View Full Version : Questions about C3C Editor...
dog Nov 22, 2003, 08:32 PM I looked around the forums for these answers but could not find them.
First, I'm not getting a help screen when I press the "Help" button in the editor. If I did, I probably wouldn't be posting these questions. Anyone get a help screen? If so, any idea why I don't?
From the Units tab: What is the effect of the "Science Age" flag? I see that it's flagged for the Leader unit, as is Finish Improvements and Build Army. But as I understand it, there's now both a military leader and a science leader, one of which can build an army and one which can rush improvements. Why is there only one Leader in the editor list? Or am I missing something? If I wanted to add an expensive unit that could rush wonders, would I need the "Science Age" flag? Would I need the Leader ability checked? For what it's worth, I have such a unit from PTW and it worked fine. When I imported it into C3C and built one, even though the "Finish Improvements" flag was checked the button did not appear in game.
From the Units tab: Exactly what does the "Worker Strength" value mean? Is that the speed at which the unit can complete tasks compared to the standard worker?
I see that in the "Rise of Rome" Conquest the Legionary has the ability to build roads and fortresses. The Terraform strategy is not checked and it cannot be checked because the full complement of worker functions are not used. Can the AI use this ability or is it for the human player only?
How does using the Scenario Properties menu effect a modded epic game? If I use that menu will it still be an epic game with random maps and random civs? Can I use that menu to put plagues in my epic game? Do I have to give a name and description and will it then be separate from my epic game mod? Can I use plagues in a standard modded epic game? Or does it have to be "scenario?" And can you have a scenario with a random map and random civs? :confused:
What is the "max eruption period" for the volcano do?
What do the plague values mean?
Why Oh Why don't I get a help screen?? :cry:
Thanks for your help!
How do you all plan on using the "Stealth Barrier Attack" flag for improvements? Unfortunately, "Stealth Attack" encompasses two concepts. It could represent direct action strikes against specific military targets across the front lines by small covert units (VC sapper units, snipers, special operation units, guerillas) when assigned to a land unit. It represents "precision bombing" when given to an air unit. If I have an improvement that stops land stealth attacks, like Secret Police HQ, I don't want it to also stop precison bombing. :o
spincrus Nov 22, 2003, 08:59 PM Science Age thingy: I have also wondered the same thing. I have absolutely no idea where the information locating the Einstein flics exist. Besides, yeah, there is only one of these "leaders". I find that strange, too. If someone could answer this, I'd be glad.
Worker strength, as far as I've observed, is a variable checked either before or after the government setting for the worker strength. I guess it sets how fast a unit can finish tile improvements.
On the other hand, the AI got smarter now, meaning that when giving the legionary unit any terraform abilities, it will actually build roads and stuff! You don't even have to check the terraform flag, as it will use the new abilities automatically during the game. And as far as I've observed, the best results are gotten if they're either set to 0, 25, 50, 75 or 100.
Scenari Properties, when edited, carry on to the epic game, but (AFAIK) the stats are not recorded in the hall of fame.
"Max erruption period" means that the volcano will DEFINITELY errupt within the given time frame, sometime. Once it erupts, it resets the whole thing, and the same rules apply for the second 5000 years. If you are unlucky enough, you might get erruptions every 10 turns or so (which happened to me twice on the Mesoamerican conquest map! The thing errupted like the on the 10th turn or so, and about 10-15 turns later, it errupted again! I was really pissed).
Stealth attack barriers; basicly anything that can attack with the stealth capability is stopped by this flag. Precision bombing isn't possible when a building with this flag is checked. So, yes, it sort of sucks. All of us would have wanted to have different flags for land & air stealth attacks, but that might have been too much programming to do.
Plagues, just too long to write, so I'll paste them from the help screen;
Permit Plagues (Disasters)
If "Permit Plagues" is checked, the scenario designer is allowed to specify that a plague can occur in his scenario and can also determine the disaster's various attributes. The attributes that can be set are as follows:
Name: Indicates the name of the plague (i.e., The Black Death).
Earliest Start: Indicates the plague's start year.
Variance: Indicates how close in years to the earliest start the plague actually arrives, specified as a percentage of the plague Grace Period (see below).
Duration: Indicates the number of years each plague occurrence lasts before dissipating.
Strength: Indicates how powerful the plague is (set a number from 0 to 100).
Grace Period: Indicates how long in years between each plague.
Max Occurrences: Indicates how many plague periods will occur within the game.I have no idea on why you're not getting a help screen. Check the folder for the editor for the help files.
spincrus Nov 22, 2003, 09:03 PM Oh, about the worker strenght thing;
- I set the legionaries to 75.
- I am planning to add a new unit to my personal mod, such as a futuristic engineer sort of thing, with strength 200. AFAIK, this is perfectly doable, as it would increase the rate tile improvements are finished by the unit.
dog Nov 22, 2003, 09:35 PM Thanks Spincrus for the answers...:cool:
Originally posted by SpincruS
On the other hand, the AI got smarter now, meaning that when giving the legionary unit any terraform abilities, it will actually build roads and stuff! You don't even have to check the terraform flag, as it will use the new abilities automatically during the game.
This is outstanding news! Troops can build their own fortress. Combat Engineers can build roads, barricades and airstrips. Excellent!
