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Old November 21, 2000, 00:19   #1
DarthVeda
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Slic suggestion party!
Post your slic suggestions here!

Here's an old crusty file I found on my decrepit computer in which I came up with a slew of events suggestions (tailored to the Civ2 events macro language but probably translatable to Slic)

Some of these are moot things that Slic has totally different ways of doing. Maybe somebody can get something useful from this, as there are a lot of great suggestions for triggers and actions:

Code:
Rough Draft Events File for NeoCiv

"Ok I think this will work"  --DarthVeda's last words

Follows this pattern:

@BEGINIF
ifciv = "civ" and  and/or  then
	
		
			
				
	
@ENDIF


::Triggers::

IfAttackerCiv = (Civ name that this is done by... MUST PROCEED MOST "if"s)

IfDefendingCiv = (Civ name that this is done to)

IfUnitKilled = (Unit name)

IfSpaceFilled = (If this x,y space is occupied)

IfFieldFilled = (x1,y1,x2,y2,x3,y3,x4,y4 counter-clockwise around a square area)

IfCityTaken = (Owner,City name)

IfCitySurrounded = (If the city is surrounded on all sides)

IfTechAchieved = (If the particular tech is attained)

IfTechs = (If you have this many or greater techs)

IfTurn = (Turn)

IfUnitAmount = (If number of units equals this)

IfCashAmount = (If money equals this)

IfNegotiation = (Audiencer and then audiencee)

IfTrade = (If your trade is greater or equal to this)

IfScience = (Number of beakers per turn)

IfLuxury = (Number of cups per turn)

IfIncome = (If you are earning this much per turn or greater)

IfDeficit = (If you are losing this much per turn or greater)

IfManufacturing = (If your industrial power is greater or equal to X 	shields.[Civ,Manufacturing])

IfPopulation = (If the population is above this number...)

IfCasualties = (If this many units or greater have been killed... *can* be followed by 	IfUnitType)

IfKills = (If this many enemy units are killed... *can* be followed by IfUnitType)

IfBuilt = (Number of units built... *can* be folowed by IfUnitType)

IfStructures = (If this many city structures exist... *can* be followed by IfStructureType)

IfStructureType = (Only used with IfStructures... structure type, like Factory or Pyramids)

IfUnitType = (Used only with IfBuilt or IfCasualties... this kind of unit or domain)

IfCivKilled = (If this civilization perishes...)

IfWar = (If war is declared between Nation1,Nation2 [seperated by comma])

IfAlliance = (If an alliance is formed between Nation1,Nation2)

IfNonAgression = (If a non-aggression pact is formed between Nation1,Nation2)

IfCeaseFire = (If a cease-fire is signed between Nation1,Nation2)

IfNukes = (If a nuclear weapon is used x times)

IfWins = (If this many battles are won...)

IfLoses = (If you lose this many battles...)

IfCityPollution = (If there is this much pollution IN a particular city)

IfPollution = (If there is this much pollution in the world...)

IfNuclearPollution = (If there is this much pollution from atomic weaponry...)

IfTerrainAmount = (terrain name followed by number of biomes: Arctic,10)

IfStartup (Triggered when the game begins)


::Actions::


GlobalWarming (causes global warming)

NuclearWinter (reverse global warming)

KillUnit (kills a unit... see what must folllow below)
	
	

KillCiv (Kills a civilization)
	  (for whom the bell tolls)

KillCity (kills a city)
	  (city to be wiped from the map)

ChangeMoney (change the monetary value by x)
	
	 (400 or -400 for example)

TransferMoney (move money from one civ to another)
	  (Giver)
	  (Receiver)
	 (A negative value cannot be here)

TransferUnit (move a unit from one civ to another)
	  (If no unit exists then one is purchased and given to the 		appropriate civ")
	 (Giver)
	
	 (Taker)
	
	  (Yes or No.... is this unit now a veteran?)
	  (A percentage up to 100 but not lower than 1)

ChangeIncome (set income for a civ)
	
	 (-4 or 4 for example to be added *every* turn following)

ChangeScience (set science rate)
	
	 (7 or -4 beakers for example for every turn following)

ChangeLuxuries (set luxury rate per city)
	
	  (could be specific cities seperated by commas)
	  (a positive or negative number could be added to the rate)

ChangeProduction
	
	  (Or you could do New York,Philadelphia for example)
	 (-3 or 3 for example to be added every turn following)

BeginNegociation (start negotiation between)
	
	
	 (I.E. Enraged, Icy, Neutral, Worshipful, etc.)

StopNegociation (prevent negociation from taking place)
	 (cpu,cpu or cpu,human or human,human)

CreateUnit (creates a unit)
	
	
	  (could be over or under the original unit allotments)
	
	
	 (x,y) 
	 (x1,y1,x2,y2,x3,y3,x4,y4)

ChangeCityStatus (changes the values of a city)
	
	
	 (Leave it alone to not change)
	 (Specify the name of the civ that owns this city)
	 (set shield progress on current goal in percentage)
	 (number)
	
	
	 (Disorder, Normal, or WeLove)
	 (sets the current project, e.g. Pyramids)
	
ChangePoliticalStatus
	  (Civ or civs seperated by commas Greek,Babylonian)
	
	 (Enraged, Icy, Neutral, Worshipful, Etc. toward each 		other)
	 (War, Alliance, Cease-Fire, Peace, No Contact)

ChangeCivStatus (changes a civ's properties)
	
