Scenario making for beginners.

Is it possible to avoid a settler or engineer to funding cities and manteining the rest of their caracteristics?
Is possible to add more terrains? I mean another *.gif such as terrain3.gif or something similar?
Ciao
 
hey all! my tip is tinker with an already present secario( i used MARS) warning back up scn. first. now ive gone pro. im now making a ww3 scn. with tony blare, bush, husein, mandela, and neuteral bob! :)
 
ive done a scen its a water battle but the other side just mills around there ment to attack is there any way to get them to attack ive heard of Events.txt but i dont know wat to do with it

could some one help me?
:confused: :hmm: :help: :splat:
 
ive been trying to figuer out how to get a MP game going but not having much luck can you help
 
Anyone who's just starting to create scenarios: SAVE THE FILE AS OFTEN AS POSSIBLE. If you're really building a world from the ground up, i.e. creating a flock of units which include settlers, having them build cities and editing the size/improvements of those cities, plus adding the tile improvements - all in one turn - the autosave function will clearly not be there to safeguard your efforts.

Maybe I'm stating the obvious, but there's nothing more frustrating than having to repeat your editing. Especially if you wish to set up all the civs of your game in the same turn, before the AI has a chance to start acting independently.
 
To revamp an existing scenario could take just as long as starting from scratch, depending on how much you want to change. The Cheat Menu makes it straightforward enough to delete units and create new ones.

As far as I know, the only way to actually relocate a city is to destroy it, then build another with the same name and contents. You can change the original city's size to 1, delete all defending units, and create a barabarian unit one square away which will invade and wipe the city out.

If you want to put units & cities on previously remote, empty terrain, create a Stealth Fighter and move it to your new site - then, while it still has at least one movement point left, create you new units & settler on the same spot (best to make sure they're set to NON for home city).
 
Originally posted by Aldaron
Is it possible to avoid a settler or engineer to funding cities and manteining the rest of their caracteristics?
This is a very justifiable question because you'd think designers would have separated the 'settle' role from the 'improve' role or at least given terrain a 'settle' flag (see Civ3). The fact is that there is absolutely no way of preventing Settlers from founding cities. When designing scenarios, most people just give each player x number of Settlers and that's it, thus using them to Settle will leave you without the ability to improve terrain. You could also use Civ2's macro language (Event.txt) to alter terrain via the CHANGETERRAIN action.
The only thing you can do where the actual unit is cocerned --if you have Test fo Time-- is to give all terrain except 'suburbs' (i.e. rename some terrain type and place it covering all squares within 2 squares from each city) impassable. Then give all units except the Settler the 'override impassable' flag (bottom of Rules.txt file --only available in ToT). Settlers will then be limited to operating within an area 2 squares from each city (you can still settle in that area, but your other cities will lose working tiles if you do).
Is possible to add more terrains? I mean another *.gif such as terrain3.gif or something similar?
Again, you need ToT. You can't add any to the already existing 11(12?) but you can create seperate terrain for the other maps, if any (note: this multi-map feature is only available in Test of Time).

Originally posted by o'brien
ive done a scen its a water battle but the other side just mills around there ment to attack is there any way to get them to attack ive heard of Events.txt but i dont know wat to do with it
Read the file named "Macro.txt" in the Civ2 folder. That should clear up what you need to know about events.
In answer to your question:
You should first note that the MOVEUNIT action (which is what you would use to get the units to "attack," only has an effect when a unit is first created via events. So, if you want to move those already existing units, this will not work.
What I would do is to use the CREATEUNIT action to create 1 enemy ship at a location near your own ships. The AI tends to only attack when it can see a target (unless its attacking a city), so this will attract them.
The other thing is to just create ALL the enemy units where you want them to attack, but that might make your scenario seem a little too scripted. I think that covers it. Anyone feel free to correct me if I'm wrong.
 
Originally posted by yoshi
The fact is that there is absolutely no way of preventing Settlers from founding cities.

That isn't true. It is very possible to prevent the AI from founding cities. I'm pretty sure a "house rule" is enough to prevent human players from doing so.

See here:
http://apolyton.net/forums/showthread.php?s=&threadid=94575&highlight=fertility
http://apolyton.net/forums/showthread.php?s=&threadid=92070&highlight=fertility
http://www.civgaming.net/mercator/reference/mapstruct.htm

The above all involve hex-editing, but it's also possible to achieve without hex-editing. That's what I did in my "Orbis Terrae" scenario:
The AI will only ever build cities on Grassland or Plains. So you can prevent the AI from ever building cities simply by not using Grassland/Plains anywhere on your map (or only where you want cities).
 
I hadn't really considered hex-editing as a means of limiting AI logic concerning city placement. Interesting.

I've personally never liked depending on 'house rules' for my scenarios as many of those playing your scenario will find that it is just to tempting to 'cheat.' Although in the case of Settlers, you really don't have much of a choice.


Just for the record, when I say "preventing" I mean eliminating the possibility of founding cities for AI and human alike.

Although it may seem trivial at first glance, adding a 'Settle' field to @TERRAIN in Rules.txt similar to the 'Impassable' field in ToT would do a lot for the game.
 
Sorry Wobbegong, I assumed you were referring to resource values (i.e. Rules.txt), not fertility values. Still, I stick with my comment that the AI will sometimes deviate from purely value (fertility)-based city placement.
I am actually thinking more in terms of human-controlled city placement (without resorting to 'house rules').
 
is it possable to use testOfTime units some how in civ3/conquests? preferably without geting some one to recreate the units & download them? please help as beutos(bird men),S-Riders & merfolk have sentamental valu to me...from the first civ game i ever owned!
 
if u can help then thank u lotz caz i realy want those units...
i miss them dammit!:love: ........:( ..........:cry:
 
Originally posted by Pariah
You can change the original city's size to 1, delete all defending units, and create a barabarian unit one square away which will invade and wipe the city out.

No need to make it so hard on yourself: Ctrl+Shift+D will delete all units in a city. Shift+D can then delete this empty city (only works in cheat mode, obviously).


Originally posted by Yzarc
is it possable to use testOfTime units some how in civ3/conquests? preferably without geting some one to recreate the units & download them? please help as beutos(bird men),S-Riders & merfolk have sentamental valu to me...from the first civ game i ever owned!

Yes it is possible, but it won't be a one-click conversion. You'll have to do some work. I also don't know anything about Civ3, so I can't help you there...

You will need CivSprite to extract the (animated) units from the sprite files. You can then use whatever utilities you usually need to convert these to civ3 format.

If you have more questions about this, you'd better start a new thread, because this thread isn't really the place to discuss this (and more people might be interested).
 
Hi, i'm working on a starcraft based modpack, and to make the special actions, i'd have to make some events that would eventually get very annoying or the other thing is to make a program like a trainer that would run with the game. Is there anyone who can do this(i mean make the "trainer") or help me make one(provide the base for something that i could use)?
 
The only thing you can do where the actual unit is cocerned --if you have Test fo Time-- is to give all terrain except 'suburbs' (i.e. rename some terrain type and place it covering all squares within 2 squares from each city) impassable. [/B]

Maybe I'm sounding very ignorant :o, but does this "impassable" terrain property possible to achieve in other versions of Civ2, or just ToT?

[I know some people would do it by creating immobile air units of unbeatable defence strength which look exactly like a specific terrain, then placing them over that terrain to block passage.]
 
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