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Old October 2, 2002, 21:40   #1
gigapimp3001
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The Wonder of Wonders......
Today I shall be turning my hand to modding some Wonders. Is there a FAQ or readme on the subject somewhere that tells me what can and cannot be done, how to insert picture, icon and possibly media files (i`m feeling lucky!) without going through the same nightmare that I did with units.

For example would it be possible to create a Manhatten Project style wonder in the mold of Civ?
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Old October 2, 2002, 23:19   #2
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This may help you. It is the list of effects that exist in for wonders.
http://apolyton.net/forums/showthrea...threadid=50732

Still if you cant find effect you want we can simulate through slic.
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Old October 3, 2002, 08:06   #3
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There is a modder's guide on hex's website that might help
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Old October 3, 2002, 08:17   #4
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Yeah the effect of the Civ2 Manhatten Project could be simulated for the units, and the order lay nuclear bomb could be at least disabled as long as no civ own that wonder. Unfortunatly it can't be hidden as long as you don't have the wonder.

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Old October 3, 2002, 09:45   #5
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I remember the Manhatten Project that was cool

Another thing i think is good is the small wonders in Civ3, like heroic epic that makes more chance of leaders appearing and the fact you can only get it when a leader wins a battle.
Would be cool if you make this and other small wonders like Civ3, specially now that leaders will be available for ctp2 cause mapfi and i think pedrunn where/are working on them.

And great iron works etc etc, wonder if there is a thread somewhere on the civ3 forums that lists what all the wonders and mini wonders in civ3 do. Could be of some use to you

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You maybe interested in the what I posted in the HotW thread?

http://apolyton.net/forums/showthrea...10#post1341378
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Last edited by SMIFFGIG; October 3, 2002 at 10:53.
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Old October 3, 2002, 18:11   #6
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Thanks for the responses everyone!

on the matter of small wonders it would be good to have a wonder than gives an advantage to a city , say 200% production, food, or science etc that would make it more strategic but not give the civilisation an excessive boost.
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Old October 3, 2002, 19:20   #7
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WAW has the Manhatten Project. Buildable only by democracies/communists, and allows the nuke unit.
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Old October 3, 2002, 19:46   #8
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Oh cool! Is that just as simple as cut a pasting from your Mod (which i have plundered for my own amusement!) the Wonder text and fiddling with the icons?

Also I`ve heard rumors that you can only have 30 wonders. Can anyone put me out of my misery....
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Old October 4, 2002, 04:20   #9
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Once, I created a “Conscripted Labour” unit. I used this to assist in the construction of Wonders. The unit would cost a bundle to build and maintain; decrease population (slaves); and would move very slowly (lazy sods ). I would send this unit to a city building a Wonder, and disband it. This way, I could produce a Wonder much quicker by throwing “slaves” at it. Not very elegant, I know.

Only problem, the AI has no idea how to use the unit , it’s not all that thrilling to slaughter indentured servants wandering around aimlessly.

An improvement would be if the unit causes major unhappiness, and could add to construction without needing to be disbanded. The little SLIC I know makes me believe this can be done, right?
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Old October 4, 2002, 05:20   #10
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Cant remember who it was (mapfi i think) said that he had nearly completed his great leaders code (like in civ3) there other option for great leaders was exactly what you said (help build wonders)

Im not sure if hes done this yet but if not he might want to look at your code

P.S. Rather than disbanding him and getting production, before the unit enters a city there should be an option like :

Help build wonder
Carry on moving

of course this would only happen when trying to move into cities which are building wonders
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Old October 4, 2002, 06:00   #11
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Quote:
Originally posted by SMIFFGIG

P.S. Rather than disbanding him and getting production, before the unit enters a city there should be an option like :

Help build wonder
Carry on moving
Like the caravan unit in Civ2. That’s where I got the idea originally.

Quote:
Originally posted by SMIFFGIG

of course this would only happen when trying to move into cities which are building wonders
I would prefer a unit that can assist in building anything, even city improvements – at the price of severe unhappiness.
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Old October 4, 2002, 07:24   #12
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I think the caravan was way too powerful in civ2, thats all i would build eventually. You can already disband military units over a city to add production, and disband settlers for a pop point.
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Old October 4, 2002, 07:30   #13
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Would be great if several cities could work on seperate parts of a wonder to complete it. If you wanted to build the Great Wall for example, each city should have to build parts of it, abit like the Gaia Controller needs controller core and power satellites. A wonder could be a Empire wide effort then.
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Old October 4, 2002, 08:38   #14
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Quote:
Originally posted by Maquiladora
I think the caravan was way too powerful in civ2, thats all i would build eventually. You can already disband military units over a city to add production, and disband settlers for a pop point.
I agree. Using caravans was too close to “cheating” for my liking (but I did it anyway ). And I doubt the AI had the know-how to implement it properly.

The distinction in using a labour unit, as opposed to using a military or settler unit, would be the unhappiness it causes. (A more localised production slider.) Could even be modded to only be allowed under certain governments etc.

