September 11, 2003, 11:16
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#361
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Prince
Local Time: 01:37
Local Date: November 2, 2010
Join Date: Aug 2001
Location: Minneapolis
Posts: 610
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Done.
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-rmsharpe
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September 11, 2003, 14:29
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#362
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King
Local Time: 06:37
Local Date: November 2, 2010
Join Date: Jul 2002
Location: of Mikko
Posts: 1,215
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Whats that?
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"[A thoughtful Quote]" -Oscar Wilde
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September 11, 2003, 15:54
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#363
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Prince
Local Time: 01:37
Local Date: November 2, 2010
Join Date: Aug 2001
Location: Minneapolis
Posts: 610
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Hex edited scenario file, prevents global warming from happening.
__________________
-rmsharpe
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September 11, 2003, 18:45
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#364
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Moderator
Local Time: 07:37
Local Date: November 2, 2010
Join Date: May 2002
Location: Spamingrad
Posts: 5,693
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Thanks!
Now I have a real problem!
My MGE 'game.txt' file is broken!
I think I may have overwritten it with a regular CIV2 game.txt file.
This means my scenario creation has ground to a halt like the German 6th army at Stalingrad!
Worse, I have lent my copy of MGE to my civ2-playing buddy.
I want to fix this quibble tonight.
Can anyone post or PM me a game.txt file to repair this madness?
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September 11, 2003, 19:02
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#365
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King
Local Time: 07:37
Local Date: November 2, 2010
Join Date: Aug 1999
Location: Dilbert
Posts: 1,839
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Look over there!
Is it a bird?
Is it a plane?
No! It's Paul, with a copy of the MGE game.txt file!
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September 11, 2003, 20:32
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#366
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Moderator
Local Time: 07:37
Local Date: November 2, 2010
Join Date: May 2002
Location: Spamingrad
Posts: 5,693
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Thanks, Paul!
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September 11, 2003, 20:33
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#367
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Moderator
Local Time: 07:37
Local Date: November 2, 2010
Join Date: May 2002
Location: Spamingrad
Posts: 5,693
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UPDATE!
New zip for you all to try.
Features rmsharpe's excellent changes to the global warming, to make it not happen.
Instead I have changed the global warming message to one about war discontent.
A few other tweaks and sensible changes in this one, enjoy!!!
You are best overwriting all and starting a new game to get the full benefits.
I plan to release the full-blown scenario on Monday, with new title art etc.
I wish also to implement the agent idea, bout one qustion I must know the answer to:
Can a tech be made unstealable?
Because I am using academia's tech system now, and I am worried you may us your agent to
accidently grab the tech that invalidates all your units...
Example:
The UFA has 'anti-Reich propaganda' and this prevents the UFA from building reich weapons, even if they get the tech.
But what if the UFA steals 'anti-UFA propaganda' that invalidates all UFA weapons, then they are in a pickle!
How would I prevent this? Any ideas, folks?
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September 11, 2003, 21:18
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#368
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Prince
Local Time: 08:37
Local Date: November 2, 2010
Join Date: Jun 2001
Location: of the deep blue sea
Posts: 709
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The good news:
I think that double removed techs (prerequisites no,no) can't be stolen. In Academia's Iron curtain they do not appear in the spy menu.
The not so good news:
Can the AI steal them? I don't really know.
The AI may be able to trade them during negotiations though, (spies or no spies around) setting their tech value very low might do the trick.
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September 11, 2003, 21:26
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#369
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Emperor
Local Time: 02:37
Local Date: November 2, 2010
Join Date: Dec 2001
Location: Buenos Aires, ARGENTINA
Posts: 5,474
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Iīm not sure about the AI...
Regarding human controlled spies, itīs impossible. I made some test in my iron curtain game and these "special" techs are unstealable
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September 11, 2003, 21:31
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#370
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Emperor
Local Time: 02:37
Local Date: November 2, 2010
Join Date: Dec 2001
Location: Buenos Aires, ARGENTINA
Posts: 5,474
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Well... thereīs a solution...
You must delete the "Steal Technology" option in the spyoptions menu located in the Game.txt file.
Spy Menu in my iron curtain scenario:
@SPYOPTIONS
Establish Embassy
Investigate City
Steal Technology
Industrial Sabotage
Poison Water Supply
Plant Nuclear Device
As you may notice, thereīs no "revolt city" option here
Anyway, deleting the steal tech goes against the nature of the spy units itīs up to you
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September 11, 2003, 21:53
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#371
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Prince
Local Time: 08:37
Local Date: November 2, 2010
Join Date: Jun 2001
Location: of the deep blue sea
Posts: 709
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Deleting options from Game.txt only affects human players (menu options). The AI overrides it and acts like in a vanilla Civ game.
