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Old May 21, 2000, 17:23   #1
Dracon
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Some Events.txt ideas

Civilization III Events 1.0


These are new ideas for events in Civilization III. I believe the events script should be simple and easy to learn like in the Original Civ II and ToT. CtP definitely made things much too difficult with their SLIC code.

Change AI presets and Event ID
This event would change the AI behaviour of a certain civ when a trigger has occurred. My idea is to have different 'attitude' presets, and when this event is triggered, the Civilization involved will use the attitude preset specified. Also introduced into this example is the event id, an optional thing you can add to an event.
E.g.

@eventid
eventid=1 {yes this is the Event ID statement}
@if
UNITKILLED
unit=Wife
attacker=anybody
defender=Babylonians
@then
SETAIPRESET
presetid=1 {Preset ID}
nation=Babylonians
TEXT
The assassination of King Hammurabi's wife has
enraged the King. He has emerged as an empty
emotionless shell of a man, bent on the destruction
of the world.
ENDTEXT
@endif

Basically, in this sample script, The Babylonian King's wife is assassinated, and The King, who loved his wife very much, has gone potty and has gone all militaristic, when before he was once a peaceful man.

Civil War, Elapsed time since Event, and Randomoccur
This script would trigger off a Civil War in a certain civilization. The civilization would break into two Civs at war with each other. In the following example, not only do I explain the use of the Civil War event, but I also give you a handy reason to use the event id thingy introduced to you above. Also I introduce the Random Occur feature.

@if
RANDOMOCCUR
Denominator=3 {there is a 1 in 3 chance that this event will occur at the time
specified below}
ELAPSEDTIME
Turns=3
Eventid=1 {for those of you who haven't worked it out, this means that this event
will occur 3 turns after The event with eventid=1 occurred}
@then
CIVILWAR
Nation=Babylonians
Rebelstrength=3 {1 - 10 factor determining the strength of the rebel faction if you
leave this out, it will determine strength randomly}
TEXT
A rebel faction led by A High Babylonian General,
angered by Hammurabi's sudden irrational change
of behaviour, deem him unable to run his nation
anymore, and break away from his empire, starting
a civil war.
ENDTEXT
@endif

So you see, there is a 1 in 3 chance, that 3 turns after the event in the previous example, The Babylonians will divide into two, creating a civil war. I'm still not sure how the Rebelstrength factor should be worked out, bit I'm sure we can discuss that.

Replace Unit
This event would replace an existing unit(s) with a new one. This would be good to simulate an upgrading of a unit. For example:

@if
RECEIVEDTECHNOLOGY
Receiver=Dudes
Technology=15
@then
REPLACEUNIT
Nation=Dudes
Unit=Dudettes
Newunit=Advanced Dudettes
Number=all {or a number value for replacing only a small number of units}
{or you could use:}
LOCATIONS
23,65
45,76
ENDLOCATIONS
{or you could use}
City=dude city {for replacing all the certain units in a city}
TEXT
The discovery of Dude technology has upgraded all
Dudettes into the new Advanced Dudettes. Woah Dude!
ENDTEXT
@endif

So, as you can see this event is very versatile, with many methods with which to replace the units with new ones.


Change City Population
This event is very straight forward, but can have many cool applications. At the moment, I'm still not sure if it would be best to make users specify the exact population they want the city to change to, or just to specify how many population points they want to add to the city's population.
For example:

@IF
CITYDESTROYED
City=Sydney
Owner=Australians
@THEN
CHANGEPOPULATION
City=Melbourne
Owner=Australians
Addpop=3 {Addpop specifies the amount of population points you wish to add to the
cities current population. To decrease the population, simple put a minus
symbol in front of the value}
TEXT
The destruction of Sydney has caused a massive
exodus of all the residents in the area surrounding
the city to Melbourne.
ENDTEXT
@endif

This is just a small example. Think of the possibilities, refugees from other countries, massive emigration, etc etc.



Create Tile Improvement
This event is simple. It creates a tile improvement wherever you want it to. There are many uses for this event, IMHO.

@if
TURN
turn=3
@Then
CREATETILEIMP
Tileimp=farmland
LOCATIONS
45,43
ENDLOCATIONS
TEXT
A small farming community has settled near the
town of Blahburg.
ENDTEXT
@endif

As you can see, there are practical uses for this event.

------------------
Smutty Porn Site
There you go! It is hard to be anally probed in a base in Kansas and being told you are just being ****ed up the ass because you are living in Ohio
- Imran Siddiqui
"I am the world's most expensive tampon"
- Me
Wtf!? No, not Dracon! Anybody but our furry atheist friend!
- Ghost Ham
[This message has been edited by Big Brother (edited May 21, 2000).]
[This message has been edited by Dracon (edited May 21, 2000).]
 
Old May 22, 2000, 03:35   #2
Dracon
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Yo Yo Bump. Reply to this message, per favore.
 
Old May 22, 2000, 04:04   #3
Hugo Rune
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Yes, well, very modest improvement ideas. Where are the triggers, the counters, the proper AI language or even a simplified interface? Where are the direct changes to Rules.txt? The worldwide attribute changes ("event" wonders?)
 
Old May 22, 2000, 17:28   #4
Dracon
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I haven't thought of any good triggers yet (I might check out the Starcraft Campaign editor for inspiration). And I am not a programmer, so I wouldn't have a clue as to what the 'proper' AI language is.

------------------
Smutty Porn Site
There you go! It is hard to be anally probed in a base in Kansas and being told you are just being ****ed up the ass because you are living in Ohio
- Imran Siddiqui
"I am the world's most expensive tampon"
- Me
Wtf!? No, not Dracon! Anybody but our furry atheist friend!
- Ghost Ham
 
Old May 23, 2000, 17:22   #5
Dracon
Guest
 
Posts: n/a
bump
 
 

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