Questions for mod

RickFGS

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So i´v been playing with the C3C editor a lot these days and a few questions scratch my mind:

1) How can a non-human civ be set to be always at war with all other 30 civs in a scenario from start, the alliance thing won´t work because then there would be one or more huge alliance(s) that were at war with that no-human civ. I need this because my mod is going to have pre-placed barbarian cities to be captured by humans on key positions; Still on this subject i think there is a way to set flavours for civs and then make one particular unique civ flavour to have a 0% relationship to another unique civ´s flavour, but will this prevent diplomacy (what i really want) and war to be started?

2) On the "Civilization" tab of the C3C editor, under Governor there are the options "Manage Production" and "Manage Citizens", if i uncheck them, what will the effect be? the AI will no longer optimize its cities in particular tiles beeing worked and citizen mood and specialist allocations? will this not make the IBT much faster, since the AI will not have to recalculate city management every turn, instead just only change according to when changes do occur? I´v tested this a bit and the IBT did seem to get faster on a 362x362 map with all 31 civ, and i saw no efect on the AI expansion, it did actually seemed to expand smarter then before (tested in debug mode). Can anyone enlight me here?
 
I can only maybe help with your first question -- first off, no, there's no way to have every Civ vs. 1 without alliances. The "trick" I use in my private epoch mod is to have the Mongols start at war separately with their four nearest neighbors (max possible.) If your "barbrian" cities are placed grouped together like a "normal" Civ this might help you.

... Okay, a second as well: Flavors are only used to "guide" Tech research and building improvements selection. For war, play around with "Favorite/Shunned Govs" and higher aggression levels (although I can't tell the difference between Aggression "4" and "5" -- or "1" and "2" for that matter.)

Best,

Oz
 
Humm ok thanks for the info, so i´ll put the question in another way, is it possible to make a specific civilization repulsive, that is, that no human player can contact it, even if you are next to one of its units you can´t go to the diplomacy window with that civ, thus preventing any trade, dealings or so on with that civ, but ultimatley still beeing able to attack it not having to declare war, or leaving the declare war available?
 
Humm ok thanks for the info, so i´ll put the question in another way, is it possible to make a specific civilization repulsive, that is, that no human player can contact it, even if you are next to one of its units you can´t go to the diplomacy window with that civ, thus preventing any trade, dealings or so on with that civ, but ultimatley still beeing able to attack it not having to declare war, or leaving the declare war available?

Sorry but as far as I know -- no.

-Oz
 
1) How can a non-human civ be set to be always at war with all other 30 civs in a scenario from start
Well that's pretty much what Barbarians are. But it sounds like you want them to hold cities, which isn't possible. Your best bet would probably be to start them off in a locked war with 3 neighbors as Oz said, and then use the civilization settings to make them more likely to declare war on everyone. You can max out their aggression, give them a government that everyone else shuns, and give them some kind of immobile unit with very high attack strength (it tricks them into thinking they're stronger militarily). I think making them a separate culture group wouldn't hurt either.

Oz- you changed your avatar and your sig, I hardly knew you!
 
Thank you for the input, so i´v edited the specific "repulsive civ" and everyhting is working fine, the cities are building, they can´t research or make wealth and there is only 1 unit available on their queue box, which is immobile, the only problem i found was the city graphics on the map, they appear ok on the editor, but on the map they have the industrial setting, could this be caused due to the unability to research any tech in the ancient, medieval era?


 
1) How can a non-human civ be set to be always at war with all other 30 civs in a scenario from start, the alliance thing won´t work because then there would be one or more huge alliance(s) that were at war with that no-human civ. I need this because my mod is going to have pre-placed barbarian cities to be captured by humans on key positions; Still on this subject i think there is a way to set flavours for civs and then make one particular unique civ flavour to have a 0% relationship to another unique civ´s flavour, but will this prevent diplomacy (what i really want) and war to be started?

Another possibility might be to have a separate unit line for the civ that all have hidden nationality, so that all its units will target and be targeted by the other ones. Although this won't allow cities to be captured initially, it would mean constant skirmishing, at least, until war is openly declared and cities can be taken.

