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

ferenginar said:
If you want the text to come up when the scenario opens then you need to have a text file with the scenario name eg myscen.txt

how do I do that?
 
where do I reset turns at? i don't see them in scenario perameters.
 
Mondas said:
where do I reset turns at? i don't see them in scenario perameters.

its in the cheat menu, together with change money and the other cheat stuff.

Your turns shouldn't be incrementing as you make the scenario as it means a turn passes everytime you do an edit. Keep your working copy as a sav file - but don't use the event editor if you ever manually edit the events (which you probably won't since you don't even know how to make the myscen.txt).
 
You lost me.... for those that are dumb can you explain it. How can I reset the turns to zero so my text events pop up?
 
I feel really dimwitted. It was setting under my nose the whole time.
 
Sorry for the late reply Mondas--I recieved no e-mail notification and I haven't been around much this week.

Others have already given you the info, but here it is again for your convenience:

Start-up text message:

I assume you're referring to the pre-game description that appears in most scens (as opposed to an events-activated 'Text' action using the macro). For this do the following:
- In Windows Start menu, open 'Notepad.'
- Include the following information:

@SCENARIO
@width=400 [this parameter is not available in the Text action in Events.txt]
@title=%STRING0
^^Length: %STRING1 to %STRING2
^
^[Your text goes here.]
^^^
@end -- this line must be here!

- Save the file; file name must be identical to the scenario name (e.g. scenarioname.txt and scenarioname.scn respectively).


As for setting the game turn to 0 so the events-triggered text messages get triggered...well, there's nothing to explain there.

Also, for future reference, don't forget to clear to embedded events data in the .sav file (when testing the scenario) using Delevent (although I don't think Text actions with Turn triggers get embedded).

[Note that you can use the 'ScenarioLoaded' trigger to trigger a Text action when you first load the scenario regardless of the turn the scenario starts on or the seperate text file.]


Tip:

If using Civ2:Test of Time (ToT), you prevent other players from seeing certain text messages by adding the optional 'NoBroadcast' parameter into the Text action part of the event. (Who sees the message is based on the civ in the 'who=' parameter.) Useful for providing a certain player with intelligence information that you don't want others to see.


Everything else is fine with your events file?
 
EVerything in my text files works perfectly now. I am testing it then I will send it in to thunderfall to upload. thanks for your help
 
Maybe more info on FW?
Most of the stuff I've posted here and in the other thread should work with FW (I used MGE to test the non-ToT events but I'm pretty sure the FW macro is exactly the same).

Also is the any correlation between the quality of scens and their chance to go to Downloads?????
I already tried to submit few scens a month ago and they aren't here!!!

Yes. The reasoning is that Civ2 has been out for a while now and a higher level of sophisticaton is expected (for new modders, it's assumed that they don't have to start from scratch--as modders did when Civ2 first came out--as there are plenty of good examples that they can learn from).

In your case, I'd suggest elaborating on what you're already doing: more detail in events.

OTHER STUFF:

Graphics: If you're designing you're own stuff then it should be good (no doodles: note that in Civ3 there can be over a hundred frames to each unit animation--the equivilant of drawing a unit 100 times!). If you're using other people's graphics, don't just pick the ones you like, pick graphics that are similar (i.e. look like they go with the same scen--that is, your scen; for God's sake, make them proportional in size.). Also, don't forget to give credit. One thing you can do is to take an existing unit as a template and edit it to suit your needs--you don't have to give credit for that if you change it a lot (but if you do, also indicate that you changed it).
I would also suggest putting some time into terrain and other graphics; you can also in this case, I would suggest taking from existing scens as terrain can be more difficult to design than units as it tends to be more 'realistic.'
(Note: making the terrain lighter and the units darker makes it easier for the player to spot units--i.e. there's more contrast so the units show up more on the map.)

Sound: Not a big one because it takes up a lot of memory and has no effect on gameplay but it adds atmosphere.

Scenario (i.e. map, unit/city/improvment placement): Make it clean. Avoid making the scen look crowded. Likewise, avoid making it look too boring with too much room to do too little. Don't place too many unecessary units on the map as this makes the first turn a pain in the a$$ for the player--you can always add more units later via Events.

Gameplay: This is what ulitmately determines whether your scen is good or not; I've seen scens that are very historically detailed but are just a bore to play. Events can really make a scen more interesting (e.g. I've taken scens that had potential but lacked good gameplay, added a whole bunch of events and made the scen way more fun). Generally speaking, more is not usually better in Civ2 scens. The exception is events: the more events you have (not just repetitions, I mean variety of events), the more interesting your scen will be--as long as they make sense; don't just add them as an afterthought but rather as a key function of the scen (this is especially so if you're designing an RPG-style scen).