To make things even more disturbing, the Civ2 AI has been reported to be using any unit (even air units) to bribe units. This is extremely rare -it hasn't happened to me yet-, but it does happen.
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September 12, 2003, 04:53
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#372
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Moderator
Local Time: 07:37
Local Date: November 2, 2010
Join Date: May 2002
Location: Spamingrad
Posts: 5,693
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I had it once happening in a vanilla CIV2 game.
An alpine trooper bribed my armour.
It has never happened in my scenarios, so maybe it only happens in games with spies present.
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September 12, 2003, 04:55
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#373
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Moderator
Local Time: 07:37
Local Date: November 2, 2010
Join Date: May 2002
Location: Spamingrad
Posts: 5,693
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Quote:
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Originally posted by academia
Well... thereīs a solution...
You must delete the "Steal Technology" option in the spyoptions menu located in the Game.txt file.
Spy Menu in my iron curtain scenario:
@SPYOPTIONS
Establish Embassy
Investigate City
Steal Technology
Industrial Sabotage
Poison Water Supply
Plant Nuclear Device
As you may notice, thereīs no "revolt city" option here
Anyway, deleting the steal tech goes against the nature of the spy units itīs up to you
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Yep, I know this option.
It might stop the human from doing it, but the AI continues to steal techs anyway.
It is only these techs I do not want stolen:
Anti-Reich Propaganda, 1, 0, no, no, 1, 1 ; X1
Anti-PA Propaganda, 1, 0, no, no, 1, 1 ; X2
Anti-Red Propaganda, 1, 0, no, no, 1, 1 ; X3 95
Anti-AF Propaganda, 1, 0, no, no, 1, 1 ; X4
Anti-PAC Propaganda, 1, 0, no, no, 1, 1 ; X5
Anti-UFA Propaganda, 1, 0, no, no, 1, 1 ; X6
National Arms Industry, 1, 0, no, no, 1, 1 ; X7 99
I wonder if having them as 'no,no' techs will restrict them from the enemy?
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September 12, 2003, 05:45
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#374
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King
Local Time: 08:37
Local Date: November 2, 2010
Join Date: Jan 2002
Location: Caught somewhere in time
Posts: 1,946
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Quote:
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Originally posted by curtsibling
I wonder if having them as 'no,no' techs will restrict them from the enemy?
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I think it will.
From Leon Marrick "Advanced Scenario Design":
Quote:
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To make it almost impossible for a computer player to gain a specific technology, and extremely difficult for a human takes 1 step in versions of the game later than 2.4.2:
set both prerequisites of that advance to "no". The tech cannot be traded or stolen
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If it's correct, then your problem is solved!
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September 12, 2003, 05:58
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#375
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Moderator
Local Time: 07:37
Local Date: November 2, 2010
Join Date: May 2002
Location: Spamingrad
Posts: 5,693
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Thanks, Cyrion!
I will test this!
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September 12, 2003, 18:58
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#376
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King
Local Time: 06:37
Local Date: November 2, 2010
Join Date: Aug 2002
Location: Constantinople, Queen of Cities
Posts: 1,563
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1.The bribe with any unit thing is confirmed.I have seen it happen hundreds of times.Actually every time i have played the normal civ2.Only on Emperor and Deity.
Never in scenarios though.
2.As for the techs:If they have two Nos as prerequisite they won't be stolen or traded. But they will not also be researchable.If that's okay, then so be it. If it is not, try to reduce their AI value parameter.The AI will prefer other techs to steal.
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September 12, 2003, 20:56
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#377
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Emperor
Local Time: 02:37
Local Date: November 2, 2010
Join Date: Dec 2001
Location: Buenos Aires, ARGENTINA
Posts: 5,474
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Quote:
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To make it almost impossible for a computer player to gain a specific technology, and extremely difficult for a human takes 1 step in versions of the game later than 2.4.2:
set both prerequisites of that advance to "no". The tech cannot be traded or stolen
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This is REALLY interesting
Quote:
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To make things even more disturbing, the Civ2 AI has been reported to be using any unit (even air units) to bribe units. This is extremely rare -it hasn't happened to me yet-, but it does happen.