Originally posted by SpincruS
And as far as I've observed, the best results are gotten if they're either set to 0, 25, 50, 75 or 100.
You've lost me there! Is this the Worker Strenght value and if so, why are those numbers giving you the best results? Do you need to use the zero value??
Originally posted by SpincruS
Scenari Properties, when edited, carry on to the epic game, but (AFAIK) the stats are not recorded in the hall of fame.
That's OK with me, I doubt I'll ever finish/win a game anyway. Too much modding and tweaking to do. Do you have to enter a name and description in that first scenario menu tab?
Originally posted by SpincruS
"Max erruption period" means that the volcano will DEFINITELY errupt within the given time frame, sometime. Once it erupts, it resets the whole thing, and the same rules apply for the second 5000 years. If you are unlucky enough, you might get erruptions every 10 turns or so (which happened to me twice on the Mesoamerican conquest map! The thing errupted like the on the 10th turn or so, and about 10-15 turns later, it errupted again! I was really pissed).
Actually that's kind of realistic. If a volcano's going to be active then I'd expect it to be active within a window of time, not spread out over centuries. But sorry for your misfortunes... ;)
Originally posted by SpincruS
Stealth attack barriers; basicly anything that can attack with the stealth capability is stopped by this flag. Precision bombing isn't possible when a building with this flag is checked. So, yes, it sort of sucks. All of us would have wanted to have different flags for land & air stealth attacks, but that might have been too much programming to do.
Yeah, too bad.
Originally posted by SpincruS
Plagues, just too long to write, so I'll paste them from the help screen;
Thanks!
Originally posted by SpincruS
I have no idea on why you're not getting a help screen. Check the folder for the editor for the help files.
Well, thanks for the heads up. I have found the help info in my folder. I expected something along the lines of PTW where when you punch the Help button you get a context sensitive screen. I punch the Help button and I get nothing. But I can access them from my Windows folder.
Thanks mucho. :goodjob:
spincrus Nov 22, 2003, 10:09 PM No problem at all. You're very welcome :)
Concerning the Worker Strength: Every new unit has a default of 100, so, there is no point in setting them to 0, but I usually do, if the unit is not ment to do any terraforming.
But the 25, 50, 75 etc values are the ones that I think would work the best, concerning the math the game uses. I mean, they are just rounded off numbers. I once tried to put 70 there, and it somehow changed itself (!!!) to 68 whenever I tried to make it 70 again. 75 worked fine, and also saves lots of calculation/etc. It's just good to know that the unit is 25% weaker than the regular worker unit in building roads :)
You don't have to type anything in the name/description part of the scenario properties.
Kenta'arka Nov 23, 2003, 02:30 PM Originally posted by SpincruS
On the other hand, the AI got smarter now, meaning that when giving the legionary unit any terraform abilities, it will actually build roads and stuff! You don't even have to check the terraform flag, as it will use the new abilities automatically during the game. And as far as I've observed, the best results are gotten if they're either set to 0, 25, 50, 75 or 100.
hmm, are you sure? I removed "build road" ability from a normal worker, and the AI don't uses it anymore. It just stands in the city doing nothing... And yes, I got Conquests... :confused:
spincrus Nov 23, 2003, 02:36 PM Oh, maybe it's becasue that unchecked the "terraform" flag the worker has already. I mean, besides, the worker has no other uses than terraforming.
When you uncheck all the AI flags, then the computer won't know what to do with that unit. But the legionary actually has the "attack" and "defense" flags checked, so it's actually getting out of the city and on his way, building roads. But the AI knows for sure, that because the terraform ability is not checked, the legionary unit is not solely ment to build roads and forts :)
As long as you have ONE thing checked in the AI flags (even the artillery flag!) the unit will have a PURPOSE for the AI, and you can even get catapults to build roads :)
Kenta'arka Nov 23, 2003, 03:13 PM tnx, that worked. Unfortunately it don't helps me, even if I remove "build roads" ability, the AI keeps building roads. But the game cheats with the roads all the time, if you set a recource as needed to build roads, it's ignored too. damn, I need to remove them for my mod, or it won't be as fun as it could be... :(
dog Nov 23, 2003, 04:49 PM Originally posted by Kenta'arka
tnx, that worked. Unfortunately it don't helps me, even if I remove "build roads" ability, the AI keeps building roads. But the game cheats with the roads all the time, if you set a recource as needed to build roads, it's ignored too. damn, I need to remove them for my mod, or it won't be as fun as it could be... :(
If you don't want anyone to build roads then go the Worker Jobs tab and set the prerequisite to some advance that's not obtainable. If you just want some units not to build roads (and if the AI does cheat the resource thing) I don't know what to tell you. Are you sure it's cheating? I read on the forums here that in the Mesoamerica Conquest Firaxis uses a dummy resource (Guinea Pigs) that does not appear in the game to keep workers from building railroads and other modern stuff. Look at that biq and see how they did it.
Kenta'arka Nov 24, 2003, 08:32 AM Tnx for the idea, but I already tried that. I used an unresearchable tech as prerequisite for building roads, that prevents the AI from building roads, but new build cities won't be connected to the already existing roads, unless they are build on them, but i need them build next to them. And I'm 100% sure the AI ignores that it needs a recource to build roads. I tested it more than one time...
EDIT: Yes, blocking railroads with a recource works, just roads not
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