Greatings all.
I'm currently taking time to build a "very light" mod for civ2 using ToTpp18 abilities
The goal is to aim for an Earth playthrough displaying more units, only three more technologies (two given or not to tribes depending on tribe choices' locations : "access to horse" and "access to elephants") more terrain types, the gigaworld map a little altered for 7 tribes to choose between those 21, each with its two special units :
Romans, russians, germans, spanish, greeks, english, french ;
Incas, japaneses, iroquois, aztecs, chineses, mongols, indians ;
Ottomans, arabians, zulus, egyptians, persians, ethiopians, malineses.
Quite some cities shall already be placed on the map thus be given to barbarians, the unselected tribe's ones to begin with.
Two main changes shall concern Lua :
The unit tree and its tech dependencies (and corresponding upgrades abilities and costs/ automation with Leonardo Workshop), currently beeing built :
And evolutions of fighting rounds I'm planning for other scenario, where I'd like not to lose (too much) the feeling of civ2 like I somehow did after hours of playing the TES scenario.
This shall save many time for the two scenarios to come and the 2 others in developpement.
Tech Tree shall see small alterations too, considering unit dependances.
Unit tree is defined (to notice, some civ-special units shall put in shadow more than one usual unit)
Unit Tree is finally defined in the Lua Code !
The Tech Tree got adapted too :
Jet Engine tech is added on units purpose.
"Labor Union" isn't usefull to get any unit type anymore, yet shall greatly help to limit bad events related to factories.
"Slavery Abolition" will have a similar purpose, both getting rid of all previously owned slaves AND preventing related bad events.
While we can't add or remove a tile bonus with Lua, I realized we could check wether or not a tile have it ! This shall allow to add a blocus system on main ports to create, bringing loot and relation malus.
I'll create two different starting procedures too.
One related to the prebuilt map, per exemple allowing for barbarian civilisations placement.
Another one without said relation.
Yes, the resource indeed.
Sadly, we can only read tile.terrain.resource and not write in it.
Changing tile.terrain.type doesn't seem suitable for, say, having a gold deposit depleted ?
I just saw we could "set" ALL tile.terrain ?!?.
Does it affect tile.terrain.resource then too ?
IT WORKS !
We can copy any
tile.terrain into any other
tile.terrain, including tile.terrain.resource which is only readable otherwise !
To notice, the "terrain" object is asked to be valid with the map of the copied tile.
With the Terrain.type integer as terrainType, isn't it ?
While I won't use it there, it will be used for sure in others scenarios !
Much thanks !
The definition table for units is created, displaying upgrades costs and units possible upgrades (including civ specificities), unit group (early infantry, line infantry, cavalry, plane, steel ship, etc) and each unit bonus' list (giving special abilities).
"While I won't use it there, it will be used for sure in others scenarios !"
Talked too fast there. A third tile improvement system could be coming.
So, I added an "urbanisation" improvement system to the mod, consisting of :
"
grassland" (2food 1shield 0trade)
"g
rassland" can still be irrigated
"g
rassland" can be transformed into a forest
"g
rassland" can be mined => the resource hidden (or not) under the "
grassland" is stored, the land becomes an "
arable land" tile with no resource
and the worker is consumed
"
arable land" (3food 1shield 0trade)
"
arable land" can be irrigated
"
arable land" can be mined => it raise the tile level, either earning a resource (hamlet 3f1s1t then village 3f1s2t) either changing it into a "
burg" tile with no resource ;
and the worker is consumed
"
arable land" can be transformed => the stored resource is set back into the becoming "
industries" land,
and the worker is consumed
"
burg" (2food 1shield 3trade)
"
burg" can be mined => it raise the tile level, either earning a resource (town 2f1s4t then city 2f1s5t) either setting back the stored resource into a "
metropolis" tile ;
and the worker is consumed
"
burg" can be transformed => the stored resource is set back into the becoming "
industries" land,
and the worker is consumed
"
industries" (0food 4shield 4trade) and "
metropolis" (2food 0shield 6trade) both have special resource tiles like any normal one and can be transformed back in "
desert" tile
Tiles layers and resources pictures are chosen so the urbanisation is slowly growing and eating tiles.
Met an issue while testing the "unit upgrade" systems :
Could this
"cavalry slot" barbarians spawned in "village" be caused by the extra tech 6 & extra tech 7 given to civs ?
Dialog to advert about new units being avaible and allowing for their former version upgrades is done.
Mass Upgrade are working well.
The Leonardo Workshop saw a modification of its power, still activating the old way in exceptionnal situations.
Otherwise, it now holds the still very powerfull power to reduce by half the upgrade cost for units !
The way the mod is built, one can change tribe orders and colors (to have different civilisations matches)
Just found a small issue considering villages free units giving horsemen or elephants to tribes not supposed to have any of these animal nearby (same goes for the said village considering its location).
I dunno how to adress this issue, as I'd like to avoid defining areas to avoid any issue with alternative maps uses.
Fighting Bonus and special related stuffs are currently being implemented, consisting of :
-classic bonuses considering unitType groups, battle tile caracteristics (meharis better in desert, cavalry better against units not fortified, not in fortress or not in walled cities, some unit better on "flat" land) or specific units proximity (aztec bloodpriests, genius generals)
-limited fighting rounds depending on unitType groups
-simple Bombing system applyed to artillery and planes, and shooters free shots.
-(few) fleeing opportunities
-A guerilla ability hurting units moving nearby and allowing for less battle rounds played when not fortified, not in fortress or not in cities
-integrating a "pincer attack" bonus giving advantages to ZoC units.
-AA defensive reactions on ground, Interceptions reactions for planes.
-special attack cases for battering ram against fortress and walled cities
-special attack cases for heavy bombers (bombing all units and city/tile improvements)
.
I have questions relative to the correct TechParadigm to apply