June 19, 2003, 15:08
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#1
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ACS Staff Member
Local Time: 00:05
Local Date: November 2, 2010
Join Date: Oct 1999
Location: Rockville, MD
Posts: 10,595
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New Scenario in Americas, Help Needed
I'm working on my first scenario. It isn't much to get excited over, but I'm having trouble anyhow. How do I set it so the civs can't communicate with each other?
Also, in the Rules.txt I changed the leader names, and civ names, but when I play it doesn't recognize it. How can I change this?
Finally, does anyone have city list names for the Cherokee and Tupi?
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I was thinking to use a male-male jack and record it. - Albert Speer
When I was younger I thought curfews were silly, but now as the daughter of a young woman, I appreciate them. - Rah
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June 19, 2003, 17:14
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#2
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Emperor
Local Time: 06:05
Local Date: November 2, 2010
Join Date: Dec 1969
Posts: 3,079
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To prevent communication, you need the NEGOTIATION event, like this:
Code:
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@IF
NEGOTIATION
talker=civilization name or ANYBODY
talkertype=HUMAN, COMPUTER, HUMANORCOMPUTER
listener=civilization name or ANYBODY
listenertype=HUMAN, COMPUTER, HUMANORCOMPUTER
@THEN
@ENDIF |
Apparently the "ANYBODY" is bugged (although I have no experience with that), so you would need to repeat this for every pair of civs you don't want talking (and both ways too).
You probably changed the rules when you had already started the game, right? Civilization has already loaded the civ and leader names into the savegame itself so won't use the names from the rules.txt.
Use the "Edit King" option in the Cheat menu to adjust them.
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June 19, 2003, 17:19
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#3
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Emperor
Local Time: 05:05
Local Date: November 2, 2010
Join Date: Jun 2001
Location: Madrid, Spain, Europe
Posts: 7,795
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I wrote near the same answer, but the server didn't work :'(
BTW, CurtSibbling has in his Dictator V2 this EVENT
@IF
NEGOTIATION
talker=anybody
talkertype=HumanOrComputer
listener=anybody
listenertype=HumanOrComputer
@THEN
and it appears to work ...
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Trying to rehabilitateh and contribuing again to the civ-community
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June 19, 2003, 18:13
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#4
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Emperor
Local Time: 06:05
Local Date: November 2, 2010
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 I thought I read here that "anybody" didn't work (although my Orbis Terrae scenario also uses it successfully)... Or maybe it doesn't work when you only use one "anybody" (e.g. only the listener or only the talker)? Well, I don't know really.
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June 19, 2003, 18:25
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#5
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Emperor
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I'm aware of 'anybody' doesn't working well for things like
IFUNITKILLED
attacker=ANYBODY
defender=....
THEN
in the sense that the first civ to kill the unit will get the event, but no other civ will do, but I'm not aware of anybody doesn't working in diplomacy talks - but I haven't desinged a scen in all my whole life, so I'm not sure at all
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Trying to rehabilitateh and contribuing again to the civ-community
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June 19, 2003, 18:46
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#6
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Moderator
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Location: Spamingrad
Posts: 5,693
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Yaroslav is right!
The anybody rule is good for blocking speech for civs, or city capture events.
For unit events, it's best to be specific.
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June 19, 2003, 21:23
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#7
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Local Time: 00:05
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Location: In search of pants
Posts: 5,085
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Actually, in the negotiation it 's the HUMAN and COMPUTER options that are bugged. The HUMANORCOMPUTER one works well with ANYBODY.
OTOH, I know first hand that events triggered by an ANYBODY unit killed will continue triggering for the civ of the first unit killed.
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June 20, 2003, 07:30
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#8
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Chieftain
Local Time: 04:05
Local Date: November 2, 2010
Join Date: Sep 2002
Location: The USA's European Colony
Posts: 87
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Strange.
What version of Civ II are you all using? (I am asking this because I use a little-used version)
I am using FW, and I have never had a problem with the ANYBODY tag. But when you can, it is best to be detailed. Perhaps some bod out there could create a 'dictionary' in more detail than macro.txt. That would really help people.
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How can you defeat an enemy which will never accept defeat?
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June 20, 2003, 23:58
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#9
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ACS Staff Member
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Location: Rockville, MD
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Thanks much for the help.
I started this as just something for myself, not really a full scenario, just some cities set up. But as projects go, this one is deffinately mushrooming. Now i'm working on cool graphics and such for the scenario.
Does anyone have any cities and units for Eskimos?
__________________
I was thinking to use a male-male jack and record it. - Albert Speer
When I was younger I thought curfews were silly, but now as the daughter of a young woman, I appreciate them. - Rah
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June 21, 2003, 01:45
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#10
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King
Local Time: 23:05
Local Date: November 1, 2010
Join Date: Sep 2000
Location: of the Benighted Realms
Posts: 1,791
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On Cherokee place names.
I can provide you with some actual Cherokee town names, if you're still interested.
Sapulpa
Coweta
Nowata
Salina
Oscheleta
Inola
Owasso
Catoosa
Telsy Town (later just Tulsa)
Vinita
Okfuskee
Okmulgee
Checotah
Talequah
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June 21, 2003, 10:36
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#11
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ACS Staff Member
Local Time: 00:05
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Join Date: Oct 1999
Location: Rockville, MD
Posts: 10,595
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Now I'm having trouble with the anti-tech. It seems like it is set up properly, but it isn't working. For example, the Sioux have their own units, and i've given them the tech "anti-tupi" which should cancel out the Tupi Warrior unit, but it doesn't.
What am I doing wrong?
__________________
I was thinking to use a male-male jack and record it. - Albert Speer
When I was younger I thought curfews were silly, but now as the daughter of a young woman, I appreciate them. - Rah
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