP2 news
"Civ3 worker system for CTP2"
This will make them confused
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Last edited by Pedrunn; September 13, 2002 at 10:12.
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September 13, 2002, 10:18
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#10
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Prince
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Pedrunn, you've definetely got too much time!
Just give the workerunit the nomad sprite, pack it up as a mod and this is the greatest improvement on CtP2 ever!
Quote:
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"Civ3 worker system for CTP2"
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No, no - having actually spent valuable time on this you should get at least some satisfaction out of it by humoring the civ3 fans
P.S. The longer this code gets the more paper we can stuff down their throats when it's printed out...
PPS. Don't think I am a mindless CtP2 fanatic that hates Civ3 fans - I've got the game myself, just don't like it. Furthermore this just provides so much fun!
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September 13, 2002, 10:47
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#11
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Deity
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__________________
This space is empty... or is it?
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September 13, 2002, 10:54
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#12
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King
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Iwill make it a addon for the Apolyton Pack!
Does someone wnat to write the great library info. I aint going to do.
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"Kill a man and you are a murder.
Kill thousands and you are a conquer.
Kill all and you are a God!"
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September 13, 2002, 11:24
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#13
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Prince
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So tell me, how does it work? Do you have to move the settler to the land to be improved, and then use PW to improve it? If this is the case, there will still be plenty of PW haters who will ***** and moan...
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September 13, 2002, 11:25
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#14
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Emperor
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Quote:
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Originally posted by hexagonian
Could I have a copy of this for Cradle??????
Nah, nevermind
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 Scared me for a second there!
Should be interesting to see what tactics it throws up in terms of improvements. In Civ3 mines are very important early on, but building a mine early in CtP2 wouldnt be worth the effort of building a worker, then having it roam around only to get squished by a barb.
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September 13, 2002, 11:27
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#15
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Prince
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Wow, I didn't realize that this forum had built in censors  (ie *****)
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September 13, 2002, 11:31
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#16
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Emperor
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Yeah what a ****in piece of rats ass ****in bullshit
Anyway back on topic... I think most of these new Public Workers™ will be built late on in the game, milling about blocking roads making huge armies move in single file!
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September 13, 2002, 14:12
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#17
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Prince
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Well, I just tried out the civsettler.slc, and I think that it works very good...PW alone is better, but for a Civ3 mod etc. it should work pretty good. I have just one suggestion, in order for it to be more similar to the feel of the Civ series, the settler/worker should not be allowed to move until the tile improvement is finished. I don't know how to do this so ahem, ahem, ...
By the way Dale, this may not be such a bad thing, all that it's doing is giving further proof that CTP2 is probably the best of all of the Civ-type games
Also this method though a possible downgrade from PW alone, is superior to the Civ1,2,3 settler/worker system, because you still need to save PW points, and the interface is much friendlier (ie. point and click on the type improvement that you want)
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September 13, 2002, 15:18
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#18
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King
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My code does not do what was suppose to: Send workers to the location whare a improvement was created and oce there create one of same type that he tried to create.
Dale may want to see it. But i wont loose more time in a feature that i dont want. I love PW.
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"Kill a man and you are a murder.
Kill thousands and you are a conquer.
Kill all and you are a God!"
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September 13, 2002, 18:12
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#19
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Emperor
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Pedrunn:
I took a quick look through your code.
Code:
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HandleEvent(BeginTurn) 'WorkIsSoRetardThatWeMustRemindHim' |
I'll see what's going on. This script would actually be handy to introduce Civers to CTP2. They play a few games with this script, then we convince them into a MOD (SAP2, Cradle, Med, WAW, GoodMod, etc) which doesn't have civsettler/worker.
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September 13, 2002, 18:26
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#20
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Emperor
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Okay, I'm going to commit myself today to get this worker system going.  For the above reason.
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September 13, 2002, 18:28
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#21
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Emperor
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you guys are crazy! just mad as hatter's, off with the fairies, nutz, looney. Unbelievable
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September 14, 2002, 19:02
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#22
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Emperor
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COT:  Maybe, but I'm having fun.
UPDATE: I got the workers doing what they should now. They build a tile improvement and then become active again when it's built. Now just have to tell the AI how to use them.
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September 14, 2002, 20:30
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#23
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Emperor
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Civ Series Workers v0.3
It's all finished!
Civ Workers is completed for both Humans and AIs.
Rules:
- You must have a worker on the square to build a TI.
- Your worker will build the TI and reappear when completed.
- You can group workers with other units, but only through the grouping window (not through Group All...). If you do group, when you build a TI under the worker the stack will be ungrouped.
- The worker is a civilian, so if you attack one, the same rules/penalties apply as a settler.
- You can build workers.
AI changes:
- The AI doesn't have to have a worker on the square, however the AI must have a worker on hand within 4 squares to build a TI. (Simulates a move-then-TI anyways, so no advantage to AI).
Notes:
- I've setup this as a MOD (through ModSwapper) but it should be fairly easy to add into other MODs.
- Don't ask me to change this MOD, as I'm not going to. It's the only crappy Civ concept I'm adding to CTP2.
LONG LIVE PW!
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September 14, 2002, 20:37
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#24
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Prince
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2 things
1. Is the Worker unit graphics from civ3 being used?
2.
Quote:
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Your worker will build the TI and reappear when completed
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Does the worker disappear completely aka invisible? If this is the case i think it would be better if it used the animation of the worker working (hiting pick axe against ground) rather than just tottaly disappearing
civ3 style worker
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September 14, 2002, 20:48
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#25
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Emperor
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Answers:
1. The sprite is the nomad settler from C:CTP/Cradle. If you want a different sprite, just rename it GU018.spr
2. Yeah, it "disappears" for a couple of turns. Do you know how hard it is to create an array that'll keep track of everything needed? Unfortunately, SLIC ain't C or C++.  Also, the AI had a tendancy to keep moving the worker of the tile being worked. It was the easiest thing I could come up with that didn't eat mega-heaps of RAM. BTW, to kill the worker who's building the TI, just pillage the unfinished TI.
Let's just say I would've had to have made:
Quote:
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More workarounds than you can shake a leemur poo at
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September 17, 2002, 07:52
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#26
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Prince
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So when is this getting a news item?
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September 25, 2002, 17:19
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#27
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Prince
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This really does deserve a news thread. As much as it isnt important to me, many Sid fanatics will love this
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September 25, 2002, 17:32
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#28
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Super Moderator
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Yeah this needs a news item as well, but Locutus seems to be a little bit too busy. I hate these summery news items, there are too much of these Civ3 items in the news box. (OK that is also true for the MoO3 and RoN and Misc and About.)
-Martin
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September 25, 2002, 19:34
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#29
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Yeah, where's my news item?
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September 26, 2002, 01:22
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#30
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Emperor
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Locutus had some personal issues this past week
Be patient young Grasshopper...
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