Civ II macro-code

Joined
Oct 25, 2000
Messages
758
Location
Bakersfield, CA USA
I would certainly love to see some changes or update to the macrocode for Civ II now that Civ II is out...a couple other changes- the ability to bring up random gifs in the game...the ability to play cd tracks and possibly the ability to manipulate cities (other than destroying them).

What other things would make the macro code better? Let's put our ideas out on the board and maybe some friendly neighborhood programmer will knock...

John
 
Most imporant is to fix the stupid 'anybody' bug.

Make the move command overide all AI interferrence.

add human or computer flag to every triger (btw, I think t is currently working in reverse for the no-negotiation trigger)

for unit killed, I would like to specify which unit does the killing too.
 
Absolutely, Koby!

I think it might also be nice to change the unit into some other unit instead of just killing it...to increase the range of effects!

John
 
CSPL does indeed have huge potential, along with a steep learning curve. I feel like an idiot working through it, despite the excellent documentation and thoroughness of AS's code. :o

As long as we're at it, how about a simple KillUnit action? Or a "set hitpoints to" (relative and/or absolute scale)?
 
CSPL is of huge interest to me,
but I hope some clever clogs will get to grips and create some
triggers for scenarios in ToT.

Infact, Boco, have you discovered anything interesting?

:)
 
Originally posted by kobayashi
for unit killed, I would like to specify which unit does the killing too.

yeah, in ZWK you can get Tiger Schock if your T-34 is killed by a bomber or a wehrmacht unit.
 
Hey!

I do have ToT...but I play Civ II so much that I just haven't had the time to dedicate to it :(

ON the other hand...I've discovered Alpha Centauri...which is of course quite bad at the moment...I am trying to finish college!

:lol:

John
 
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