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Old September 20, 2002, 12:14   #31
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In that case, I'm thinking that a new type of nuke should be incorporated into the game. One that Barbs can use in some sort of sneak attack...
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Old September 20, 2002, 13:25   #32
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But barb cities should be able to build it with the right set up in the strategies.txt
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Old September 21, 2002, 07:24   #33
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Quote:
Originally posted by centrifuge
In that case, I'm thinking that a new type of nuke should be incorporated into the game. One that Barbs can use in some sort of sneak attack...
Do you mean something like a nuclear suicide bomber?
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Old September 21, 2002, 10:52   #34
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Quote:
Originally posted by J Bytheway

Do you mean something like a nuclear suicide bomber?
Not necessarily, I was thinking more like "suitcase bombs".
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Old September 21, 2002, 16:05   #35
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Well, I would think that'd make more of a special unit for all countries plus the barbarians. After all, the suitcase nuke is part of the US arsenal (was old Soviet too, probably several other states right now).

Maybe make it a variant of the spy unit, or an additional capacity of that unit.

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Old September 22, 2002, 06:52   #36
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Quote:
Originally posted by centrifuge
Not necessarily, I was thinking more like "suitcase bombs".
I thought that spies could already do that. Or am I confusing this with CTP1 again...
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Old September 22, 2002, 06:53   #37
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What is there functions like this on CtP1 that arent on CtP2 if so which ones ???? Other than space related functions
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Old September 22, 2002, 07:07   #38
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Well, in CTP1 spies could (try to) nuke cities. I assumed it was in CTP2, but I've never checked... I don't think I've ever built a spy.
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Old September 22, 2002, 07:12   #39
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I checked, and the ability is still mentioned in units.txt:
Code:
   PlantNuke {
      Chance 0.25
      EscapeChance 0.25
      Sound SOUND_ID_PLANT_NUKE_SP
      Effect SPECEFFECT_PLANT_NUKE
   }
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Old September 22, 2002, 07:14   #40
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I am 90% sure this action is still used, i think spies can use it after the discovery of nuclear fission
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Old September 22, 2002, 08:06   #41
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Have you tried the code, SMIFIGIG?
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Old September 22, 2002, 10:08   #42
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It is possible to nuke a city with a spy. I tried it with a lots of spies unitil one of them was successful, in order to see my new message icons in the message box.

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Old September 22, 2002, 12:08   #43
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Ok, but how do we get the barbs to use it?
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Old September 22, 2002, 13:42   #44
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Isnt there animation for the nuke?
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Old September 22, 2002, 17:06   #45
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Quote:
Ok, but how do we get the barbs to use it?
Increase its goal element for this mean in the strategies.txt and add the spy in the unit build list for the barbarians.

Quote:
Isnt there animation for the nuke?
And a really cool one. test it through the cheat editor exploding some units with nukes
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Old September 23, 2002, 10:50   #46
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To make the Barbarians to use the spies nuke ability you have also give the Barbarians enough gold and you should put some spies on the map two, e.g. when a Barbarian unit appears.

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Old September 29, 2002, 07:50   #47
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Whats the latest on this then ?
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Old September 29, 2002, 08:03   #48
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I think i fixed the options for a barbarian capture take city, became new civ, pillage city and give it back to its owner.
It isnt tested though.
You can test by playing with the player 0 (barbs) changed through the cheat editor and taking some cities to check the 3 effects

The bad news is that doenst seems to be possible to add a unit in the build queue through slic it just doent work.
So it has to be done through the strategies.txt
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Old September 29, 2002, 08:19   #49
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oops forgot the attachment
Attached Files:
File Type: slc barbs.slc (8.4 KB, 4 views)
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Old September 29, 2002, 08:24   #50
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Im testing it now pedrunn


P.S. Do the camps only appear out of your city radius like civ3
Or should i stop being so impatient and just seen ingame in a sec
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Old September 29, 2002, 08:32   #51
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I dunno whats going on but I add #include "barbs.slc
to the script.slc and it gives me a syntax error in script.slc

I then tried adding it in the cradle script.slc's and it does the same with those
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Old September 29, 2002, 08:58   #52
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The code doest have any problem. I retested its loading. It was you that must have mispelled #include "barbs.slc"

Quote:
Originally posted by SMIFFGIG
#include "barbs.slc
Let me guess you forgot the closing "

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Old September 29, 2002, 10:33   #53
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Ive tried the code so far and its great

The barbs when attack a city either captured it, decreased its population and appeared back in the nearest camp or (with a size one city) destroyed it and walked out of it again

I was playing as Player 0. My units where auto moving and seemed to automatically find each other to make stacks which was cool

I still had the ability to build wonders, settlers improvements etc but im assuming when there AI controled they just wont build them.


