March 5, 2003, 05:29
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#1
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King
Local Time: 20:59
Local Date: November 1, 2010
Join Date: Oct 2001
Location: Of the universe / England
Posts: 2,061
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mines
Right lets play a game I will show you this picture and I want you to tell me what happens next.
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The BIG MC making ctp2 a much unsafer place.
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March 5, 2003, 05:49
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#2
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Prince
Local Time: 21:59
Local Date: November 1, 2010
Join Date: Dec 2000
Location: in perpetuity
Posts: 4,962
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The enemy subs blow up on the mines, possibly damaging all the stack, or killing one unit in the stack. Maybe distributing a certain amount of damage randomly amongst the 12 units.
And if you've done it well, the mine is also destroyed, costs a phenomonal amount of PW to replace, and allows the other enemy subs to come swarming through to attack you.
And if you've done it *really* well, the AI will not only know that they should avoid the mines, and how to avoid the mines, but will also know how to *use* the mines to their own advantage.
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"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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March 5, 2003, 08:40
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#3
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King
Local Time: 20:59
Local Date: November 1, 2010
Join Date: Oct 2001
Location: Of the universe / England
Posts: 2,061
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Well at the moment the ship sub is randomly destroyed with 6 of the unit on the screen getting throw.
However you random damage is just as easy to do.
Also the mine is destroyed after all the mine represents a mine filed and not a mine on it own (and if any ship hits that one mine they wanted shooting anyway) there is a random chance that a path is found in the mines allowing safe transport removing the mine (alternatively just make a mine sweeper and send that in).
Also I am working on a way for the ai to work around the mine.
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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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March 5, 2003, 11:44
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#4
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Super Moderator
Local Time: 22:59
Local Date: November 1, 2010
Join Date: Mar 2001
Location: Tübingen, Germany
Posts: 6,206
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So Big Mc when we see the first beta?
-Martin
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Civ2 military advisor: "No complaints, Sir!"
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March 5, 2003, 17:08
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#5
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Emperor
Local Time: 21:59
Local Date: November 1, 2010
Join Date: Jun 2001
Posts: 7,665
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Are the mines invisible to the other players?
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March 5, 2003, 21:10
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#6
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King
Local Time: 13:59
Local Date: November 1, 2010
Join Date: Jul 2002
Location: Berkeley
Posts: 1,375
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it'll be good to see mines
BTW, is that a mod that makes the screen a different color?
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March 6, 2003, 07:12
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#7
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King
Local Time: 20:59
Local Date: November 1, 2010
Join Date: Oct 2001
Location: Of the universe / England
Posts: 2,061
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end of next week with any hope
unfortunately there is a bug which means air units also blow up. so without a isairunit function in slic I will have to do the if statement from hell
plush after this I will start work on pillar boxes and then with any look Sam sites
Oh and HuangShang it is a mod and it is located to words the back in the space scenario thread.
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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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March 6, 2003, 09:20
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#8
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King
Local Time: 20:59
Local Date: November 1, 2010
Join Date: Oct 2001
Location: Of the universe / England
Posts: 2,061
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Well here is a full list of my other possible mods if anybody is interested in helping or is just nosy just ask about them.
Pillar boxes
Sam sites
New ruin tile imps
Wonders ruins
Colony (improved)
good
__________________
"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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March 6, 2003, 09:33
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#9
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Prince
Local Time: 21:59
Local Date: November 1, 2010
Join Date: Dec 2000
Location: in perpetuity
Posts: 4,962
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Quote:
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Originally posted by The Big Mc
unfortunately there is a bug which means air units also blow up. so without a isairunit function in slic I will have to do the if statement from hell
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hack it from Dale's airunit slic
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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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March 6, 2003, 09:40
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#10
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King
Local Time: 20:59
Local Date: November 1, 2010
Join Date: Oct 2001
Location: Of the universe / England
Posts: 2,061
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were is dales airunit.slic
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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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March 6, 2003, 11:56
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#11
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Prince
Local Time: 21:59
Local Date: November 1, 2010
Join Date: Dec 2000
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Many places. The directory, Dale's AoM/SAP site, included in MedMod, Cradle, SAP, WAW, AoM, and countless other places I'm sure.
If you still can't find it, I think the default game version is still available here.