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damn! i didnīt know that
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September 13, 2003, 04:32
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#378
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King
Local Time: 08:37
Local Date: November 2, 2010
Join Date: Oct 2002
Posts: 1,747
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Quote:
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To make things even more disturbing, the Civ2 AI has been reported to be using any unit (even air units) to bribe units. This is extremely rare -it hasn't happened to me yet-, but it does happen.
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This happened in my Götterdämmerung scen from time to time too ....
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September 13, 2003, 05:51
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#379
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Moderator
Local Time: 07:37
Local Date: November 2, 2010
Join Date: May 2002
Location: Spamingrad
Posts: 5,693
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We can assume the AI has some really persuasive soldiers!
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September 13, 2003, 06:10
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#380
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Prince
Local Time: 06:37
Local Date: November 2, 2010
Join Date: Dec 1969
Location: Europe
Posts: 744
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I think that's AI behaviour you only see on Deity level.
__________________
"I didn't invent these rules, I'm just going to use them against you."
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September 13, 2003, 06:45
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#381
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Prince
Local Time: 08:37
Local Date: November 2, 2010
Join Date: Jun 2001
Location: of the deep blue sea
Posts: 709
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Let's just assume the AI is drafting its share of awesome looking babes into the army...
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September 13, 2003, 14:25
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#382
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Moderator
Local Time: 07:37
Local Date: November 2, 2010
Join Date: May 2002
Location: Spamingrad
Posts: 5,693
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LOL!
Well, war is hell, as they say!
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September 13, 2003, 17:32
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#383
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Prince
Local Time: 06:37
Local Date: November 2, 2010
Join Date: Jan 2003
Location: Freiburg i. Br.
Posts: 331
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Hi, back from holidays.
I want back to the beach again...
IBIZA
Spanish and Italiens are the nicest people - and for godīs sake no Hollandishs!!!
I think it will take some time till I will get on your nerves as I did before constantly!
Cause I have a lot of things to do ... but we will see.
And ehm... no! I didnt miss my plane
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September 13, 2003, 19:54
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#384
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Moderator
Local Time: 08:37
Local Date: November 2, 2010
Join Date: Apr 2002
Location: Helsingborg, Scania
Posts: 1,253
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@ Cifer:
I wanna go to Ibiza too just because of the music.. very cool Dj's play there.. oh well.. I like Hollandish ppl cause they have great music-taste (trance)
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September 14, 2003, 00:14
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#385
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Warlord
Local Time: 00:37
Local Date: November 2, 2010
Join Date: Jul 2003
Posts: 219
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Hey Curt, in August 1980, the Russian Dreadnought event occurs, and it says that the Russians unveil the Dreadnought, yet whenever it's the Red's turn, they don't have a dreadnought or the tech to build it..
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September 14, 2003, 03:41
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#386
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Moderator
Local Time: 07:37
Local Date: November 2, 2010
Join Date: May 2002
Location: Spamingrad
Posts: 5,693
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Odd.
I'll look into the events...
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September 14, 2003, 03:44
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#387
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Moderator
Local Time: 07:37
Local Date: November 2, 2010
Join Date: May 2002
Location: Spamingrad
Posts: 5,693
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Aha!
The event that makes the tanks appear was set at the wrong number...
A leftover from the previous set of rules/events...
Fixed that!
Cheers, Art of War!
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September 14, 2003, 05:19
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#388
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Prince
Local Time: 06:37
Local Date: November 2, 2010
Join Date: Jan 2003
Location: Freiburg i. Br.
Posts: 331
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Quote:
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Originally posted by Arthedain
@ Cifer:
I wanna go to Ibiza too just because of the music.. very cool Dj's play there.. oh well.. I like Hollandish ppl cause they have great music-taste (trance)
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I dont like that kind of music...
Salsa rules!
Hey, Mr.Sibling,
where is the new big City graphic style you wanted to invent?
(But please dont feel as if I wouldnt think your scen superior in any way) ...
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September 14, 2003, 07:06
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#389
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Moderator
Local Time: 07:37
Local Date: November 2, 2010
Join Date: May 2002
Location: Spamingrad
Posts: 5,693
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Worry not, Cifer! I haven't forgot!
It's going to be icluded in the final release tomorrow!
Hope enjoyed your vacation!
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September 14, 2003, 09:05
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#390
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Prince
Local Time: 06:37
Local Date: November 2, 2010
Join Date: Jan 2003
Location: Freiburg i. Br.
Posts: 331
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Yes they were really nice, thanks!
Do you still would like to hear some suggestions regarding on the Reich? I could try to contact Jim and counsil with him a little... But if you can adhere the deadline then... I cannot promise you anything.
Anyways your scneario is one of the greatest ever!
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