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Old March 13, 2003, 13:48   #1
The Big Mc
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Ruins
I have in recent weeks I made some code to get land and sea mines to work in ctp2.

I have however generated code to randomly put mines around the world as part of the AI rather feeble attempt at dealing with mines.

However this code has brought with it a possibility a complete overhaul of the ruins.

You have all see the rather buggy way CTP has with dealing with ruins. (Personally I like the getting of a archer when you are flying around in space ships or getting the advance of iron working).

We could also put new strings in but the question is what people would like to see

Here are a few suggestions

Ruins leading to maps
Ruins leading to death
Ruins leading to barbarians
Ruins leading to goods.
Ruins leading to other ruins

Well any more suggestions.
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Old March 13, 2003, 23:37   #2
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Re: Ruins
I havd been thinking on doing this for months. It is a terryfic idea. Even better than the so hard to implement mines one.
Hope you can come up with something.

Quote:
Originally posted by The Big Mc
Ruins leading to maps
Ruins leading to death
Ruins leading to barbarians
Ruins leading to goods.
Ruins leading to other ruins

Well any more suggestions.
But barbs which is the most difficult to implement is already implemented so no need and the I really cant understand the other ruins one

Death, map and goods are terrific ones The exacly things i would like to see in CTP2.
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Old March 14, 2003, 14:31   #3
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For the Brabs I think he meant to increase the number of Barbarians poping up from a hut. Actual the risk.txt should be the file for that problem.

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Old March 14, 2003, 14:41   #4
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Ruins that lead to death would add a pretty cool aspect to the game. I also like the idea of maps and other ruins.
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Old March 17, 2003, 13:22   #5
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yes its all reedy to add some events but i am having problems with the place tile imps command in slic any ideas.
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Old March 17, 2003, 14:13   #6
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The usual tile improvement can only placed on the map if the according player has enough PW and own the land.

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Old March 17, 2003, 15:31   #7
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The barbs have no public works so no ruins thanks.
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Old March 17, 2003, 17:59   #8
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Code:
int_t tileimpcost;
tileimpcost = 1000;  // or whatever...
player[2] = 0;
SetPW(0, player[2].publicworkslevel + tileimpcost);
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Old March 17, 2003, 20:16   #9
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Or just:
Code:
SetPW(0, 1000000000);
Event: CreateImprovement(0, tmpLoc, tileimp, 0)
SetPW(0, 0);
This will do the trick
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Old March 18, 2003, 06:02   #10
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I was going to ask that question :d

The only problem at the minuet is getting the ruins out side of some ones political boarders.
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Old March 18, 2003, 08:05   #11
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Sorry, i did remembered this problem while writting the post but i had no time to tell you.

Only forts can be built out side of the borders.
So you will have to use the data of the forts in the tileimp.txt
Code:
   Level 1
   Class:Structure1
And there is another limiting factor. You can only built a fotr outside the borders if you have the location in the sight of a unit. So you will have to create a unit in the TI location before placing it and then disband the unit.
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Old March 18, 2003, 16:52   #12
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Actual this are the special features of a fort:

Code:
   IntBorderRadius 2
   SquaredBorderRadius 5
One of them gives some additional terrain for the civ that build it. The otherone allows to build it on neutral terrian.

So play with the stuff on your own.

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Old March 19, 2003, 05:02   #13
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nice one. i got it thanks

all I have to do is make a unit with a vision range of 9999(about all the map) then place the tile imp I was going to use called world taker which gives the hole map to the barbs planet my ruins which act a small forts allowing for them to be pillaged. Remove both the worldtaker and the unit.
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Old March 19, 2003, 13:26   #14
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You don't need such an extra unit just place a Barbarian bomber on the neighbor tile and there you are.

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Old March 20, 2003, 07:02   #15
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yes I know I got the place ruin engine working a bit it just kills the game after the first turn but the ruins are present.
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Old March 22, 2003, 10:44   #16
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Re: Ruins
Quote:
Originally posted by The Big Mc
Ruins leading to death
Well any more suggestions.
starting a dark-fantasy mod? you shouldn't have opened that door withj the obscure runes on it? we might need an additionial type of alienunderwaterruins to be placed in deep ocean

to be serious:
that all sounds great, other (though very tricky) options might be, that you actually might find really importat ruins (pompeji, troja, ...), a ti might be placed there, which will bring you a big amount of trade (all those tourists), all nations will hate you, if you destroy that ...
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Old March 24, 2003, 13:14   #17
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Great a Q&A session just what the shrink ordered.

Quote:
Starting a dark-fantasy mod? you shouldn't have opened that door with the obscure runes on it? We might need an additional type of alien under water ruins to be placed in Deep Ocean
Well if there is dammed it is possible to make underwater ruins and yes there can even be a third or fourth ruin type. Triggering the same code of the land ones in fact all that is need is to add the lines that the ruin can be made underwater.

