Tag requests

For what does one use the bNoAdjacent tag, and how?

Cheers
It is a boolean tag that if true prevents that feature from being spawned on two adjacent plots (so there is always a plot without the feature in between).
 
I'd need something to separate Fishing Villages from each other, so they can't be placed right next to each other. Either if the bNoAdjacent tag can be extended to include improvements or if something else can be arranged, please?

Might be good for the Cottage line too, especially if they are "fixed" and made more viable than they are now as they can then be made good even as one can't spam them?

Cheers

Edit: Actually it would have to be a tag where I can specify several NoAdjacent, one for each level of the improvement.
Just let me know if I'm asking too much. *smile*
Oh, also need to know if this:
<PrereqTech>TECH_TRADE</PrereqTech>
<TechTypes>
<PrereqTech>TECH_SAILING</PrereqTech>
</TechTypes>
would work for an improvement?

Cheers
 
This came up in my Wonders thread. Would it be possible to create a <BuildingMovementChanges> tag similar to <TechMovementChanges> to adjust the speed of moving on various routes? This tag would go on the building, not the route type.

Something like this:
Code:
<BuildingMovementChanges>
  <BuildingMovementChange>
   <RouteType>ROUTE_ROAD</RouteType>
   <iMovementChange>-10</iMovementChange>
  </BuildingMovementChange>
</BuildingMovementChanges>

This would give you +1 movement on roads if you built the building with this code. I would be using it on Wonders, but it could theoretically go on any building.
 
If there is not already one could a <PrereqAndBonuses> be added to units?

Right now you can have ...

<BonusType>BONUS_FRENCH</BonusType>
<PrereqBonuses>
<BonusType>BONUS_COPPER</BonusType>
<BonusType>BONUS_IRON</BonusType>
<BonusType>BONUS_STEEL</BonusType>
</PrereqBonuses>

Which comes out to French AND (Copper OR Iron OR Steel). But what if I want to have French AND Copper AND Iron AND Steel? I can only have French AND Copper at the most for and. Please make it so I can have more than just 2 ANDs.
 
I think we need we need some terrain tags to indicate which multi-map they belong on. Resources and Features don't need them because they already link to terrains which means we can use the same resource or feature on any map already.

Which brings up the point of what maps are we intending to implement. If I am going to convert terrains from Mars Now and Song of the Moon 2 I need to define/identify them in someway for the correct map script to use the correct terrains.
 
I think we need we need some terrain tags to indicate which multi-map they belong on. Resources and Features don't need them because they already link to terrains which means we can use the same resource or feature on any map already.

Which brings up the point of what maps are we intending to implement. If I am going to convert terrains from Mars Now and Song of the Moon 2 I need to define/identify them in someway for the correct map script to use the correct terrains.
There is currently no generic terrain placement. All are kind of hard coded in the map scripts themselves.
 
There is currently no generic terrain placement. All are kind of hard coded in the map scripts themselves.

That brings up a very good question, and that is, How do we intend to generate multiple maps?

Currently, I can see two ways to go about it, but you may have other ideas. Mine are;

1. Make all maps generated by the same mapscript. If you select PW3 (for instance), then you would get a map with a PW3 Earth map, a PW3 Moon map, a PW3 Galactic Map, and so forth. This would however mean less flexibility, so all things being equal, I would prefer option 2.

2. Make 4 different mapscript selections in the game start area. This way, you could choose a PW3 Earth map, and then a unique Moon mapscript (craters or something), a unique Mars mapscript, and so on. I don't know if this one is possible, but if it is, then it would seem to me the best option.

What do you think of these, and do you have any other ideas for how to do this?
 
What about choosing the mapscript for earth and the Galactic map, but having other planets/moons use a random mapscript?
 
That brings up a very good question, and that is, How do we intend to generate multiple maps?

Currently, I can see two ways to go about it, but you may have other ideas. Mine are;

1. Make all maps generated by the same mapscript. If you select PW3 (for instance), then you would get a map with a PW3 Earth map, a PW3 Moon map, a PW3 Galactic Map, and so forth. This would however mean less flexibility, so all things being equal, I would prefer option 2.

2. Make 4 different mapscript selections in the game start area. This way, you could choose a PW3 Earth map, and then a unique Moon mapscript (craters or something), a unique Mars mapscript, and so on. I don't know if this one is possible, but if it is, then it would seem to me the best option.

What do you think of these, and do you have any other ideas for how to do this?
PW3 and the other current map scripts are only suited to make earth maps. For the other maps you need different code.

And I'd say only generate the maps (and select whatever options we end up with) when they first come into play.
 
@AIAndy

So what do you think we should do for generating Moon and Mars maps? Should we used the ones from Mars Now and Song of the Moon 2? If so how do you apply a different map script to each of the multi-maps?
Well, there could be some in game UI that you can use to select the map script you want to use when it is time to generate the other maps.
But maybe we should continue that discussion in a more fitting thread.
 
Well, there could be some in game UI that you can use to select the map script you want to use when it is time to generate the other maps.
But maybe we should continue that discussion in a more fitting thread.

We can continue this discussion Here.
 
AIAndy:

Where can i get something like this done, or is there something like this already inplace for tags etc??

