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  1. K

    A bug in flags?

    It seems that if flag N of some tribe becomes off then flags N of others tribes become off too regardless of "continuous" modifier. Example: @BEGINEVENTS @DEBUG @INITFLAG @IF TURN TURN=1 @THEN FLAG continuous who=Babylonians state=On flag=31 @ENDIF @IF TURN TURN=2 @THEN...
  2. K

    Organizing city capture by AI in the middle of the game

    I want to simulate some historical actions. The task is to give to AI plenty units to capture specified cities but not too many! In the middle of the game I do not know how these cities are defended. So I think to create for an AI plenty 'conqueror' super-units (say 6 or even more) with...
  3. K

    Saving city walls in captured cities. Is it possible?

    Unfortunately, the bestowimprovement event works regardless of is creating improvement already present in "determined for you"(c) city or not. :( So, by this way we can create the improvement only in "top ten" cities (a lot of events with randomize parameter). Is there another way to save...
  4. K

    BestowImprovement

    I've seen this in report.txt: -------------- @THEN BESTOWIMPROVEMENT found looking for [randomize],race=,improvement=,capital=,wonders=,citylist,endcitylist -------------- Are "citylist,endcitylist" really working or unfinished?
  5. K

    ToT - "+50% vs Horse" - is it really works?

    I'm experimenting to balance units strength. I've built 10 cities on the Plains+River terrain, each with City walls. There are 2a/2d/1h/1f 1-move fortified units (Footmen) in each city. I'm attacking them with 5a/2d/2h/1f 2-move units (Cavalry). I'm trying to compare results depending...
  6. K

    New utility - CivMoveCity

    Just another command-line utility. Of course, you can destroy a city and rebuild it in the new location, but may be it will be simpler to just move it :) This version should support either ToT (with multimap) or FW, but was tested by me with ToT single-map only. Command-line syntax...
  7. K

    Built-in random events (quake, fire, plague, etc)

    Will these events work OK in a scenario? Can we adjust its frequency or at least know it? I think about modelling Middle-Age's disasters, such as plagues, fire in wooden cities, famines, etc.
  8. K

    City Present (Visible Tile Improvements)

    I'm working in the hex-edit of savegame. And now I see that "City present" flag in the "Visible Tile Improvements" section is set regardless of is this city visible for any tribe or not visible. In other words, I'm creating a settler far from any civ's cities and units, building city and...
  9. K

    ToT unit's shield colour - is it possible to avoid darkening?

    Is it possible to avoid darkening of unit shield colour in ToT ? I've read at http://sleague.apolyton.net/Guides/sldt_tot_tribecolours.shtml#Footnote ----------- Every pixel in a sprite file has a flag that tells if it is a team color pixel. Normal pixels are drawn with the exact color...
  10. K

    The Great Game - Modified

    The Great Game - Modified by Keu This is a deep modification of "The Great Game ToT" scenario by Michael J. Daumen. First I've wanted just to correct some errors (such as tech tree cycle or non-working event) but after that it gradually become more and more serious rebuild. Main ideas...
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