October 2, 2003, 21:08
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#1
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ACS Staff Member
Local Time: 05:46
Local Date: November 2, 2010
Join Date: Oct 1999
Location: Rockville, MD
Posts: 10,595
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Wonder Triggered Events?
In the Civ2-MP forum we are putting together a new Diplogame. History of the World 4. We play on the world map and there is always a question of the panama & suez canals. Do we leave them open or close them on the map?
Well someone suggested an ingenious solution. We close them initially and then create an event that will open them when a player builds specific wonders. This will also allow us to make some use out of the otherwise worthless Eiffel Tower wonder. One wonder for Suez Canal and one for the Panama Canal. Both to be available around railroad & industrialization.
Can y'all help out and give advice for doing this?
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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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October 2, 2003, 21:11
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#2
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Warlord
Local Time: 03:46
Local Date: November 2, 2010
Join Date: Jul 2003
Posts: 219
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in Imp1870, whenever the US takes the city of Panama, the events change the terrain to ocean from jungle where the canal splits.
also, is this a multiplayer game or PBEM?
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October 2, 2003, 21:13
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#3
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ACS Staff Member
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Its multiplayer.
And I see in the events editor that you can trigger events with city capture and several other things. But what about building a wonder?
__________________
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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October 2, 2003, 21:16
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#4
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Warlord
Local Time: 03:46
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i don't konw about that...i'd just do the capture city= open canal..
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October 2, 2003, 21:24
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#5
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ACS Staff Member
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there aren't any cities to capture, hehe. We can't do that.
__________________
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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October 2, 2003, 21:25
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#6
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King
Local Time: 04:46
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Join Date: Jan 2001
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Try the CityProduction trigger (ToT only).
For lesser versions  , perhaps you could devote a unit slot to create a trigger. Maybe make it invincible (e.g. air unit) to almost all units except one whose preq is 'Build the canal'. Then you could have a traditional UnitKilled->ChangeTerrain event.
The actual location of the trigger unit is up to you. At the ithmus, in a square close to potential building civs, or something more complicated....
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October 2, 2003, 21:33
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#7
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King
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Right now, "Tech researched" seems to be the best option to get the canals to open at the proper time.
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October 3, 2003, 02:46
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#8
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King
Local Time: 11:46
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I'm nearly sure I saw somewhere something like:
@IF
WONDERBUILT
Wonder=...
that should work exactly like
@IF
RECEIVEDTECHNOLOGY
technology=65
Ill check in the manual if you want!
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October 3, 2003, 03:22
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#9
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Moderator
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Quote:
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Ill check in the manual if you want!
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Please do. I've never seen that event type and it could be very useful
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"Son españoles... los que no pueden ser otra cosa" (Cánovas del Castillo)
"España es un problema, Europa su solución" (Ortega y Gasset)
The Spanish Civilization Site
"Déjate llevar por la complejidad y cabalga sobre ella" - Niessuh, sabio cívico
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October 3, 2003, 03:58
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#10
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Prince
Local Time: 19:46
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I've never seen it, either - only the CityProduction trigger Boco mentioned.
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October 3, 2003, 09:42
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#11
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ACS Staff Member
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Hmm, thats a facinating idea.
We could put a no movement air unit (is that possible?) on the square we want to turn to ocean, then we have some high production units that a civ can take down and destroy it. I almost think thats better than the wonder trigger. More realistic, cause you have to physically transport the unit (work crew) down to the canal region.
Hmm....
__________________
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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October 3, 2003, 12:18
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#12
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King
Local Time: 04:46
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Trick with the trigger unit is not making its unique killer unit suitable for general use. Don't want to conquer Berlin with hormone-charged 19th century SeeBees.
0m air units are used frequently by designers to portray impassable terrain (often with high df).
Some ways to do this canal trigger would be to limit the fighter flag to the canal engineer unit. Easy to say, but can be severely limiting. May want to give the canal engineer the missile attribute and a weak af (and give the canal trigger a 0d). This'd discourage the player to use it as a general attack unit.
Another way would be to use the partisan slot for the canal engineer and a unique combination of 0a and high df to the canal trigger. Partisans have a huge bonus against such units.
Probably should double stack the canal trigger so it can't be bribed.
