civ2units
Emperor
I've uploaded an updated version of my Age of Reformation scenario.
You can download the files here:
The Age of Reformation
You can download the files here:
The Age of Reformation
Last edited:
Many thanks tecumsehThis looks very interesting. I'm curious about the victory conditions though. It appears that most civs can satisfy their victory conditions simultaneously. So if you meet your civ's objectives and 2 or 3 AI civs also meet theirs, you win the game?
just so you're aware, norton antivirus gave a false-positive for Tiles.dll being a threat and deleted it. Restored but not sure what that was about...
-- MESOAMERICAN ALLIANCE (CIV NO. 5 CONTROLLED BY THE PLAYER) --
--
-- Mesoamericans are able to plunder enemy trade units
-- Supply Wagon
if loser.type == object.uSupplyWagon and object.pMesoamericanAlliance.isHuman == true and winner.owner == object.pMesoamericanAlliance then
local dialog = civ.ui.createDialog()
dialog.title = "Sacrifie for Xipe Totec"
dialog.width = 700
local multiLineText = "Our warriors have captured an enemy supply wagon and seized goods worth of 200 ducats. The foreign traders were sacrified to Xipe Totec, god of rebirth, agriculture, the seasons and craftsmen."
text.addMultiLineTextToDialog(multiLineText,dialog)
dialog:show()
object.pFrench.money = object.pFrench.money + 200
end
object.pFrench.money = object.pFrench.money + 200
object.pMesoamericanAlliance.money = object.pMesoamericanAlliance.money + 200
This is some 60 turns into the game (me playing as French), but Xebecs start spawning from the beginning. I couldn't find them being created in this location in event files (that's how I've found the above bug), so I think that @civ2units left Barbarian activity above the "Villages only" level.Also, Rebel Xebecs are being spawned next to Greenland (see pic) for some reason
View attachment 688638
This is some 60 turns into the game (me playing as French), but Xebecs start spawning from the beginning. I couldn't find them being created in this location in event files (that's how I've found the above bug), so I think that @civ2units left Barbarian activity above the "Villages only" level.
With lua,I'm sure I've set Barbarian activity to "Village Only". Unfortunately I can't explain your screenshot with the Barbarian xebecs and don't know how this could be solved.
I double checked your SCN file through hex editing and can confirm that your Barbarian activity is set to "Village Only", i.e. Offset 685 is set to 00.I'm sure I've set Barbarian activity to "Village Only". Unfortunately I can't explain your screenshot with the Barbarian xebecs and don't know how this could be solved.
With lua,
first define apropriate zones on map for these to be.
Then when any unit is active, if it is barbarian, if it is Xebec, if it is not in defined zone then destroy it ?
local Xebec_Free_Zone_polygon = {{34,0},{62,0},{71,9},{71,33},{80,42},{64,58},{49,43},{47,43},{34,30},doesNotCrossThisX=2}
if turn >= 1 then
for activeUnit in civ.iterateUnits() do
if activeUnit.owner == object.pRebels and activeUnit.type == object.uXebec and gen.inPolygon(activeUnit.location,Xebec_Free_Zone_polygon) then
civ.deleteUnit(activeUnit)
civ.ui.text("Xebec Deleted")
end
end
end