Quote:
to be serious:
that all sounds great, other (though very tricky) options might be, that you actually might find really importat ruins (pompeji, troja, ...), a ti might be placed there, which will bring you a big amount of trade (all those tourists), all nations will hate you, if you destroy that ...
well that is wonders ruins and that will be done in time ( you know wonders form a bygone age like Stonehenge the sphinx things that were made before the birth of the Egyptian civ "allegedly").
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Old March 24, 2003, 13:18   #18
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Well back to the main business end of this thread the ruins now work and are “virtually” undetectable (only detectible because I have not messed around with the glstrings.slc file).

They have some events tied up to them and I am getting reedy to launch the beta test ones I have a few more events put on to it as I only have gold and death tested.
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Old March 24, 2003, 13:29   #19
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Any way does any one now how to pass variables into a string to appear in am massage box
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Old March 24, 2003, 18:48   #20
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make them global, then put "{variablename}" in the string file. The {}s are the important thing.
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Old March 25, 2003, 05:38   #21
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Right it has to be global now that’s what I am doing wrong.

great one now I can say

You have x bits of gold.

I also had a good idea for a new bad ruin

Cursed items

Put simply you pick up a small amount of gold eg 2 gold. However at the same time your gold gets to you nearest city a unknown virus starts up there (using the bio infect order).
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Old March 26, 2003, 05:24   #22
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Well I am a bit upset about this thread is started of with the comment any ideas and nobody has had one is everybody wanting the beta to come out before making there own ruin plug-in.
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Old March 26, 2003, 08:37   #23
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Hey this is great
any chance of being able to use the un-used ctp2 ruins?

Also i love the idea of ruins

revealing Sarounding area

and

giving contact with another Civ
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Old March 26, 2003, 09:10   #24
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I am interested in this indeed.
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Old March 26, 2003, 10:19   #25
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giving contact with another Civ

good idea
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Old March 27, 2003, 08:46   #26
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Well here is the full list of ruin events the x and y after the event stand for

X code generated ( not all strings are generated if code is)

Y strings generated


Unit dead x
Gold x
Attack y
Map x
Heal x
Goods x
Nothing y
Injury x
Dirty gold y
Pop or slave y
Ancient exhibit y
Advance y
Unit y

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Old March 27, 2003, 08:47   #27
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Here are the strings for them if you have any recommendation fell free to give them.

mcr_unitdead "sir the group we sent in to cheek the ruins has not reported back it is the only logical conclusion we have left is that the group meet with a un-know fate."

mcr_gold "sir are group come back with gold plunder worth {gold}"

mcr_attack "sir the group have come into difficulty as they have disturbed robbers who were looting the ruins."

mcr_map "sir the group have come back carrying old Documents which reveal in detail the local area"

mcr_heal "sir the group reports that they meet with a group of friendly locals they gave the group supplies in exchange for directions to your nearest city"


mcr_goods "sir the group reports that they ruins were full of {thegood.namr}"


mcr_nothing "sir the group reports that the ruins have long since been plundered"

mcr_hurt "sir the group we sent into the ruins have been involved in an accident when unstable material fell on them damaging the overhaul combat efficiency of the unit in combat"

mcr_exsibit "sir searching the ancient ruins we find nothing except some decorative pieces these pieces could be made in to a exhibit to show are technological marvel."

mcr_dirtygold "sir searching the ancient ruins we find a small amount of gold in the form of. however also found in the ruins was a documant saying that the people who plunder the runs will suffer."

mcr_advace "sir searching the ancient ruins we notice this ruins dependency of {the advance} using information we now know {the advance}."

mcr_unit "sir searching the ancient ruins we find a small defensive group the group claims they salvaged the most up to date units from a small raiding party which came they pledge allegiance to you in exchange for the safe evacuation of there families to your nearest city."

mcr_pop "sir searching the ancient ruins we find a small village the people in this village are keen to join your empire but what do you want to do with them"

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Old March 27, 2003, 08:48   #28
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The contact with other civs will have to go I can’t get the string right for it. However it will be replaced with the meeting with a traveller who gives you the civs map.

I also started work on giving a settler. Note that you won’t get a city because they are often badly placed.

Note I will add the unused ctp ruins to the start up routine for the beta.
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Old March 31, 2003, 11:29   #29
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it s beta time

Well I know that the advance does not work and the exhibition but tell me what you thick of them.

to install just pile it all into your gamedata folder put the #include bit in the scenario file and then put the strings into an existing scen_str file then put the two ruins tile imps before the normal ruins entry.

well that’s how to install it let me know what you think.
Attached Files:
File Type: zip ruins.zip (10.9 KB, 5 views)
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Old March 31, 2003, 22:06   #30
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I will give a look in this
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