Need help with Events for you scen? Post your predicament here and stop moping! ;)

NoBroadcast event: But if it's for singleplayer, what's the point? BTW, I think the STRING line is only used in Pedia.txt.

Barb diplomat: you'd change the name of barb civ's name in Labels.txt I think and the unit name...also in Label.txt?
 
NoBroadcast event: But if it's for singleplayer, what's the point?
B/c if the ai builds Darwin's Voyage, I don't want to be told that *I* get the Beagle if in fact *they* get the Beagle.

BTW, I think the STRING line is only used in Pedia.txt
That would not surprise me. I was just being silly, and underscoring the lack of such a variable in the events options. :mischief:

Yep, the string is a concatenation that you can change by editing Barbarian in labels.txt and Diplomat in @UNITS of rules.txt
So you're saying that if I wanted regular player-buildable Diplomat units, called Diplomats, I'd have to live with the Barbarian Leader being called a Barbarian *Diplomat* when clicked on?
 
MikeLynch said:
So you're saying that if I wanted regular player-buildable Diplomat units, called Diplomats, I'd have to live with the Barbarian Leader being called a Barbarian *Diplomat* when clicked on?

You are limited, but you still have some freedom. You could reserve the slot for the barbarian leader, and use another slot for the diplomat role. In El Aurens, I use the diplomat slot for a role 0 unit called Ikhawan (brotherhood). One civ, the Sanusis, use the Ikhawan name, stats, and icon conventionally. The Barbs, renamed Saudis in labels.txt, use the same name and stats, but the barbarian leader icon. Btw, the only role 6 units in EA are in the spy and howitzer slots.
 
You are limited, but you still have some freedom. You could reserve the slot for the barbarian leader, and use another slot for the diplomat role.
Bah, too much work. And it'd eat up a precious unit slot. I'd rather just suffer with the unit being called "Barbarian Diplomat." :rolleyes:

I was actually wondering about that the other day. If perhaps those things could work, albeit unpredictably. Did you test it?
Using a STRING variable in events.txt text boxes, you mean? I actually think I might have tried it, ages ago. Presumably it did not work. I may give it another shot, though. Anything to put an end to my use of generic text, seen by everybody.

Another great example: I have it set so every time you kill an enemy caravan, you get $ for having done so. But because all text boxes seem to broadcast to everyone, I had to have the text say:
"Caravan raided! ___ gold plundered"
Which means that, randomly, I'll see that message indicating that, somewhere on the map, the AI has raided another AI's caravan. Irritating.
 
Why don't you just have a seperate text message for each civ? So, if Civ A kills Civ B's Caravan, you get the text, "Civ A raids Civ B's Caravan."
 
B/c I'm not making a scenario, but rather modding the main game. So I'd have to make hundreds of such messages.

The Americans raid a Spanish caravan.
The Americans raid a Mongol caravan.
...
The Mongols raid a Spanish caravan.
...
etc.
 
Well, if you don't have to many other events, you should be able to fit them all in...although I'd be a pain to write. Seems more trouble than it's worth. You might as well use the generic text you mentioned above since all you're really doing is reminding the player that he received or lost gold.
 
is it possible in ToT to have a unit that only moves on railroads? :confused:
 
I play regular civII, and would like to ask what kinds of things you can do with events and how to do them. i just cant figure out how they work.
 
Broken_Erika said:
is it possible in ToT to have a unit that only moves on railroads? :confused:

Yes, here's a no frills example. Make a passable terrain like 'RR Bed'. Place it under all RR's. Make all other terrain impassable. Give most units the ability to enter impassable terrain, but disallow that for trains.

I'd recommend dl'ing Red October by Techumseh. He's got an excellent example of RR's and trains in it.
 
EmperorGandalf said:
I play regular civII, and would like to ask what kinds of things you can do with events and how to do them. i just cant figure out how they work.
The events macro is what Civ2 uses to have certain select things happen at on a given turn or only if something else happens. It's a very simple feature that allows the player to have units appear where he/she wants or a variety of other actions trigger by turn or when another unit is destroyed, for example.

For a list of available triggers and actions (and modifiers if you have Civ2:Test of Time), see the file titled Macro.txt in your main Civ2 directory.

If you only have the original Civ2, this file will not be there, as the macro is not supported.

Newer releases offer more stuff:

Civilization II (none)

Conflicts in Civilization Expansion Pack (Macro support--basic events)

Fantastic Worlds Expansion Pack (new actions and triggers; namely, TriggerAttacker, TriggerDefender, ReceivedTechnology, GiveTechnology)

Civilization II: Multiplayer Gold Edition (includes eveything FW does dedicates more memory to events--so you can have more triggers and actions)

Civilization II: Test of Time (way more triggers, actions and includes modifiers and flags as well as even more events memory)

Basically, you should be running on MGE (you can upgrade your version using Cedric Green's 'patch' available in the Civ2 Downloads section. Get the lastest patch as well (also avilable in the DL section).

ToT is another story.

How to use them?

See my other Events thread for some examples--not the best source because I opened that thread for people who are reasonably familiar with how the macro works and how to create a basic event. There are events-related links in the intro post of that thread that you may find helpful.

I would suggest using the Editor that comes with MGE (has some limitations that I won't get into but should get you started). When you run into trouble, post here.
 
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