CurtSibling
ENEMY ACE™
Intersting idea! Using the existing structure and adding levels might be more elegant (and save unit slots), but this solution could a good alternative.
A ranged attack for missle units (arrows, artillery, rockets, torpedoes, spells etc.) would be super cool too, but I am just dreaming here...
I think it is totally no exaggeration to state that TNO is a proper hero to the CIV2 mod community...
His hexxing that allowed unlimited gold, units and cities alone is enough to gain him the hall of fame.
I would even say that I would be happy to make a donation via paypal to show my thanks,
and I am sure others here would also donate to him if he needed any support to continue...
Just saying...!
@TNO: At the risk of sounding like a greedy brat again, could you add a pillage order for air units? Like stategic bombing against terrain improvements (roads, railroads, airfields, forts etc.), please?
Now that is a really good idea. It would really solve the old strategic bombing dilemma for scenario designers. For example in WWII scenarios German industry could be dependent on mines (also representing oil fields) and the Allied bombers could be put to good use bombing (pillaging).
TNO, two quick questions based on your excellent ever-growing writeup of lua functionalities - would if be possible in principle to create a "Set" method for all instances where a "Get" method exists? Specific background is the civ.getPlayerTribe function - would a setPlayerTribe work? (like via cheat menu I guess?)
And another concerning triggers (very much looking forward to that section in your documentation btw ) - is it possible to have an event trigger by key-pressed? (e.g. we could script road-building pioneer units where a pressed "r" key triggers a check for terrain etc and changes the tile)
However, after installing and starting a new game I noticed that all new units are built without a supporting home city, i.e. NONE. This seems to hold true for the AI as well.
This sounds intriguing. I'm curious how to implement this. Where in my files would I place such a script? When customizing it for a scenario, do I only need to modify the part in quotations (i.e., the unit name "Warriors")?
I was wondering about "Veteran" status lately, it would be fun if higher levels than "Veteran" could be implemented?
Perhaps a further status, of "Elite"...
Attainable using the same method as regular/veteran units are promoted, and giving another +50% attack, etc?
Is there also a way to use the "Veteran" system to add other upgrades to units?
Like more moves or more defence? Just a wild thought...
I have one question, not really a request because I understand it has to do with the domain mechanics and it may not be possible.
You know how air units can be allowed to/ restricted from attacking other air units by switching the fighter flag on/ off?
Can a similar flag be made for attacking ground or sea units?
For example to make pure interceptors that can attack other air units only or torpedo planes that can attack sea units only?
This effect can be achieved now by giving air units the submarine flag, but it only works over water tiles.
I think what TheNamelessOne has done is amazing. I'm incorporating the features of the previous ToTPP release in my current scenario project. But I'm hesitating to throw out my events work and stop work to learn Lua. Unlike some, I don't have a computer background.
Changes in the Patch up to now have been extensions of the existing program. Adding Lua is different, as it replaces a major feature of ToT. Over the years, I've learned how to use the ToT macro language and flatter myself that I'm pretty good at it. Unlike Tootall, I find it reliable. Good ToT scenarios take huge amounts of time to make, and I'm not sure I want to spend the time learning an entirely new events language. With the greatest of respect, can someone explain why it would be worth doing? Thanks.
I can definitely understand that - if a combination of scripts and lua was possible then that could really solve a lot of such issues I guess.
I noticed that the "bribe city revolt" diplo/spy option does not allow for the new limitless gold factor.
It will not let you subvert/bribe a city if the doubled amount exceeds 30k gold. And if the regular bribe
is more than 30k, the option is greyed out...
Perhaps we should consider allowing the bribe amounts to be limitless too? Although some may
argue it puts a good cap on spy actions...At the same time, so would a bribe cost of 100k!
Just something that might be easily fixed for the next update...?
May have been asked already, but there is no way to add more techs to the list? I may be wrong but was it mentioned that it might cause problems?
@TNO: At the risk of sounding like a greedy brat again, could you add a pillage order for air units? Like stategic bombing against terrain improvements (roads, railroads, airfields, forts etc.), please?
I think it is totally no exaggeration to state that TNO is a proper hero to the CIV2 mod community...
His hexxing that allowed unlimited gold, units and cities alone is enough to gain him the hall of fame.
I would even say that I would be happy to make a donation via paypal to show my thanks,
and I am sure others here would also donate to him if he needed any support to continue...
Just saying...!
@TNO: Echoing the "at the risk of sounding like a greedy brat" sentiment - do you think that lua extensions might be possible? Or perhaps even creatable by community input in some way so it's not all on your shoulders?
... However, after installing and starting a new game I noticed that all new units are built without a supporting home city, i.e. NONE. This seems to hold true for the AI as well. Is there a settling in the launcher I overlooked, is it intentional or did something odd happen?...