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"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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March 6, 2003, 14:12
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#12
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Super Moderator
Local Time: 22:59
Local Date: November 1, 2010
Join Date: Mar 2001
Location: Tübingen, Germany
Posts: 6,206
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Well for the airunits.slc I would go for the version you find in GoodMod, I debugged it so that you can now use it in DebugSlic=Yes mode without any problems.
-Martin
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March 6, 2003, 14:55
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#13
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King
Local Time: 20:59
Local Date: November 1, 2010
Join Date: Oct 2001
Location: Of the universe / England
Posts: 2,061
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ok
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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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March 6, 2003, 15:36
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#14
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King
Local Time: 20:59
Local Date: November 1, 2010
Join Date: Oct 2001
Location: Of the universe / England
Posts: 2,061
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got it exspect somthing like a beta on monday
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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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March 6, 2003, 20:25
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#15
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Super Moderator
Local Time: 22:59
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Join Date: Mar 2001
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So you have the GoodMod version now of the airunits.slc?
-Martin
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Civ2 military advisor: "No complaints, Sir!"
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March 7, 2003, 13:22
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#16
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Settler
Local Time: 21:59
Local Date: November 1, 2010
Join Date: Feb 2003
Posts: 19
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Can you build other tile improvements like farms and streets on a mined tile? Then it would be a good idea (better: I think it would be a good idea) to destroy the improvement when a mine explodes.
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March 7, 2003, 13:35
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#17
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Warlord
Local Time: 15:59
Local Date: November 1, 2010
Join Date: Aug 2001
Location: Mexico
Posts: 106
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Can your own units advance through the mines without being damaged or do the mines have the same effect on all players? Is it possible to put mines on land?
Great idea BTW.
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Last edited by tlatoani; March 7, 2003 at 15:17.
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March 10, 2003, 13:15
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#18
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King
Local Time: 20:59
Local Date: November 1, 2010
Join Date: Oct 2001
Location: Of the universe / England
Posts: 2,061
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3 questions need addressing
Number 1
No if a mine exists on a tile no other improvement other then tunnel is allowed.
Plus any unit in that tunnel also runs the risk of a mine exploding.
Number 2
You send you troops over the mines there is the same risk as any other.
This is because of a bug if a mine is placed on a beach tile and a ai buildes a city at the side of the mine the mine would become his allowing him to send ships thro the min and not you which is not realistic.
Number 3
Yes it is possible to make a land mine all you need to do is copy the code for the sea mine and attach a land tile imp to it rather then a sea imp.
__________________
"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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March 10, 2003, 13:32
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#19
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King
Local Time: 20:59
Local Date: November 1, 2010
Join Date: Oct 2001
Location: Of the universe / England
Posts: 2,061
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any way here is the beta for you inspection.
you need to mos some of this yourself by creating an underwater tiel imp like mine called exmine.I will post me version of the tileimp tomorrow without directly putting my tile file on apolyton you will have to put the mine out of ctp directly into the ctp2 tile file.
then just put this code in to you scenario.slc
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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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March 11, 2003, 13:23
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#20
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Prince
Local Time: 21:59
Local Date: November 1, 2010
Join Date: Jul 2002
Location: Great Britain
Posts: 684
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very cool, i hope u make a land mine version too and then also the legendary mine sweeper unit could be used (the one unused from ctp1)
Quote:
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.Well here is a full list of my other possible mods if anybody is interested in helping or is just nosy just ask about them
Pillar boxes
Sam sites
New ruin tile imps
Wonders ruins
Colony (improved)
good.
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Tiberian Sun Retro
My Mod for Tiberian Sun Webmaster of
http://www.tiberiumsun.com
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March 12, 2003, 05:23
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#21
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King
Local Time: 20:59
Local Date: November 1, 2010
Join Date: Oct 2001
Location: Of the universe / England
Posts: 2,061
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SMIFFGIG
If you read up it tells you how a land mine works as all you need to do is make the land mine tile imp and call it exmine. Or change the name to landexmine and alter the code a bit.
As for the combat engineer it is easy to put in. here it is just put this lot instead of the normal mine code you still need the is air unit command in the original but on this one you have the option to set two units as mine sweepers. Just remember to put the minesweepers into the air unit array or they will be damaged.
__________________
"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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