Originally posted by yoshi
Right. Thanks. BTW, while on the subject of graphics, does anyone know if there nuclear explosion graphic frames can be edited? Is it located in a DLL file? (Its odd that MP didnt include it into icons.gif as it did the combat explosion graphics.)
Yep... Nuke is in there too... You might want to have a look at my "Hacking! Changing The Civilization2 In-Game Graphics" guide in the reference section of my website... The download version has a complete listing of all images in the DLL files, what they do and where they are. It's a list for the FW version, but it should at least be similar for ToT.
Tried it as written above. It works. (I didnt realise that the EndGame action is hard-coded to delay one turn once triggered.)
A little strange though, you put the Continuous before the CityTaken, didn't know that worked too.
Didnt get this part.
Let me try again...
If that works, you could combine some more if it were only 3 cities. One event structure with @AND for two cities, the second with the 3rd city "@AND'ed" with the flag check of the others.
Code:
@BEGINEVENTS
@INITFLAG
@IF
Continuous
CityTaken
city=Carthage
attacker=Romans
defender=Anybody
@AND
Continuous
CityTaken
city=Athens
attacker=Romans
defender=Anybody
@THEN
Flag
who=Romans
state=On
flag=0
@ENDIF
@IF
Continuous
CityTaken
city=Alexandria
attacker=Romans
defender=Anybody
@AND
CheckFlag
who=Romans
mask=0b00000000000000000000000000000001
count=1
state=On
@THEN
Text
Romans win!
EndText
EndGame
endscreens=On
@ENDIF
@ENDEVENTS
That's what I had in mind... (didn't test it)
(This would make for an interesting resource application: if CivA loses control over x # of key Oil cities, they lose the tech with which to build more tanks or use CHANGETERRAIN to lower production output of CivAs city Factory tiles.)
Great idea...