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Old March 5, 2003, 05:29   #1
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mines
Right lets play a game I will show you this picture and I want you to tell me what happens next.

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Old March 5, 2003, 05:49   #2
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The enemy subs blow up on the mines, possibly damaging all the stack, or killing one unit in the stack. Maybe distributing a certain amount of damage randomly amongst the 12 units.

And if you've done it well, the mine is also destroyed, costs a phenomonal amount of PW to replace, and allows the other enemy subs to come swarming through to attack you.

And if you've done it *really* well, the AI will not only know that they should avoid the mines, and how to avoid the mines, but will also know how to *use* the mines to their own advantage.
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Old March 5, 2003, 08:40   #3
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Well at the moment the ship sub is randomly destroyed with 6 of the unit on the screen getting throw.

However you random damage is just as easy to do.

Also the mine is destroyed after all the mine represents a mine filed and not a mine on it own (and if any ship hits that one mine they wanted shooting anyway) there is a random chance that a path is found in the mines allowing safe transport removing the mine (alternatively just make a mine sweeper and send that in).

Also I am working on a way for the ai to work around the mine.
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Old March 5, 2003, 11:44   #4
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So Big Mc when we see the first beta?

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Old March 5, 2003, 17:08   #5
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Are the mines invisible to the other players?
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Old March 5, 2003, 21:10   #6
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it'll be good to see mines

BTW, is that a mod that makes the screen a different color?
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Old March 6, 2003, 07:12   #7
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end of next week with any hope

unfortunately there is a bug which means air units also blow up. so without a isairunit function in slic I will have to do the if statement from hell

plush after this I will start work on pillar boxes and then with any look Sam sites

Oh and HuangShang it is a mod and it is located to words the back in the space scenario thread.
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Old March 6, 2003, 09:20   #8
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Well here is a full list of my other possible mods if anybody is interested in helping or is just nosy just ask about them.

Pillar boxes

Sam sites

New ruin tile imps

Wonders ruins

Colony (improved)

good
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Old March 6, 2003, 09:33   #9
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Quote:
Originally posted by The Big Mc
unfortunately there is a bug which means air units also blow up. so without a isairunit function in slic I will have to do the if statement from hell
hack it from Dale's airunit slic
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Old March 6, 2003, 09:40   #10
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were is dales airunit.slic
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Old March 6, 2003, 11:56   #11
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Many places. The directory, Dale's AoM/SAP site, included in MedMod, Cradle, SAP, WAW, AoM, and countless other places I'm sure.

If you still can't find it, I think the default game version is still available here.
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Old March 6, 2003, 14:12   #12
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Well for the airunits.slc I would go for the version you find in GoodMod, I debugged it so that you can now use it in DebugSlic=Yes mode without any problems.

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Old March 6, 2003, 14:55   #13
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ok
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Old March 6, 2003, 15:36   #14
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got it exspect somthing like a beta on monday
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Old March 6, 2003, 20:25   #15
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So you have the GoodMod version now of the airunits.slc?

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Old March 7, 2003, 13:22   #16
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Can you build other tile improvements like farms and streets on a mined tile? Then it would be a good idea (better: I think it would be a good idea) to destroy the improvement when a mine explodes.
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Old March 7, 2003, 13:35   #17
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Can your own units advance through the mines without being damaged or do the mines have the same effect on all players? Is it possible to put mines on land?

Great idea BTW.
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Old March 10, 2003, 13:15   #18
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3 questions need addressing

Number 1

No if a mine exists on a tile no other improvement other then tunnel is allowed.

Plus any unit in that tunnel also runs the risk of a mine exploding.

Number 2

You send you troops over the mines there is the same risk as any other.

This is because of a bug if a mine is placed on a beach tile and a ai buildes a city at the side of the mine the mine would become his allowing him to send ships thro the min and not you which is not realistic.

Number 3

Yes it is possible to make a land mine all you need to do is copy the code for the sea mine and attach a land tile imp to it rather then a sea imp.
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Old March 10, 2003, 13:32   #19
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any way here is the beta for you inspection.

you need to mos some of this yourself by creating an underwater tiel imp like mine called exmine.I will post me version of the tileimp tomorrow without directly putting my tile file on apolyton you will have to put the mine out of ctp directly into the ctp2 tile file.

then just put this code in to you scenario.slc
Attached Files:
File Type: slc scenario.slc (5.0 KB, 3 views)
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Old March 11, 2003, 13:23   #20
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very cool, i hope u make a land mine version too and then also the legendary mine sweeper unit could be used (the one unused from ctp1)

Quote:
.Well here is a full list of my other possible mods if anybody is interested in helping or is just nosy just ask about them
Pillar boxes

Sam sites

New ruin tile imps

Wonders ruins

Colony (improved)

good.
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Old March 12, 2003, 05:23   #21
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SMIFFGIG
If you read up it tells you how a land mine works as all you need to do is make the land mine tile imp and call it exmine. Or change the name to landexmine and alter the code a bit.

As for the combat engineer it is easy to put in. here it is just put this lot instead of the normal mine code you still need the is air unit command in the original but on this one you have the option to set two units as mine sweepers. Just remember to put the minesweepers into the air unit array or they will be damaged.
Attached Files:
File Type: txt scenario[1].txt (1.4 KB, 2 views)
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