October 6, 2002, 17:11
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#1
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Prince
Local Time: 10:01
Local Date: November 1, 2010
Join Date: Jul 2002
Location: Great Britain
Posts: 684
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A new goody hut ( from civ3)
I recently started playing civ3 again with the newest patch to see how it was like, I have recently finished playing civ3 cause i now remember.
However total crap civ3 is, it does have some good ideas most of which are already being or are already converted which is great (i mean even the units are)
However there is two that has been forgotten relating to goody huts
1) The goody hut the reveals map of the surrounding area (this is a good one, hope it can be converted to ctp2
2) Each goody hut having a tribal name. So in ctp2 it will say something like
"Searching the Vandals ruins we find nothing" or "Thanks to the Phonecian tribe we now have the knowledge of Bridge Building"
Message boxes (again)
3) There are alot of message boxes in civ3 which i hope will make it into HotW and pedrunns mod or whatever
Like when a road has been built to grapes a message box comes up saying "Pompeii has built a road to grapes, now the people of that city will recive a happiness bonus" or something like that. Although even with Pedrunns new trade system im not sure if you do need a road to the particular good. But if you dont would be nice if a message box did come up saying "We have found iron withing the boarders of Pompeii which will alow us to build new units" or something like that
Anyway i cant think of anything else civ3 has to offer that hasnt been mentioned. Maybe i should make a thread on what ppl want converted from civ3 ?????????
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October 6, 2002, 18:56
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#2
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King
Local Time: 06:01
Local Date: November 1, 2010
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Quote:
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1) The goody hut the reveals map of the surrounding area (this is a good one, hope it can be converted to ctp2
2) Each goody hut having a tribal name. So in ctp2 it will say something like
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The problem is that there is no way to know if a location has a hut or not
Quote:
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3) There are alot of message boxes in civ3 which i hope will make it into HotW and pedrunns mod or whatever
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I am waiting eagerly to read your ideas
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Kill all and you are a God!"
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October 7, 2002, 08:57
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#3
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King
Local Time: 09:01
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There may be away to tell you when a city starts to collect a good however it will have to be done using slic. I thick you would have to list every good in the game to get the kind of msg box you are after.
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October 7, 2002, 10:16
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#4
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Prince
Local Time: 11:01
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Re: A new goody hut ( from civ3)
Quote:
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Originally posted by SMIFFGIG
Message boxes (again)
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I know… it’s been said a million times (don’t flame me  ). I’m just scared somebody forgets. Definitely messages warning you just before you do something that could be painful – like start a war.
(Now where did I put that messagebox for Washington?  )
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If something doesn't feel right, you're not feeling the right thing.
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October 7, 2002, 20:28
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#5
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King
Local Time: 06:01
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Quote:
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1) The goody hut the reveals map of the surrounding area (this is a good one, hope it can be converted to ctp2
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I take it back. It is possible by creating and placing TI's with the same graphic of the ruins (will need a tileimp.txt changes). The effect would be given by creating and disbanding (so fast that the human player is not going to see it) a dummy unit with a high vision radius.
__________________
"Kill a man and you are a murder.
Kill thousands and you are a conquer.
Kill all and you are a God!"
-Jean Rostand
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October 8, 2002, 07:08
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#6
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Prince
Local Time: 10:01
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or make the TI a fort, or listening post, with a vision range.
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October 8, 2002, 08:40
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#7
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Prince
Local Time: 11:01
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Quote:
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Originally posted by Immortal Wombat
or make the TI a fort, or listening post, with a vision range.
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If you place a TI, wouldn’t it create a border (irrespective of IntBorderRadius setting)?
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October 8, 2002, 08:51
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#8
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Prince
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no, you have to place TIs within your borders, which you can create temporarily with a fort, then place the "listening post", and destroy the fort.
__________________
Concrete, Abstract, or Squoingy?
"I don't believe in giving scripting languages because the only additional power they give users is the power to create bugs." - Mike Breitkreutz, Firaxis
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October 8, 2002, 09:33
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#9
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Prince
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Thanks IW. You have again corrected my errant ways.
A closed mouth gathers no feet. If only I'd listened.
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If something doesn't feel right, you're not feeling the right thing.
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October 9, 2002, 05:17
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#10
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King
Local Time: 09:01
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I had an idea what about hidden goods you could see the ruins go into them and find large amounts of coffee growing around the ruins and the use the plant good command in slic to put coffee on that tile.
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"Every time I learn something new it pushes some old stuff out of my brain" Homer Jay Simpson
The BIG MC making ctp2 a much unsafer place.
Visit the big mc’s website
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October 13, 2002, 09:46
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#11
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Prince
Local Time: 10:01
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Ahh big Mc. Ala SMAC
Another goody hut idea. In the ruins we find great deposits of (coffee, Gold, Poppies, Tea, Silver, Hardwood) etc etc then that good appears on the map where the goody hut was (or within a radius around it) of course it would have to correspond to the right terrain eg u couldnt have Hardwood appear on Sand dunes or desert etc
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October 13, 2002, 10:37
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#12
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Settler
Local Time: 09:01
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What about roads connecting cities to goods? Anyone got any ideas to implement this?
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October 13, 2002, 11:04
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#13
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King
Local Time: 06:01
Local Date: November 1, 2010
Join Date: Jul 2001
Location: of Natal, Brazil
Posts: 2,555
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Quote:
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What about roads connecting cities to goods? Anyone got any ideas to implement this?
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Using the current system, no! Since a city can only harvest a good with in its border. We cant make any work arounnd for this even with slic.
But thinking in the trade system i proposed i would say no too. But i wonder if truly isnt impossible using the functions HasRoad and GetNeghbor to follow a road path. Still i suspect it will cause crashs due to the amout of info needed. Yet i like to say that hope is the last to die.
__________________
"Kill a man and you are a murder.
Kill thousands and you are a conquer.
Kill all and you are a God!"
-Jean Rostand
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October 13, 2002, 12:45
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#14
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Super Moderator
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Pedrun there is no HasRoad function in CTP2, but fortunatly you can use TileHasImprovement to check if the tile has a road like improvement.
-Martin
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October 14, 2002, 12:19
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#15
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King
Local Time: 09:01
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What about random pop points say you find a ruin were survivors are and they are transported to you nearest city.
__________________
"Every time I learn something new it pushes some old stuff out of my brain" Homer Jay Simpson
The BIG MC making ctp2 a much unsafer place.
Visit the big mc’s website
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