Modpack/Scenario Tricks

Joined
Oct 25, 2000
Messages
758
Location
Bakersfield, CA USA
I'm starting this topic because I'm interested in swapping some modpack/scenario writing tips with authors. I know that just when I think I have explored just about everything that can be done, something else pops up and I'm in a different file making changes....tell me about some of the things that you've found can be 'changed' that you discovered to be useful in your modpack or scenario...I changed everything from the graphics to the attributes of the terrain and remixed the sounds...but I know there are still things I've never seen before.

Also, what is it that you do to make the scenario more enjoyable, do you think graphics or sounds or both are more important? Or maybe you just focus on units. What do you think?

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John Valdez
Modpacks/Scenarios/Review
 
I also forgot to ask, if you have event's files to fit all aspects of scenarios or if you've found too many limitations and have been forced to be 'more creative' with the files. I know that John Petroski used multiple events files in one scenario to get the desired effect...are there other tricks with events files?

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John Valdez
Modpacks/Scenarios/Review
 
I discovered that the highest attack point for non-nuclear weapons is 79... 80 and you'll need to build Manhattan weirdo!

I usually change all of the units in the scen... take a look at my Antigonos on http://web.tiscalinet.it/ClassicCiv , at "My scenarios" page ( Warning !!! Requires MPGE !!!)...

[This message has been edited by Prometeus (edited November 04, 2000).]
 
To your last question (edit: of your first post), I like scns where a lot of things are changed to create an atmosphere that is completely different from the standard game. I try do make the same in my own scns, so I always change the units as well as icons, citys, people, terrains and so on.

Tricks? Hmm, I wouldn´t call it so, but some of the freeware tools for Civ2 can save a lot of work, for instance Mercators new MapEdit.
wink.gif


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http://www.crosswinds.net/~cbrosing/Civ2000.htm

[This message has been edited by BeBro (edited November 04, 2000).]
 
Hey BeBro,

I know that multiple events files can be very helpful to get desired effects. I've usually just used 'one events' file because most of the scenarios I do are sci-fi and I just need a few changes to the terrain or the creation of a few units.

Something else, I've been able to change the attributes of terrain (along with the graphics) to create certain unusual changes...such as: I created a scenario that makes volcanoes if you try to mine specific terrains...kinda like Dorian Crede's changing water to land idea.

Another thing I've been working with recently is to change every single sound file. I've found that to achieve a new atmosphere the following sound files are an absolute must to change:

menuok.wav
menuend.wav
menuloop.wav
movpiece.wav
neg1.wav
pos1.wav

Changing the fanfares can be helpful depending upon the scenario and of course this is in addition to changing the unit sounds. I intend to experiment with the drum*.wavs soon, just to see what kind of effects I can get.


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John Valdez
Modpacks/Scenarios/Review
 
I used a lot of unmovable units to perform on the ground Wonders ( I always thinked it was unrealistic to limit the Great Wall in a city... not to mention this works better with barbarians ).
 
Hey Prometeus,

If you are talking about units that do not have movement points I hear ya...I've started to encorporate them into my scenarios only recently.

=========

I can tell everyone that you can really change the dynamics of defense for the entire game depending upon if you decide to adjust the rules for the game...such as if you make an immobile unit free for the fundamentalist govt., then you have to remember that the computer can use that edge as well, hehe.

Now, another thing that you can do with units is experiment with their movement configurations to change their properties...I've created appropriate movement mostly for sci-fi units but I've been experimenting with movement rates and fueling. I'd like to know anyone has discovered anything new for these options.



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John Valdez
Modpacks/Scenarios/Review
 
I learned somewhere that by giving a 172 movement point to a unit, this units become a "super Alpine" with 1,25 movement points... but I can't remeber where i heard it. Checking now.
 
Prometeus, hm...I did not know that...I know that there are limits to the numbers within the parameters of the code but if you test those limits, strange things will happen...I think that those "strange" things can be sometimes used to the advantage of the modpack designer...I'm interested in knowing about the super alpine...sounds like it could be useful in some way.

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John Valdez
Modpacks/Scenarios/Review
 
One nice idea to improve the scenario's gameplay is to try and change the scenario's objective.
For example:
-Only one city becomes objective. All other civs (except for the agressor) are destroyed. This can be very fun when two or more civs are competing for the goal (e.g. in a multiplayer game) or, like in my 3d Punic War scenario, when the civ must defend this city.
-Same with special units or so.
 
Hey Stefan,

That's a great concept. It's that inverse thinking...rather than a lot of city objectives...just one city to protect...great idea! To be honest, I have over 200 scenarios on my hard drive and I know 3rd Punic is one of them...I am going to check that one out!

Also, I found that it can be fun to destroy a civ if a certain objective or tech is acquired; it's a command in events that can shock the player, especially if another civ gets the objective or tech first.

Cool,

John
 
You can also try making a scenario in which the objective is to pursuit or fight only one enemy. I.e. an Alexander the Great scenario in which the objective is to track down and kill either Darius, Bessos or Spitamenes, or an end-of-all battle of Berlin WW2 scen in which the objective would be to track down nazi officers (hey, I should suggest this to some guys at Apolyton
smile.gif
)
 
Actually, I might use that idea in a Star Trek scenario!



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John Valdez
Modpacks/Scenarios/Review
 
I used thys idea for my newest scen, Chan Kuo... Qin forces have to search and destroy enemies' ancestral temples and destroy them in order to estinguish the whole state - but i combined this idea with classic objectives' goals: before doing that, you must conquer all of the state important cities, otherwise you'll fail your mission... and i added a few more units to spice up the whole game ( generals, princes, stuff like that... )
 
Hey, Stephan, are you Stephan Haertel? Just curious. (edit) Doh! Ok, I read your other thread. Never mind.

Salutations,
Exile

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What? Huh?

[This message has been edited by Exile (edited January 09, 2001).]
 
Hello everyone. Aren't these nice forums.
smile.gif
And what a pleasure it is to see so many familiar names. :>

Just one to say (in a general sense): get "CivCity" now! Wondefully labour-saving.

JValdezToo, I did some research into the fanfares and drums for my last scenario. It's not a complete list but I can post what I found. For a complete list you'd need to test all 21 civ slots, and I only did the first 7.


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Ideological conviction quickly degenerates into insistence based on ignorance.
 
By all means...post it!



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John Valdez
Modpacks/Scenarios/Review
 
Hey, Thanks CornMaster...

...that could be particularly useful for scenario ideas...

here's another one...try fooling around with the costs of certain units...make them over 20 and see what happens...in some unit slots you get a "negative" cost in the game...build the unit and IT GIVES YOU MONEY!

That could be cool in say...a capitalistic scenario....businesses competing against each other and so on...

Actually, if somebody wanted to...they could map that out and posted in the downloads section if somebody was interested...

wink.gif




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John Valdez
Modpacks/Scenarios/Review
 
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