July 14, 2003, 03:05
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#1
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King
Local Time: 05:39
Local Date: November 2, 2010
Join Date: Aug 2002
Location: Constantinople, Queen of Cities
Posts: 1,563
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Forcing the AI to found new cities
I want the AI to found new cities at historical dates at specific locations.
F.e Moscow was founded at 1147A.D(IIRC). My scenario starts before that date and ends after that. It would be historicaly inacurate to start with Moscow already built.
I have tried to simulate this by placing settlers with 0 movement on fertile spots but it tries to move them.
Any better ideas?
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July 14, 2003, 04:02
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#2
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King
Local Time: 05:39
Local Date: November 2, 2010
Join Date: Aug 2002
Location: Constantinople, Queen of Cities
Posts: 1,563
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And something else BTW.
i want to have a Magna Carta wonder and i found this gfx on some scenario.
If anybody knows any latin and can discern what is written on the drawing can he please tell me if this could be used for a Magna carta(Declaration of human rights) wonder.
to better view it just save it on your hard disk and enlarge it.
Thanks.
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July 14, 2003, 14:58
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#3
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King
Local Time: 06:39
Local Date: November 2, 2010
Join Date: Jul 1999
Location: Some cold place
Posts: 2,336
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Well, I don't think that settlers with zero move points can do anything. The only thing is making all surroundings fertile, give the AI a normal settler and hope he will found the city on the correct spot (if in doubt, test it several times, and make sure he will always found the city).
Other than that you can always try to have an "invisible" city (i.e. one that is there, but cannot be seen because it has an invisible graphic), with unfertile surroundings, then change the cities.gif file to make the city "visible" and use the CHANGETERRAIN command to make the surrounding terrains fertile, so the city can grow.
Of course, some things can't be changed (the city will appear on the radar map, and it will say "Moscow" on the map, plus there will be impassable terrain, and the city can be taken-unless you surround it with "impassable" units), but this would still work.
By the way, are Barbarians going to found the city? If that is so, they won't.
__________________
Follow the masses!
30,000 lemmings can't be wrong!
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July 14, 2003, 14:59
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#4
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King
Local Time: 06:39
Local Date: November 2, 2010
Join Date: Jul 1999
Location: Some cold place
Posts: 2,336
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Hey, try placing yourself on the ignore list-it's fun
__________________
Follow the masses!
30,000 lemmings can't be wrong!
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July 14, 2003, 15:08
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#5
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King
Local Time: 05:39
Local Date: November 2, 2010
Join Date: Aug 2002
Location: Constantinople, Queen of Cities
Posts: 1,563
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Just did!
Its fun indeed!
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July 14, 2003, 16:41
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#6
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Emperor
Local Time: 07:39
Local Date: November 2, 2010
Join Date: Dec 1969
Posts: 3,079
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I think you can get the AI to build the site by hex-editing.
Change the tile fertility to the maximum, and from what I've seen so far, the AI will immediately build a city. Of course, you must be sure no other settlers are around, or the AI might spontaneously decide to build a city there ahead of time.
If that's a real problem, you can circumvent that too, by putting an impassible unit on it. When the time is there, use a changeterrain event to kill the impassible unit and put the settler on the square. You might also want to change the fertility of the surrounding squares to 0, to prevent any cities from being built adjacent to future Moscow.
Oh, and about the icon. I can't really decipher what it says, but it seems like it's (a part of) the first words of the first and second line of some text. So even if I could decipher it, it probably wouldn't make any sense.
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July 14, 2003, 17:35
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#7
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King
Local Time: 05:39
Local Date: November 2, 2010
Join Date: Aug 2002
Location: Constantinople, Queen of Cities
Posts: 1,563
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when you say change fertility to the max what do you mean?
Create for example a tile that yields 50 food or something?
Since the AI will not be able to build settlers apart from those created via events, i won't have to circumvent this.
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July 14, 2003, 18:10
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#8
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Prince
Local Time: 05:39
Local Date: November 2, 2010
Join Date: Sep 1999
Location: Toronto, Canada
Posts: 831
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Quote:
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Originally posted by Palaiologos
when you say change fertility to the max what do you mean?
Create for example a tile that yields 50 food or something?
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Thats right.
AI should build the city on that terrain, make sure the civ is expansive and aggressive. Will the Russians be a new civ?
__________________
Civfan (Warriorsoflight)
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July 14, 2003, 18:22
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#9
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Emperor
Local Time: 07:39
Local Date: November 2, 2010
Join Date: Dec 1969
Posts: 3,079
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No that's not right.... The rules.txt has nothing to do with it. The AI only builds cities on grassland/plains anyway so you'd only waste a terrain type.
I meant hexediting the savegame. In the savegame, each map tile has a "fertility" value, this number is what determines how desirable a tile is. If you change that to the maximum, the AI will (almost?) certainly build a city on it (regardless of the civ's attitude).
If you send me the savegame and the map coordinates of Moscow I can do it for you (my e-mail's on my website). But be quick, I might not have much time later this week.
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July 14, 2003, 19:49
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#10
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King
Local Time: 05:39
Local Date: November 2, 2010
Join Date: Aug 2002
Location: Constantinople, Queen of Cities
Posts: 1,563
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That is great mate, thanks!
You only need the savegame right?
Not rules.txt or whatever?
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July 15, 2003, 09:00
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#11
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Emperor
Local Time: 07:39
Local Date: November 2, 2010
Join Date: Dec 1969
Posts: 3,079
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Yep, only the savegame, preferably zipped first (and of course the location of Moscow).
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