civ2 said:
Well I do hate one thing - you can't change terrain of ONE square - must change several at a time and they don't even form a good shape...
Any HELP???
To change terrain on 1 square only type in the x/y coordinates of that sqaure 4 times.
Example (square 33,42):
maprect=33,42,33,42,33,42,33,42
I set a city per civ and then put all unique units on the map...
Where did you put the cities? Note that you can use an invisible Settler as well (i.e. remove the Settler units image in Units.gif, give it movement=0 and place it in some inaccessible part of the map). As long as you have at least one Settler, your civ can exist.
If you want an example of a good RPG scen check out Sacrificial Blood (if you can find it).
Also - are there any other ways to declare a victory rather than total destruction???
If you mean how to force the scen to end early then that would depend on what version you're using: ToT has an action that actually ends the scenario but in MGE/FW I think the only way you can do this is to use the DestroyCivilization action for each civilization (e.g. if x then destroy all civs, game ends).
And maybe there is a way to add more events?
You mean add new triggers and actions? I f'ing wish. As the short blurb at the beginning of the Macro.txt file says, it's not a full scripting language. (Just be thankful some guy at MP had the brilliant idea of adding the macro in the first place...too bad he wasn't working at Firaxis when they did the Civ3 deal with Infograms.)
Broken_Erika said:
how can you make impassible terrain in MGE?
That option is only available in ToT.
What you
can do is this:
- Place the Railroad tile improvement (or whatever tile improvement you are willing to dispense with; that is, Road as all tile improvement types are destroyed if the terrain is changed to Ocean--RR is less useful as its movement bonus cannot be changed from infinite) on the square(s) you want to be impassable.
- Place Ocean terrain on the square(s) you want to be impassable.
- In Terrain1.gif, copy the graphic from some other terrain slot (probably from the terrain that will be in squares surrounding the 'impassable' squares) and paste it onto the first RR slot--or all of the RR slots if there will be other improvements in squares adjacent to the impassable squares so that you don't get Roads linking to the adjacent improvements.
- Change the impassable squares-to-be to Ocean.
The effect should be that the Ocean tile(s) look like the terrain in adjacent squares. (You will notice that the statistics window on the right still says Ocean and RR when the cursor is on the impassable square.)
- If you want, you can go into Labels.txt and change the name 'Railroad' to Impassable' as an extra touch.
Of course, ALL your land units will be unable to enter these squares and you shouldn't place impasable squares on the coast as you will have ships entering them...which is just wrong.
civ2 said:
I mean that Civ is a "war game" and is not good for making story-lines with specific characters.
No, I think it's well suited to RPG play, with the right adjustments and heavy use of events of course.