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Old April 5, 2001, 04:33   #1
Martin Gühmann
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Ducumentation Help
I took a look into the ctp2.exe. I found there some variables that should be used in the feat.txt. I have no complete documentation aboout it. Something is clear and something is unknown. Here is the full list of variables that I suppose to be used in the feat.txt.

Duration
Description
SlicMessage
SlicMessageValue
EffectBoatMovement
EffectBoatMovementValue
EffectCityDefenseBonus
EffectCityDefenseBonusValue
EffectReduceCityWalls
EffectReduceCityWallsValue
EffectIncreaseCityVision
EffectIncreaseCityVisionValue
EffectIncreaseProduction
EffectIncreaseProductionValue
EffectIncreaseCommerce
EffectIncreaseCommerceValue
EffectIncreaseHappiness
EffectIncreaseHappinessValue
EffectEliminateDistancePenalty
EffectEliminateDistancePenaltyValue
EffectIncreaseBoatVision
EffectIncreaseBoatVisionValue
EffectIncreaseScience
EffectIncreaseScienceValue
EffectGiveMaps
EffectIncreaseHitPoints
EffectIncreaseHitPointsValue
EffectScriptedTurn
EffectScriptedTurnValue
EffectScriptedCity
EffectScriptedCityValue
ExcludeAdvance
ExcludeWonder
ExcludeFeat
ExcludeFunction
ExcludeFunctionValue
CancelAdvance
CancelWonder
CancelFeat
CancelFunction
CancelFunctionValue
Building
BuildingValue
MinimumSizeOfCiv
MinimumSizeOfCivValue
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Old April 10, 2001, 15:27   #2
Martin Gühmann
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I got hexagonian's consent to post the on his http://www.mydocsonline.com account.

login is hexagonia
password is hextapul

A special thanks to Hexagonian
-Martin
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Old April 10, 2001, 15:57   #3
WesW
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Martin, I need for you to look up some values in the strategies.txt for me.
Specifically, I need the available flags in the terrain improvements section. Below is a paste from the current Med mod strategies.txt. I need to know if there are bonus flags for commerce tiles, and if there are more bonuses like those to the highest production and smallest growth cities.

//
// TERRAIN IMPROVEMENTS
//

// percent of production to put into public works/materials
PublicWorksPercent 30

// amount of public works (materials) to keep in reserve
PublicWorksReserve 100

// only consider building best n tile improvements
MaxEvalTileImprovements 50

// rounds to wait before fixing roads
TimeToFixRoads 10

// rounds to wait before fixing polluted tiles
TimeToFixPollution 20

// stored PW must exceed cost to fix + threshold
FixPollutionThreshold 200 //WW from 2000

// bonus for building road tile improvements
RoadUtilityBonus 200

// bonus for building production tile improvements
ImproveProductionBonus 100 //WW from 150

// bonus for building growth tile improvements
ImproveGrowthBonus 150 //WW from 100

// bonus to apply to cells with goods
ImproveGoodBonus 75

// bonus for growth improvements in smallest 20% of our cities
ImproveSmallCityGrowthBonus 170 //WW from 100

// bonus for production improvements in most productive 20% of our cities
ImproveLargeCityProductionBonus 130 //WW from 150

// ordered list of terrain improvements that increase growth
ImproveGrowthList IMPROVEMENT_LIST_GROWTH

// ordered list of terrain improvements that increase production
ImproveProductionList IMPROVEMENT_LIST_PRODUCTION

// ordered list of terrain improvements to be randomly spread around
ImproveRandomList IMPROVEMENT_LIST_MISC

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Old April 11, 2001, 13:42   #4
Martin Gühmann
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Wes here are the values/flags that I found in the ctp2.exe. But unfortunatly I didn't found any bonus flag for this part of the strategies.txt. By the way thanks for the documentation hint.

