Caesar's Gallic Wars

Is there any kind of “perishes after X turns” flag?

There is a byte in the unit data that is only used for certain units (settler workload, range for air units, caravan commodity). If this can be accessed and changed by lua functions, code could be written to count down that number (and eventually kill the unit) between turns, provided the unit doesn't need that functionality. There also seem to be a couple of bytes per unit with unknown meaning. If they are just extra information that got dropped from the final game, maybe the bytes can be used with lua. This description would be straightforward, but I don't know if ToTPP gives that functionality.

Another option is to store "extra" unit information in a state table. Indexing the table by the unit number could work, but there might be problems when a unit is killed or disbanded (especially disbanded, since events can be run when units are killed) and the table must be updated.

Suppose a player were to leave an archer in some city for a few turns, and fill it up with arrows, and thus eventually make the city close to unsiegable, at least to the AI.

It may be easier to use an event to kill all arrows in a square when the last archer in that square is killed, or to have a maximum number of arrows that can be accumulated per archer.
 
After discussing with Grishnach we'll kill off all arrows, stones, and bolts at the end of each turn, but will allow onager munitions to remain turn by turn. Each onager can only produce one per turn, and only on one particular type of terrain, so if any of you go to all the trouble to stock pile that munition, as far as I'm concerned - good for you!
 
One additional element of our brainstorming, or a thought for another scenario - one could set an onKilled event, where a unit attacking and destroying stones/arrows etc gets back one movement point. So essentially these types of units could not be used as defence since they would not hinder the attacker (unless they manage to damage him of course).

As far as additional unit information goes, that's in my opinion a very powerful tool and one I'd like to investigate further some time soon! At the moment I think it's beyond my meager lua skills though :)
 
Guys, it just came to me. Wizards and dragons shooting fireballs! Summoning beings in magic squares!
 
Guys, it just came to me. Wizards and dragons shooting fireballs! Summoning beings in magic squares!
E. Gary Gygax would be made proud...
 
Does anyone have a good sound for a slinger? I have arrows and bolts but nothing that would do well for flung stones...
 
Does anyone have a good sound for a slinger? I have arrows and bolts but nothing that would do well for flung stones...
I think (though I could very well be wrong) that the very old scenario "Of Celts and Iberians" had such a file in it's SOUND folder, but it's been quite while since I've checked.
 
I've been playtesting this for awhile now, coming up with a laundry list of adjustments and fixes that are necessary, but I do have to say - ranged units are fun! Because they have an attack of 0 and a relatively low defense, the AI is also very skilled at trying to round your flank and take them out. Finally something besides paradrops that they're good at :)

It is an interesting thing seeing a massive army bearing down on a weakened special unit, figuring "this is the end," only to have a scorpio start raining hellfire down upon the enemy from several squares way, saving the day!
 
The revolutionary features just keep on coming. Thanks and keep up the good work. Caesar's Gallic Wars looks like it's going to be a great scenario, but it's also going to be the first Lua scenario and will hopefully open the floodgates for a whole new generation of scenarios. I'm still amazed that this ancient game keeps on throwing up new surprises.
 
The revolutionary features just keep on coming. Thanks and keep up the good work. Caesar's Gallic Wars looks like it's going to be a great scenario, but it's also going to be the first Lua scenario and will hopefully open the floodgates for a whole new generation of scenarios. I'm still amazed that this ancient game keeps on throwing up new surprises.

:clap::agree:
 
The revolutionary features just keep on coming. Thanks and keep up the good work. Caesar's Gallic Wars looks like it's going to be a great scenario, but it's also going to be the first Lua scenario and will hopefully open the floodgates for a whole new generation of scenarios. I'm still amazed that this ancient game keeps on throwing up new surprises.
I fully agree. A whole new Civ2 Renaissance. And since my plans for my Fall of Rome scenario, which I first abandoned as undoable at the time, but now have come to believe Lua scripting may well be the solution to the problems I was facing, I wait with baited breath at how well this turns out.
 
Brilliant work guys, great to see these new features in action, and a great subject for a scenario as well. Makes me remember reading De Bello Gallico. Looking forward to this!
 
And there is the maestro responsible for giving CIV2 a new life!

These are such exciting times for mod making. :)
 
This has been released to external playtesters. We will see what they like, we will see what they hate, and we will see what bone head mistakes I've made :D

Hopefully, a general release will follow soon.

Thanks for all your support and interest, everyone!
 
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