Both of these approaches are 'costly' in terms of using unique unit types or slots. AFAIK, it could only work for a single canal, unless you want to 'hard-code' civ-specific (ahistorical) preferences: only the French and British can build the Suez canal and only the Americans can build the Panama canal.
Gotta plug ToT here. It has several much easier solutions.
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October 3, 2003, 12:29
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#13
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ACS Staff Member
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I was thinking we have different units for each canal. A jungle one for panama and a desert one for suez. This will keep the events seperate. I tried to monkey with it today but couldn't get it to work, I don't know why though. Someone else (frank probably) will have to set it up.
I like the idea of having the canal engineers be a missle type unit. However we'll need a way to transport them to the canal sites. So we'll probably need to create a special transport for it as well.
But there is no way to trigger it with a wonder in civ2:mge?
__________________
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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October 3, 2003, 12:30
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#14
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ACS Staff Member
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Also, I'm thinking we should include an additional result for opening the canal, like a money reward for the civ that does it. Otherwise everyone in the game will just wait for someone else to do it. This would take care of the free rider problem.
__________________
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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October 3, 2003, 17:49
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#15
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King
Local Time: 11:46
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Doesn't work with Wonders
OK guys, I feel real stupid...
I searched for this wonder building as a trigger, and wasn't able to find it! I must have mixed it with the "DONTPLAYWONDERS" you can have at the beginning of the event file!
It's the only reference I saw to wonders in the events file!
So it seems you can do it only with:
1) a tech discovery
2) an unit destruction
3) a city conquest
Sorry about that, and I hope I didn't raise too much hope...
Don't know why I imagined it could be done with Wonders, maybe I should stop drinking...
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October 3, 2003, 21:26
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#16
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Emperor
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Hmmm... Manhattan Project allows nukes, perhaps that could be used somehow?
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October 4, 2003, 00:34
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#17
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Prince
Local Time: 17:46
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just put cities at the right junctions controlled by powerful imobile barbarians?
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October 4, 2003, 00:45
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#18
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ACS Staff Member
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Frank has a great, and very simple solution.
Just give engineers the ability to turn grassland into ocean. This places it at the right time, and since its an act of engineers its accurate in that sense, and we don't have to do any junk with special engineers with fighter tags and immobile barbarian terrain units or anything.
Plus since it will take 40 turns for 1 engineer to make the transformation it will require the civ to have a good control over the canal zone. In the real world before the brits and americans built their respective canals they had to get access to and control over the territory. With the fighter/engineer unit a civ from austriallia (for example) could boat the thing up and just dump off the unit to open up the canal. Thats less realistic.
This will be fun to diplogame. Thanks for everyone's help.
__________________
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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October 4, 2003, 06:18
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#19
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Emperor
Local Time: 11:46
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I prefer the hell expensive work crew idea to the wonder trigger myself
what about that city production trigger?
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October 4, 2003, 08:52
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#20
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King
Local Time: 11:46
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Quote:
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Originally posted by Ecthelion
I prefer the hell expensive work crew idea to the wonder trigger myself
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Which is good because the Wonder trigger doesn't work
Quote:
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what about that city production trigger?
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Do you mean the "city conquest"?? If not, what then??
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October 4, 2003, 20:32
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#21
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Prince
Local Time: 19:46
Local Date: November 2, 2010
Join Date: Aug 2000
Location: Wollongong, Australia
Posts: 367
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Quote:
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Originally posted by Cyrion
Do you mean the "city conquest"?? If not, what then??
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Quote:
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Originally posted by Boco
Try the CityProduction trigger (ToT only).
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October 5, 2003, 18:18
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#22
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Prince
Local Time: 04:46
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Here is an example of using the building of a Wonder as an event trigger. This will work in Test of Time only.
Quote:
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@IF
CityProduction
builder=Anybody
improvement=47 ; Legendary Hero
@THEN
Text
Lerphin Runeaxe, the greatest warrior in
all of Minaria, has answered your summons.
EndText
CreateUnit
InCapital
owner=TriggerReceiver
unit=Lerphin Runeaxe
veteran=No
homecity=None
@ENDIF
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October 5, 2003, 18:59
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#23
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ACS Staff Member
Local Time: 05:46
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Unfortunately we are doing this in Civ2:MGE
__________________
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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