Three things
The barb camps should only appear in Fog of war (which i think they do already)

There should be no city radius for the barb cities in my opinion

Most importantly, I didnt get one message. I put the messages in the info_str.txt but not one appeared eg
Barbarian encampment near bla bla or wen i destroyed a barb encampment I didnt get a message showing it etc

Didnt take not if I recieved PW or gold for destroying a camp but if i did there was no message
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Old September 29, 2002, 22:37   #54
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Quote:
The barbs when attack a city either captured it, decreased its population and appeared back in the nearest camp or (with a size one city) destroyed it and walked out of it again
The foundina a new citvilization didnt work ?!?

Quote:
I was playing as Player 0. My units where auto moving and seemed to automatically find each other to make stacks which was cool
My code makes the barbarians units move to a square near the barbarian city (read emcampment here) where they will group until a size of equal or bigger than 4. Then they can move freely as defined in its strategy. This will make an emcampment much more scary

Quote:
I still had the ability to build wonders, settlers improvements etc but im assuming when there AI controled they just wont build them.
The barbs are a regular civiliztion. The difference other than have units from nowhere appearing in the map is that it has it own strategy and pesonality defined respectively in the strategies.txt and in the personalities.txt thats what make them not build these stuffs.

Quote:
The barb camps should only appear in Fog of war (which i think they do already)
The camps appear ramdomly in the map i a location not owned by anyone. Can you more specific about what you call fog of war.

Quote:
There should be no city radius for the barb cities in my opinion
I cant do that unless the city camp is a size 0 city (yes, it is possible). What isnt a bad idea It will require changes in the texts and the city wont be able to build anything since there wll be no pop in the city therefore i will have to create units in the city location through slic to simulate its building. What you think?

Quote:
Most importantly, I didnt get one message. I put the messages in the info_str.txt but not one appeared eg
Barbarian encampment near bla bla or wen i destroyed a barb encampment I didnt get a message showing it etc
Are you sure you own the nearest city to the camp and you are less than 20 tile away? Other than that you should have gotten the message

Quote:
Didnt take not if I recieved PW or gold for destroying a camp but if i did there was no message
Are you sure it was camp (barbarian city created in the map from nowhere? Other than that you should have gotten the message and the bonus
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Old September 30, 2002, 04:26   #55
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Quote:
Can you more specific about what you call fog of war.
ie. The parts of the map you have explored but cannot currently see cause you have no units in the square or whatever

Quote:
I cant do that unless the city camp is a size 0 city (yes, it is possible). What isnt a bad idea It will require changes in the texts and the city wont be able to build anything since there wll be no pop in the city therefore i will have to create units in the city location through slic to simulate its building. What you think?
PERFECT!, and I remember this was mentioned for the colonie but someone didnt like it because they said it had to have a pop. Well the thing is a size 1 city has equivilent to (1000) people i think it is so a size 0 barbarian camp could be anything below that

And to the last two, i did own the nearest city but i switched to that civ after the camp was created so good reason why I wouldnt of got the message. However in the other two instances I definitly should have got the message.

P.S. Is there anyway to name places on the map like in AC and CIV3 eg right click and get an option to name that part of the land.
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Old September 30, 2002, 06:59   #56
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And to the last two, i did own the nearest city but i switched to that civ after the camp was created so good reason why I wouldnt of got the message. However in the other two instances I definitly should have got the message.
That is the reason then. You only get the messages with the player you are current playing with.

Quote:
ie. The parts of the map you have explored but cannot currently see cause you have no units in the square or whatever.
I think
Will try at night.

Quote:
PERFECT!, and I remember this was mentioned for the colonie but someone didnt like it because they said it had to have a pop. Well the thing is a size 1 city has equivilent to (1000) people i think it is so a size 0 barbarian camp could be anything below that
I will try at night.

Quote:
P.S. Is there anyway to name places on the map like in AC and CIV3 eg right click and get an option to name that part of the land.
Dont think so
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