(Damn, now you got me modding at work )
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Old October 4, 2002, 08:42   #15
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Quote:
Originally posted by Maquiladora
Would be great if several cities could work on seperate parts of a wonder to complete it. If you wanted to build the Great Wall for example, each city should have to build parts of it, abit like the Gaia Controller needs controller core and power satellites. A wonder could be a Empire wide effort then.
Could this be done? I have a feeling the AI won’t even have a clue . Anybody know?
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Old October 4, 2002, 10:00   #16
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Quote:
Cant remember who it was (mapfi i think) said that he had nearly completed his great leaders code (like in civ3) there other option for great leaders was exactly what you said (help build wonders)
IW has a code that makes historical leaders appearing when building a unit (In Craddle you have that).
I was the one that created a code tha made a leader unit appear when a certain event happened and the player got luck. But they would dye in 30 turns. This first bit is ready and is include in my to come mod.
Yet Turambar wanted to make a expansion to this. Making the leaders have personalities and decision of their own. He hasnt been talking about it and i dont think he post here in a long time.

Quote:
Would be great if several cities could work on seperate parts of a wonder to complete it. If you wanted to build the Great Wall for example, each city should have to build parts of it, abit like the Gaia Controller needs controller core and power satellites. A wonder could be a Empire wide effort then.
We could make a variation of the CTP1 end game. Wich you had to have several parts of the wonder in the wonder build list until the the final version of the wonder. But i dont think this is what you mean.
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Old October 4, 2002, 10:30   #17
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Quote:
But they would dye in 30 turns
why??? I dont like this idea, there implemented into civ3 without this happening (although in civ3 the only way u can attack in groups is to have a great leader wich is dumb)
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Old October 4, 2002, 10:40   #18
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Yep, I definetely don't have written such a code - probably my abilities and certainly my time wouldn't allow me... but thanks for thinking of me
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Old October 4, 2002, 11:24   #19
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Quote:
why??? I dont like this idea, there implemented into civ3 without this happening (although in civ3 the only way u can attack in groups is to have a great leader wich is dumb)
I thought they got old
I was thinking in increasing their time alive though
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Old October 4, 2002, 11:35   #20
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Quote:
Originally posted by gigapimp3001
Also I`ve heard rumors that you can only have 30 wonders. Can anyone put me out of my misery....
It is possible to have more then 30 wonders in one game/mod, the limit is 64. Actual not much higher then the your original number, but you can do something with it, there should only be a small problem with the UI somewhere within the game, but it is not crucial.

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Old October 7, 2002, 22:22   #21
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hmmm, even though I have the advances for my new wonders they don't show up in the wonders screen in build manager.

Any ideas as to what I've done wrong?
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Old October 8, 2002, 13:30   #22
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Quote:
Originally posted by gigapimp3001
hmmm, even though I have the advances for my new wonders they don't show up in the wonders screen in build manager.

Any ideas as to what I've done wrong?
Did you started a new game afterwards you added the wonder? If yes the game would be a little bit screwed up. So start a new game first and test the new wonder with the cheat editor first if it takes to long to reasearch the necessary advances.

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Old October 8, 2002, 21:59   #23
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Right, I`m just about to start again to see if my new wonders will work and I get the old "APOL_wonder.txt:527: Expected Integer" (though if its expected whats the problem? ;-))

Trouble is I can't for the life of me find out where I've gone wrong. Can anyone help?
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Old October 8, 2002, 22:05   #24
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Oh , here's the file
Attached Files:
File Type: txt apol_wonder.txt (15.4 KB, 4 views)
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Old October 8, 2002, 23:11   #25
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Here:
Code:
WONDER_SISTINE_CHAPEL {
   DefaultIcon ICON_WONDER_SISTINE_CHAPEL
   Description DESCRIPTION_WONDER_NATIONAL_SHIELD
   Movie MOVIE_WONDER_EMPIRE_STATE_BUILDING
   EnableAdvance ADVANCE_THEOLOGY
   ProductionCost 5600
   IncreaseProduction 0.10 
}
The string IncreaseProduction must be a percent value therefore from 0-100 and not from 0-1 as you thought.

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Old October 15, 2002, 12:53   #26
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Thanks for all the help everyone For the most part all my wonders are doing as they are told but I was still a little suspicious of my wonders that added improvements everywhere.

So I stuck the wonderbuildings.slc from the cradle mod into the code to make sure everything was cool

Unfortunatly the code is freaking out with a "syntax error:24:"

Could somebody talented in the dark arts of slic point out my obivious mistake?
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Old October 15, 2002, 12:59   #27
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Thanks for all the recent helps guys

Most of my wonders are behaving themselves but I was still a bit wary of the wonders that built an improvement.

So I spliced the Cradle wonderbuildings.slc into the script and added the relevant entries.

Of course whenever I try to do something fancy it is thrown back in my face, this time with a "syntax error:24:" message.

Could someone talented in the dark arts of slic show me where I've gone wrong?
Attached Files:
File Type: slc gm1_apol_wonderbuildings.slc (2.8 KB, 4 views)
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Old October 15, 2002, 15:51   #28
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The word "aqueduct" has dropped a line. You need to pull it back behind the // of the line before.
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