Scenario Creation Obstacles

elmenhorster

Chieftain
Joined
Oct 21, 2007
Messages
63
some of these may be hardcoded or discussed earlier on forums,
nevertheless all of these affect my scenario greatly. So I'll just sum it up and sort questions by letters.

-these are the OBSTACLES and brain teasers I've come up to-

[A] getting goodies from huts only with a one specific unit, (just like air units make huts dissapear)
how to implement that to ground units)
Or in general how to manipulate hut and unit interaction.

only one difficulty level.
starting a scenario you get to choose difficulty from chieftain to deity.
how to disable all levels except one, basically you get only one option to click "ok".

[C] air+settle unit with movement let's say 2/20,
before unit's movement range is about to expire (or "run out of fuel")
simply building road, irrigation or mine, immediately reinstate movement digits to original 20
how to avoid that.

[D] how to forbid units getting promoted to veteran status during combats.

[E] how to enable irrigation away from ocean and preferably from rivers.

[F] forbid city rapid growth through celebrations. Only growth factor - food.
 
[A] getting goodies from huts only with a one specific unit, (just like air units make huts dissapear)
how to implement that to ground units)
Or in general how to manipulate hut and unit interaction.

Any land unit can pop a hut so you have to eliminate huts completely. No workaround for this.
only one difficulty level.
starting a scenario you get to choose difficulty from chieftain to deity.
how to disable all levels except one, basically you get only one option to click "ok".


In game.txt, there is a section:

@DIFFICULTY
@width=320
@title=Select Difficulty Level
@options
Chieftain (easiest)
Warlord
Prince
King
Emperor
Deity (toughest)

You could edit it so that other difficulty levels have their names changed to unavailable or N/A, so it looks like this:

@DIFFICULTY
@width=320
@title=Difficulty Should be set to NORMAL for the purpose of this scenario.
@options
N/A
N/A
N/A
NORMAL
N/A
N/A

The other options are still available but at least now people will know how the game is meant to be played. Unfortunately, you can't just remove the other diff levels since the only one left would be chieftain.

[C] air+settle unit with movement let's say 2/20,
before unit's movement range is about to expire (or "run out of fuel")
simply building road, irrigation or mine, immediately reinstate movement digits to original 20 how to avoid that.

You can't. Since bomber/fighter flag was originally given to combat units exclusively and not units with settle flag in rules.txt, the game mechanics you described is a stretch at best, you're lucky it's working as it is. Settling just doesn't go with flying, at least not within the limitations of Civ2 game engine.

[D] how to forbid units getting promoted to veteran status during combats.

Hardcoded mechanism. You could make it so that all units in existence are veteran from the start and their stats reflect that in the game. This would mean that any newly created units would be at a disadvantage combat/defense-wise, which could be partially solved by Sun Tzu's War Academy or barracks, but otherwise it's impossible to entirely eliminate (or limit) gaining veteran status from combat.

[E] how to enable irrigation away from ocean and preferably from rivers.

On occasion it's possible to build irrigation on a square that has no contact with water but only via automation of settlers/engineers and some luck. Sadly, AI players do that on a daily basis. Other than through some clever utilization of mentioned glitch, it's impossible.

[F] forbid city rapid growth through celebrations. Only growth factor - food.

City can only grow via celebration if the government is either Republic or Democracy. Limiting availability of those forms of government (or removing them altogether) would certainly prevent WLTC/P (We Love The Consul/President) growth. Also you could introduce means of causing permanent unhappiness to a degree where it's infeasible to raise luxuries to 70-80% in order to eliminate it and induce rapid growth. Combine shield requirements for improvement construction to benefits and the amount of shields/cash generated in your civ (less trade from city tiles would certainly make things tougher), limit feasibility of trade as means of generating arrows in cities that translate directly to un/happiness, prevent some buildings from construction by removing prerequisite techs in rules.txt, introduce preventative costs of maintenance for colosseums/cathedrals/stock exchanges/banks (like 100 gold per piece). Combine elements above for best effects ;)
Other than that, the only sure way to limit rapid celebration growth is to remove republic and democracy from the game, which as you well realize, would significantly impact gameplay in a negative (in my opinion) way.
 
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