Spoiler :
Code:
		<CivilizationInfo>
			<Type>CIVILIZATION_TUPI</Type>
			<Leader>LEADER_TUPI_TRIBE</Leader>
			<SpawnTech>TECH_ARCHERY</SpawnTech>
			<NumberOfSpawnTech>2</NumberOfSpawnTech>
			<SpawnChance>60</SpawnChance>
			<IsBarbarianCiv>True</IsBarbarianCiv>
            <StartAtCoast>False</StartAtCoast>
            <TotalGold>25</TotalGold>
            <TechPercent>15</TechPercent>
            <DefaultShips>NONE</DefaultShips>
            <NumberShipsPerCity>0</NumberShipsPerCity>
            <NumberOfCities>1</NumberOfCities>
            <StartX>-1</StartX>
            <StartY>-1</StartY>
            <NumWorkerPerCity>0</NumWorkerPerCity>
            <CapitalCityUnit>UNIT_CUNHAMBEBE</CapitalCityUnit>
            <NumCapitalUnit>1</NumCapitalUnit>
			<DefaultCityDefender>UNIT_JAVELINEER</DefaultCityDefender>	
            <NumberCityDefendersPerCity>1</NumberCityDefendersPerCity>
            <DefaultSecondUnit>UNIT_WARRIOR<DefaultSecondUnit>
            <NumberSecondUnit>1</NumberSecondUnit>
		</CivilizationInfo>
 
AIAndy:

Where can i get something like this done, or is there something like this already inplace for tags etc??

Spoiler :
Code:
		<CivilizationInfo>
			<Type>CIVILIZATION_TUPI</Type>
			<Leader>LEADER_TUPI_TRIBE</Leader>
			<SpawnTech>TECH_ARCHERY</SpawnTech>
			<NumberOfSpawnTech>2</NumberOfSpawnTech>
			<SpawnChance>60</SpawnChance>
			<IsBarbarianCiv>True</IsBarbarianCiv>
            <StartAtCoast>False</StartAtCoast>
            <TotalGold>25</TotalGold>
            <TechPercent>15</TechPercent>
            <DefaultShips>NONE</DefaultShips>
            <NumberShipsPerCity>0</NumberShipsPerCity>
            <NumberOfCities>1</NumberOfCities>
            <StartX>-1</StartX>
            <StartY>-1</StartY>
            <NumWorkerPerCity>0</NumWorkerPerCity>
            <CapitalCityUnit>UNIT_CUNHAMBEBE</CapitalCityUnit>
            <NumCapitalUnit>1</NumCapitalUnit>
			<DefaultCityDefender>UNIT_JAVELINEER</DefaultCityDefender>	
            <NumberCityDefendersPerCity>1</NumberCityDefendersPerCity>
            <DefaultSecondUnit>UNIT_WARRIOR<DefaultSecondUnit>
            <NumberSecondUnit>1</NumberSecondUnit>
		</CivilizationInfo>
No, there is no system in place to spawn specific Civs at specific times in specific places.
Not sure if such a system even fits C2C in general.
 
AIAndy:

Where can i get something like this done, or is there something like this already inplace for tags etc??

Spoiler :
Code:
		<CivilizationInfo>
			<Type>CIVILIZATION_TUPI</Type>
			<Leader>LEADER_TUPI_TRIBE</Leader>
			<SpawnTech>TECH_ARCHERY</SpawnTech>
			<NumberOfSpawnTech>2</NumberOfSpawnTech>
			<SpawnChance>60</SpawnChance>
			<IsBarbarianCiv>True</IsBarbarianCiv>
            <StartAtCoast>False</StartAtCoast>
            <TotalGold>25</TotalGold>
            <TechPercent>15</TechPercent>
            <DefaultShips>NONE</DefaultShips>
            <NumberShipsPerCity>0</NumberShipsPerCity>
            <NumberOfCities>1</NumberOfCities>
            <StartX>-1</StartX>
            <StartY>-1</StartY>
            <NumWorkerPerCity>0</NumWorkerPerCity>
            <CapitalCityUnit>UNIT_CUNHAMBEBE</CapitalCityUnit>
            <NumCapitalUnit>1</NumCapitalUnit>
			<DefaultCityDefender>UNIT_JAVELINEER</DefaultCityDefender>	
            <NumberCityDefendersPerCity>1</NumberCityDefendersPerCity>
            <DefaultSecondUnit>UNIT_WARRIOR<DefaultSecondUnit>
            <NumberSecondUnit>1</NumberSecondUnit>
		</CivilizationInfo>

The "Spawn a Civ" mod only makes sense for scenarios. Is this what you were after when you asked me earlier, something for scenarios? Otherwise it does not make sense for C2C in general as we already have "Barbarian Civ" which basically does the same thing but random civs rather than specific nations at specific times and places.
 
For religions new tags:-

<StateReilionYields>
<StateReligionComerceChanges>
<StateReligionFreeXPs> - number of XP per unit combat type including all
<StateReligionFreePromotions> - free promotion per unit combat type including all

Many people complain that the benefits from a religion should only flow if it is your State Religion. These would at least let us try it out and see.

there is already a <StareReligion...> tag but that provides a boost to the city from all state religion buildings world wide.
 
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