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Topic:   Sabotage! Format for Better Printing
ajbera
Chieftain

Apr 99
posted November 20, 2000 15:51   Click Here to See the Profile for ajberaClick Here to Email ajbera  send a private message to ajbera
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One of the things I miss most (from Civ2) is the diplomat/spy's ability to perform acts of sabotage. Is there any way this can be implemented via SLIC? The option to destroy a city improvement, random or targeted, always costing gold and having a random chance of success depending upon the happiness of the targeted city? Gold amount also varies with city happiness, of course.
In a similar vein, how about targeted bombings by aircraft? These days we can destroy chosen structures in a city with a reasonable degree of accuracy. Can this be modeled in CtP2 via SLIC, either in a new unit or an ability that becomes available to a regular bomber after discovering a particular tech? The city may have to be pre-investigated, but that's okay. Send in the spy, have him do recon, then have your fleet of bombers take out the enemy's cathedral/TV station/whatever.
Just an idea.
Mad-Kat
Chieftain
Camarillo, CA, USA
Apr 99
posted November 20, 2000 16:43   Click Here to See the Profile for Mad-KatClick Here to Email Mad-Kat  send a private message to Mad-KatSend a Message to UIN: 7697601
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Good idea! I miss that spy tactic also.
Mr Ogre
Activision
Venice, CA, USA
b.02-15-99
posted November 20, 2000 21:00   Click Here to See the Profile for Mr OgreClick Here to Email Mr Ogre  send a private message to Mr Ogre Visit Mr Ogre's Homepage!
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I believe the only way you can remove a building from a city via SLIC is with the SellBuilding event. I can't think of any way to destroy a building from a script otherwise, unfortunately. The SellBuilding event has two problems:

1) it'll give the player who owns the city gold for the building (which can then be removed with AddGold(-sellprice))

2) You can only sell a building once per turn per city, so if you use this, you'd only be able to sabotage one building per turn per city.

I realize the documentation on SLIC2 isn't available yet, so taking this out of context probably doesn't help much, but the syntax for adding a sell building event in a script is:

Event:SellBuilding(city, buildingDBIndex);

I'm also not sure how you'd go about asking them what building they want to destroy, SLIC isn't so hot for presenting a whole bunch of options. But maybe someone can think up something clever.

TheLimey
Prince

May 2000
posted November 20, 2000 22:30   Click Here to See the Profile for TheLimeyClick Here to Email TheLimey  send a private message to TheLimey
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I'm sorry to hear, MrOgre... sounds like a good candidate for an additional SLIC command in a patch. I might be wrong but it doesn't sound too complex to implement. I can think of a million uses for a create and destroy improvement/wonder statement, in scenario design.

I think thats a pretty serious ommission.

Mr Ogre
Activision
Venice, CA, USA
b.02-15-99
posted November 20, 2000 23:11   Click Here to See the Profile for Mr OgreClick Here to Email Mr Ogre  send a private message to Mr Ogre Visit Mr Ogre's Homepage!
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Creating them can be done, that's no problem.

And, in fact, destroying all buildings in a city is possible. You'd have to modify the percentage on the nano-infect order to be 100% (so you'd probably want to remove nano-infect as an order) and generate a NanoInfection event for the city.

Then, recreate all the buildings you didn't want to destroy.

So, I guess I was wrong, maybe you can do it, it's just a bit convoluted.

I don't have a trick for removing a wonder, but I do have an alternative - since wonders are unique in the world, and can have advances which obsolete them - just add an advance that can't be gotten any other way, then give that advance to the player that owns the wonder you want to "remove". It won't remove the wonder, but it will turn off its effects. Just as good .

[This message has been edited by Mr Ogre (edited November 20, 2000).]

DarthVeda
King
of Flatulence!
b.02-15-99
posted November 20, 2000 23:13   Click Here to See the Profile for DarthVedaClick Here to Email DarthVeda  send a private message to DarthVedaSend a Message to UIN: 1825319 Visit DarthVeda's Homepage!
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oh god... let me think I'm sure I have something laying around about events I'd like that was more tailored to civ2 but might have a good bearing in Ctp2.
lev
Chieftain
Beaverton, OR, USA
May 99
posted November 21, 2000 02:09   Click Here to See the Profile for levClick Here to Email lev  send a private message to lev Visit lev's Homepage!
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So, how about a spy sabotaging a military unit?

Actually, you could do that as a "bombard", I suppose, and give it a chance of making the spy veteran. It should be fairly weak, so as to damage and not destroy.

Another good spy slic - is there any way a spy could examine an army in the field and report what units are in the stack, and/or their health? That would be very useful!

TheLimey
Prince

May 2000
posted November 21, 2000 09:09   Click Here to See the Profile for TheLimeyClick Here to Email TheLimey  send a private message to TheLimey
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MrOgre> Would it really be such a big deal to include something in the patch so this stuff isn't so kludgy?

I know that there is other stuff to do, but this does seem such a small thing.

BTW... if you do a kill unit command, please make sure it doesn't affect your score.

Locutus
Prince
Apolyton Borg Hengelo/Enschede, The Netherlands
Nov 1999
posted November 22, 2000 08:47   Click Here to See the Profile for LocutusClick Here to Email Locutus  send a private message to LocutusSend a Message to UIN: 52912776 Visit Locutus's Homepage!
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Mr Ogre,
How about the BuildingRemoved(City, Int) and WonderRemoved(City, Int) events? Can those only be listened to or can they also be called? If the latter is the case, that might work.

And as far as telling what building to destroy I see a few options (though not very pretty). Most feasible are buttons and messageboxes. How many buttons can be put in a messagebox/alertbox? IIRC this was only three or so in CtPI, has this increased in CtPII? Does the length of the text on the buttons have anything to do with this? If the number is something like 5 or more (the more the better of course), the right improvement could easily be selected by combining a few messageboxes/alertboxes in a clever way (FE select type of building first - happiness, science, production - and the specific building after that in a second messagebox/alterbox).

Another option would be ldl files. Any chance a modmaker could cook something of a selecting menu of some sort up with these?

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