Oh and remember to test for bugs--nothing ruins the scen for others than playing halfway only to have the game crash. Playtesting is ABSOLUTELY ESSENTIAL; it's really irritating when people create a scen and post it without having even played it through themselves (getting others to playtest is ONLY for gameplay purposes--don't make them waste their time doing work you should have done yourself). (Note: be careful with the tech tree, it's the most common source of scen-related crashes.)

If you do all that and, if possible, innovate on already existing stuff then I don't see why your scen wouldn't get added. If you have any concerns, contact Duke (mod). (Note that you have to contact the mods in order to get your scen announced on the main page.)

BTW, if you want more info on scenario design, just ask and people here will be only too pleased to provide you with links to relevant sources.

For general Events info see my other thread:

http://forums.civfanatics.com/showthread.php?t=74528&page=2

If you want help with a specific event, post it here (or the other thread if you want) and I or someone else will try to help.
 
Yoshi
Thanks a lot!!!
But what if I wanna make a scen which is something like a replay of a film?
Therefore I want to force gameplay A LOT.
Like moving special units to special positions at special times without letting the player to improvise???
Well I do leave the CHOICE of wich unit to use but it won't change the outcome a lot.
And I also don't want to change lots of grafics except for units.
Actually I am working on a scen which will have a very strict gameplay line.
Like only few active units at a time and killing a particular one will lead to particular changes.
Ex. Several groups of "bosses" which each one appearing only after the previous ones are killed.
Or travelling by Events.
Also I'll use texts mostly for telling the background and the story (sometimes even quoted) of the source of this scen.
Like good guys speaking then killing a boss then again speaking then etc...
OK I'll make it and then we'll see...
And those that I tried to post were quite primitive - changed parameters of terrains (with scorched graphics) and mostly nothing more.
Or a "super-civ" that has everything in the beginnig and increased all parameters (terrains and units) drastically.
Like a 6,6,6 6,6 Warriors/Caravan/Colonists and 50,20,12 12,100 Armor together with 0 eating for all and some 20 production on everything.
But this makes the game even more fun since you can destroy an Armor even with a Caravan (after some 10-20 hits) and destroy any unit with a single shot of an Armor!!!
I mean I left no defenseless units and even the worst ones have some 6 speed.
Also the cities grow by hours.
Here you can tell who is militaristic and who expansionist after a few turns.
 
Strict scripting: Okay but you don't want the player to get bored. You want the player to be able to do stuff, even if with the parameters set otu by the scen.

Graphics: Change them anyway (just take a new set from the DL section or another scen--it's kind of a 'turn off' when you see the same default graphics in a new scen.

Few units: That's fine, just be sure to give those units plenty to do.

Travelling by events: Best way to do this is to have an immobile, invincible enemy unit that can defeat each of your units one-by-one which triggers a sperate CreatUnit event for each unit then creates the same unit elsewhere.

Texts: Sounds good. You should use the texts to give ganme info to players so they will know what to do as well. Note that text takes up the most events memory.
 
@Squonk: See Macro.txt in the main Test of Time directory (i.e. where the ToT exec file is). The main difference form MGE is the new modifiers (AND, DELAY,etc.) and the flags (e.g. determine whether relationships between events function or not).

[I really should post the Macro.txt files for MGE and ToT one of these days.]

@civ2: Oh sorry, I thought I replied to all the events-related questions.
 
If using Civ2:Test of Time (ToT), you prevent other players from seeing certain text messages by adding the optional 'NoBroadcast' parameter into the Text action part of the event. (Who sees the message is based on the civ in the 'who=' parameter.) Useful for providing a certain player with intelligence information that you don't want others to see.
What if the event has no "who=" parameter? I've tried the NoBroadcast option in the past and, if memory serves, it wasn't working for me for some reason.
 
You know, I've never actually used it as I work mostly with singleplayer in mind (and I usually have only one civ playable). I got the info from the Macro.txt file and there's no info on that on the net AFAIK, so there's really not much I can do for you there. If you do find a way to make it work, post it and I'll edit that post.




Oh BTW, there's been an update to the Barbarian Paper that you may be interested in (this is in response to the post in the other thread):

http://coc.apolyton.net/guides/barbarian_paper.shtml
 
You know, I've never actually used it as I work mostly with singleplayer in mind (and I usually have only one civ playable).
Me too. But my problem is that I have Wonder units, such as my HMS Beagle, and I notify the builder with the following annoyingly generic text box:
"The completion of Darwin's Voyage gives its owner the unique H.M.S. Beagle unit."
I'd prefer it to say "For completing Darwin's Voyage, YOU receive" or, better still, "STRING0 receives."

After reading the updated Barb Paper, I am left with one question: How do I change what it says on the side of the screen when I click on the barb leader? It says "Barbarian Diplomat" and I can't seem to find that string in any of the text files.
 
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