random ideas from the New Guy

Alshandir

Chieftain
Joined
Oct 25, 2001
Messages
3
Location
Metripolitania, Terra- or DC. One of the two.
OK, I’m working on making two scenarios and one modpack. Ive run across some things that im hoping I can get some help on.

1-Ive been trying to come up with a way to reduce the awesome power of tanks. i can go the easy way by simply reducing their firepower, or hits or a # of easy stuff, but the intro of the tank did have certain adv that would be nullified if I did any of those. Then, it hit me- there is a flag for units that multiplies the defense against horsemen. Im hoping I can use that to illustrate the adv of infantry on the defense against armor. It would give riflemen and fanatics a fighting chance and demonstrate tanks' vulnerability against other tanks. The question, though, is how do I get the rules.txt to recognize the tanks as horsemen? The requirements I can think of are A) it must be a ground unit and may have to have a mutliple movement rate, B) the unit must come from a “horse tech,” such as horseback riding and tactics and, C) the unit’s sprite may have to be in the same place as one of the horsemen in the orig units.gif. Does that make sense? Is there anything else you can think of? Most importantly, has anyone thought of this and think its a good idea? : :crazyeyes

2-how do I make a new gov type? Ive downloaded a few scenarios where new govs where created, but the answer is not jumping up at me.

3-I admit it: im not good at making new images. But I would like to add to the default units. Since it appears some ppl have actually mastered how to make convincing images, I provide you with two challenges: I found two new ships that I would like to incorporate. Here are two links below for the Trimaran warships and the arsenal ship, respectively. If anyone decides to take a crack at it, you can email the gif to alshandir@yahoo.com.
http://www.popularmechanics.com/science/military/1999/11/sea_power_2000/print.phtml
http://www.beyond2000.com/news/Jun_01/story_1176.html
:yeah:
 
1) playing with units stats and special abilities is nothing new:rolleyes:
2)i don't think you can create new governments, but you can rename them. look in the text files

3)if you look around here and at poly, you might be able to find the units already done.
 
1) The "double defence against horse" is really a double def against units with move of 2. Neither unit slots or techs mean anything to this flag, so if you use it, it works only against attacking units with a move of 2.

2) As H Tower said, you can modify existing governments, but not add new ones. So you have to sacrifice one of the old types, and make the adjustments in rules.txt.

3) Look around here in the downloads and at Apolyton, and you'll find zillions of unit graphx you might be able to tweak with Paintshop Pro or a similar art program. I do this myself, since I'm not really very good at drawing things from scratch. (although I do have a few nice attempts to show off --but I found it very timeconsuming)

And DO check the reference section, where you'll find Leon Marricks superb manual on "Advanced Scenario Design" -everything you wanted to know is in there. :)
 
To clarify, the pikeman bonus is x1.5 (not x2!) vs unit with:

movement = 2
firepower = 1
hit points = 1

Any other combination will deny the defender the bonus.
 
i appreciate both of your positive responses. when i was reading the reference works, i came across the airsborne carrier. i have been thinking of creating space stations that can carry missiles and act like carriers. maybe im too tired, but how does the game differentiate between missiles and fighters. the only thing i can think of is the "die after atak" flag.

i just came up with another idea: if you read the article, they seem to treat the ability to create trimaran hulls as a new skill. so, i could replace the tech "nuclear power" with "trimaran hulls," but obviously id have to remove nuclear plants, otherwise theyd come more safe with the discovery of trimaran hulls.
 
the difference is two fold, fighters can "attack aircraft in flight", and missle units are "destroyed after attacking" IIRC, those are the exact flag names, i'm too tired to check right now though
 
The different types of air units:

fighter --> range=1
bomber --> range>1
helicopter --> range=0
missile --> 'destroyed after attacking' flag

These are the attributes that trigger any other effect in the game, e.g. SAM Batteries or vulnerability. The 'can attack air units' flag can actually be given to any unit. However, for design considerations, only an air unit with this flag can scramble to defend a city.

If you enter the realm of nukes, the attack=99 is the key. Any unit with attack=99 will be treated as a nuke (SDI defense, pollution, sound, ... ). The unit does not need the 'destroyed after attacking flag' because it gets vaporized anyway.
 
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