	  (no would mean not to change this value)
	
	 (such as "hittite")
	 (such as "Fundamentalism")
	 (this will adjust their 'evilness' 0 means they never backstab 		while 100 means they are Hitler)
	  (sets initiative for next statement [none would 		skip] could be Nation1,Nation2,Nation3 seperated by commas)
	 (War, Alliance, Peace, Cease-Fire, No Contact to 		target)
	 (10,80,10 for percentage Tax, Science, and Luxuries)

DeclareIndependence (cities break away from x civilization)
	
	 (Such as New York,Philadelphia)
	
	
	 (War, Alliance, Peace, Cease-Fire, No Contact)
	
	
	
	
	
	

ChangeHumanPlayer (sets who the human controls)
	 (Civilization name, such as "Greek")

GiveTechnology
	
	

TakeTechnology
	
	

ChangeAttack (modify attack values)
	
	  (2 would double while .5 would halve the values)

ChangeDefense (same as attack)
	
	

ChangeMovement (same as attack)
	
	

Duration (sets the duration of an event... if not stated then defaulted at 1)
	

GiveOption (pops up an option... warning... this is complex)
	  (Civ that gets the option)
	
[This message has been edited by DarthVeda (edited November 20, 2000).]
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Old November 21, 2000, 14:44   #2
ajbera
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We'll have to wait until SLIC2 docs are released from Activision and our industrious modmakers, but I have a few suggestions.

1) I started athread called Sabotage! where I lamented the absence of the spy's ability to destroy city improvements, and discussed the possibility of recreating them. We even have a couple of posts by Mr. Ogre (thanks!). WesW's thread regarding new units raised an interesting possibility: special ops units - stealth units who can perform combat, bombard (harassment) and have special abilities. Instead of allowing the spy to destroy improvements, perhaps a terrorist unit instead? Still stealthy, some combat abilities, but especially the capability to destroy improvements (and perhaps assassinate a la the eco-terrorist?)

2) Given the flexibility of SLIC2, how about recreating the CIA? Have certain advances (Military Intelligence, perhaps) allow certain 'intelligence agency' functions, like giving (creating) units under control of allied nations, engaging in propaganda attacks (similar to the cleric's prophesy(?) ability) that reduce happiness, etc. We'll have to see what SLIC2 can do, but the lack of in-depth intelligence abilities is something missing from all Civ-type games.

3) Although the immediate focus should be on fleshing out the ancient through modern periods (i.e. filling in logical gaps of advancement and unit continuity), SLIC2 coding could allow for some interesting future units and abilities. I know a lot of people hate the science-fiction aspect of CtP, to which I say: bite me. Speculation of the future is one of my favorite parts of CtP. Given the advances in military (and other) technology over the past century, do you expect to use the same units 'til the middle of the third millenium? Lets allow for some truly fascinating units in the final stretch.

4) Again, though many don't like the idea of fantasy scenarios, I love 'em. Harlan's Lord of the Rings scenario and the Midgard scenarios all were incredible fun in Civ2. No reason why CtP can't have something similar. I was upset when CtP1's scenario capabilities didn't pan out (especially because of one fantasy-oriented idea where space would have been used as the 'astral' plane for teleportation and the home to various beasties), but there is hope for CtP2. Imagine a basilisk (a highly poisonous monster) that turns all terrain it walks on into a dead tile.

Well, I'd like to hear from the rest of you, actigrammers and modmakers, settlers and kings. What would you like to try to do with SLIC2? If you're familiar with it, what can be done? Lets start the creative juices flowing. Now I have to get back to work before my boss realizes how much company time I'm wasting.
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Old November 22, 2000, 09:31   #3
Locutus
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DarthVeda,
Well, a lot of the things you describe are standard functions or events in SLIC, you don't need to write them or 'translate' them, just call their name and use them (examples: IfSpaceFilled, IfCeaseFire, KillUnit, GiveTechnology, MOveUnit, etc.). Most of the others aren't standard functions but can easily be created in SLIC by users (examples: IfSurrounded, IfStructures, TransferUnit, ChangeCityStatus, etc.) and there's a few that can't be done at all as far as I can see. I'm pretty sure ChangeProduction isn't possible and ChangeHumanPlayer isn't either (though there is a workaround where you can swap all cities and units etc with another player and although the name and color etc of your civs will still be the same, you've effectively changed places). There may be one or two others that I overlooked or that after some experimenting turn out to be undoable, but not more than that.

ajbera,
Most, if not all, of what you describe is possible but one thing: if you want to implement all kinds of exotic things in the game, how are you gonna get the AI to deal with it. SLIC is not the problem here, the AI is (though I haven't looked at the AI files yet, maybe they turn out to be flexible enough but I wouldn't put my money on it).
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Old November 22, 2000, 11:15   #4
ajbera
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I understand your point. However, certain AI routines already exist for special units to perform their unique abilities. If the AI can effectively use clerics, eco-terrorists, etc., they may well be able to utilize spec ops troops, etc. I suppose it depends on what the new unit is modeled on. If a Green Beret is loosely modeled on the eco-terrorist, with similar abilities, there is a reasonable chance the AI will use them properly.
As for the basilisk concept, it's just a side effect of movement of the unit, not an ability to be 'used', so no problem there either. The difficulties would exist with new-fangled science fiction units, I think. Perhaps some enterprising modmaker can make a few bizarre units and let the AI play with them to see if they are utilized properly.
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