A random comment on your screenshot:Is the selected civ Tibet, and just hasn't yet been renamed, or is it Syria, with Tibetan everything else?
 
Another possibility might be to have a separate unit line for the civ that all have hidden nationality, so that all its units will target and be targeted by the other ones. Although this won't allow cities to be captured initially, it would mean constant skirmishing, at least, until war is openly declared and cities can be taken.

A random comment on your screenshot:Is the selected civ Tibet, and just hasn't yet been renamed, or is it Syria, with Tibetan everything else?

Hum making it hidden nationality is not a bad idea, i´ll play with it to see how the AI delas with it...i´v made the subject testing civ "Syrians" less agressive instead of maximum agression because this will entice them to declare peace after they loose a city, thus preventing AI´s players from suffering to long of War Weariness.

As for the Race_Tibet thing is just bad copy paste i made when i was creating the civ, my bad, ignore it.

Tnks for help.
 
Question number 3: Is it possible to create a multiplayer .biq file where 8 human players play at the same time with 31 civs (8 humans & 23 AI´s)? I guess this is not possible...
 
Question number 3: Is it possible to create a multiplayer .biq file where 8 human players play at the same time with 31 civs (8 humans & 23 AI´s)? I guess this is not possible...

Hmmm, you might want to check out the Play By Mail forum on that. I cannot see that is should be an insurmountable problem.
 
Hehe will do Balthasar, maybe some day Firaxis uploads the Sourcecode for C3C in the forum and the power to create will be finally in our hands :evil:

On a side note, i have yet another question for my mod: while trying to create a multiplayer mode for my scenario, i tried copying the single player one in the hope that the units/techs/improvements would remain exactly the same, to my disappointment they don´t, it seems the "copy" or the import will not search/use the same "units32.pcx" file as it did before, although in the xcenario properties it´s all the same as the original, my icons are gone, and the file its using seems to be other than the one i want....anyone can help? must be some noobish modding on my part no doubt...
 
So i´v been playing with the C3C editor a lot these days and a few questions scratch my mind:

1) How can a non-human civ be set to be always at war with all other 30 civs in a scenario from start, the alliance thing won´t work because then there would be one or more huge alliance(s) that were at war with that no-human civ.
Just5 saw this thread. Haven't seen any mention of a known way to sustain war throughout the game - despite peace agreements:
Sadly, the only other I know of is the "corridor isolated by impassible terrain" which allows one to time the entry of units onto the board, but this is best used for, e.g., barbarians coming into play in a Rome scenario (as you would presumably want the corridor as inconspicuously placed on the map as possible). If you want to trigger a war at a certain point, it's the same trick + the "submarine bug" (Hidden unit, immobile, waiting to be overrun ...)
By war-triggers of course. :D These triggers use the submarine bug. This can be a real submarine placed at a certain tile when a game starts, so the possibility that another ship placed in the neighbourhood, that can´t see invisible units, runs in this submarine.

The first I know, who used the submarine bug as a trigger for landunits , was Equulus: http://forums.civfanatics.com/showpo...postcount=7008

A strong unit, moving on a long path where it only can go forward (or backward) in an unused corner of the map to a victory point. On the path are very weak invisible units of different countries. As normally each move is a turn, you can time, when the strong unit runs in the immobile weak (land-submarine) units... But we still had this story. :lol:
No guarantee of constant war, but can be designed so hostilities pretty frequent.
 
Just5 saw this thread. Haven't seen any mention of a known way to sustain war throughout the game - despite peace agreements:
No guarantee of constant war, but can be designed so hostilities pretty frequent.

Good sugestions, i kinda implemented this by giving the key locations of expansion to the "repulsive civ", thus even to the most peacefull player will have to spill some blood in order to expand/grow/explore and contact other parts of the world hehehe :evil:

And now other questions pops to my mind:

- is it possible to have the so called repulsive civilization not to cause other civs at war with it to suffer from war weariness? :rolleyes: I tried to go around this by giving the civ a low agression level and only 1 immobile unit possible to be built, thus allowing the player or AI to capture a specific settlement and still be able to achieve peace some turns later on when the war weariness starts kicking in, but is there another way more efficient besides the agression level option to make an AI civ keen in declaring peace?