Inherit
PopAssignmentElement
Government
MinimumHappiness
MinimumHappinessValue
DeficitSpending
DeficitSpendingValue
MaximumWagePercent
MaximumWagePercentValue
SliderElement
SciencePercent
SciencePercentValue
MaxSupportCostPercent
MaxSupportCostPercentValue
ReadinessLevel
ReadinessLevelValue
PublicWorksPercent
PublicWorksPercentValue
PublicWorksReserve
PublicWorksReserveValue
MaxEvalTileImprovements
MaxEvalTileImprovementsValue
TimeToFixRoads
TimeToFixRoadsValue
TimeToFixPollution
TimeToFixPollutionValue
FixPollutionThreshold
FixPollutionThresholdValue
RoadUtilityBonus
RoadUtilityBonusValue
ImproveProductionBonus
ImproveProductionBonusValue
ImproveGrowthBonus
ImproveGrowthBonusValue
ImproveGoodBonus
ImproveGoodBonusValue
ImproveSmallCityGrowthBonus
ImproveSmallCityGrowthBonusValue
ImproveLargeCityProductionBonus
ImproveLargeCityProductionBonusValue
ImproveGrowthList
ImproveProductionList
ImproveRandomList
GoalElement
DistanceModifierFactor
DistanceModifierFactorValue
DisbandArmyCount
DisbandArmyCountValue
MinSettleDistance
MinSettleDistanceValue
MinSettleScore
MinSettleScoreValue
RushBuyThreatBonus
RushBuyThreatBonusValue
RushBuyReservePercent
RushBuyReservePercentValue
UnitSupportPercent
UnitSupportPercentValue
MaxSettlerBuildTurns
MaxSettlerBuildTurnsValue
MaxUnitBuildTurns
MaxUnitBuildTurnsValue
MaxWonderBuildTurns
MaxWonderBuildTurnsValue
BuildTransportProductionLevel
BuildTransportProductionLevelValue
BuildSettlerProductionLevel
BuildSettlerProductionLevelValue
OffensiveUnitsPercent
OffensiveUnitsPercentValue
DefensiveUnitsPercent
DefensiveUnitsPercentValue
RangedUnitsPercent
RangedUnitsPercentValue
SeaUnitsPercent
SeaUnitsPercentValue
AirUnitsPercent
AirUnitsPercentValue
SettlerUnitsCount
SettlerUnitsCountValue
SpecialUnitsCount
SpecialUnitsCountValue
SeaTransportUnitsCount
SeaTransportUnitsCountValue
AirTransportUnitsCount
AirTransportUnitsCountValue
OffensiveUnitList
OffensiveUnitListValue
DefensiveUnitList
DefensiveUnitListValue
RangedUnitList
RangedUnitListValue
SeaUnitList
SeaUnitListValue
AirUnitList
AirUnitListValue
SettlerUnitList
SettlerUnitListValue
SpecialUnitList
SpecialUnitListValue
SeaTransportUnitList
SeaTransportUnitListValue
AirTransportUnitList
AirTransportUnitListValue
FreightUnitList
FreightUnitListValue
OffensiveGarrisonCount
OffensiveGarrisonCountValue
DefensiveGarrisonCount
DefensiveGarrisonCountValue
RangedGarrisonCount
RangedGarrisonCountValue
BuildListSequenceElement
Research
ResearchValue
StopResearch
StopResearchValue
FearInvasion
FearInvasionValue
FearCityDefenseValue
FearPiracy
FearPiracyValue
FearScienceRank
FearScienceRankValue
FearMilitaryRank
FearMilitaryRankValue
FearTradeRank
FearTradeRankValue
FearPollution
FearPollutionValue
DesireAttack
DesireAttackValue
DesireGold
DesireGoldValue
DesireScience
DesireScienceValue
DesireMakeFriend
DesireMakeFriendValue
DesireEnlistFriend
DesireEnlistFriendValue
PiracyMemoryTurns
PiracyMemoryTurnsValue
MaxPiracyEvents
MaxPiracyEventsValue
Offensive
OffensiveValue
Defensive
DefensiveValue
StealthAttack
StealthAttackValue
Bombard
BombardValue
Special
SpecialValue
Harass
HarassValue
NuclearFirstStrike: Enabled/Disabled
NuclearTargeting: Enabled/Disabled
PreemptiveStrikeRegard
PreemptiveStrikeRegardValue
PreemptiveStrikeRiskRatio
PreemptiveStrikeRiskRatioValue
PreemptiveStrikeSuperiorityRatio
PreemptiveStrikeSuperiorityRatioValue


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Old April 12, 2001, 05:33   #5
WesW
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Ok, thanks for trying, Martin.
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