- is there a .pcx file download for a bridge over water kind of terrain somewhere, i believe i saw one by Partizanac in http://forums.civfanatics.com/showpost.php?p=4962699&postcount=10 but i really don´t know how to paste standard images into .pcx format and managing to keep the original colours on the procees;

- did anyone tried out the [Graphics]Sleek Landcape -> http://forums.civfanatics.com/showthread.php?t=405536&highlight=bridge and if so, how to i get the cliff between the sea and coast tiles to apear? in the standard version the wCSO.pcx file does not have it, what i could be doing wrong?

Here´s a screenshot of the missing coastal-sea cliffs compared to the existence of land cliffs on my current underwork mod:
 
- is it possible to have the so called repulsive civilization not to cause other civs at war with it to suffer from war weariness?
War weariness depends primarily on government - modified by gold spent on happiness, luxuries & improvements. Each civ's level is independent & determined by its own situation.


is there a .pcx file download for a bridge over water kind of terrain somewhere,
If what you want is a functioning bridge - land crossing to land without interrupting water traffic - then afaik the only way to do it is an immobile, capturable ship that looks like a bridge. iirc you'd need a different unit for each angle of water crossing.


but i really don´t know how to paste standard images into .pcx format and managing to keep the original colours on the procees;
The method I use is to set the image to RGB mode, do the CnP, etc. then re-index it.
 
War weariness depends primarily on government - modified by gold spent on happiness, luxuries & improvements. Each civ's level is independent & determined by its own situation.


If what you want is a functioning bridge - land crossing to land without interrupting water traffic - then afaik the only way to do it is an immobile, capturable ship that looks like a bridge. iirc you'd need a different unit for each angle of water crossing.


The method I use is to set the image to RGB mode, do the CnP, etc. then re-index it.

First of all: Thanks for helping :)

I´v been reading a thread on bridges where Balthasar makes beautifull Brooklyn bridges and uses invisible cities upon the edited land, but for what i want a unit is probably better, to avoid the apearence of the city when a non invisible cities civ takes over the bridge. Is there a bridge unit available for download? didn´t find one....

Another question poped up while building the mod: Is it possible to restrain the movement of a Rail Gun, i mean a unit like the German WWII Dora Rail Gun to railed tiles only, i could make it wheeled to need roads over some terrain, but how do i restrict it to only rails in general? Could it be feasable?
 
I´ve been reading a thread on bridges where Balthasar makes beautiful Brooklyn bridges and uses invisible cities upon the edited land, but for what I want, a unit is probably better, to avoid the appearance of the city when a non invisible cities civ takes over the bridge. Is there a bridge unit available for download? didn´t find one....

Thanks for the compliment, Rick. When we were making the Super Scenario, I was playing with bridge-units (using an aircraft carrier as a bridge stand-in), and discovered that the problem with a bridge unit is that the bridge-crossing unit hits it, stops, and disappears until its turn comes around again. Then the bridge-unit has to "unload" the unit so that it can continue on it's way, so any bridge made this way is a de facto checkpoint. Such a unit, though, does work, and the AI will use it, though it will tend to stack units on the bridge, so you'll probably still have to "capture" the bridge in order to use it. Here's a question I never addressed: does a city change graphics on capture even when the 'retain culture on capture' flag is checked in the editor?

Another question popped up while building the mod: Is it possible to restrain the movement of a Rail Gun, I mean a unit like the German WWII Dora Rail Gun, to railed tiles only; I could make it wheeled to need roads over some terrain, but how do I restrict it to only rails in general? Could it be feasable?

I think there is a way, and I've been thinking about this for awhile, but I haven't had the time to work out the details, yet. I think that it will eventually boil down to some version of railroad terrain made like the road/plains terrain (that King Arthur/Vuldacon developed) that is used in the Super Scenario and my Manhattan terrain. Each crossing would have to be bookended by a crossing stop terrain (e.g., repurposed LM terrain) with a crossbuck (and, perhaps an animated gate!) so that trains can't jump the tracks.
 
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