Apolyton Archive  |  Preserved copy of the Apolyton Civilization Site forums as they ran on Ultimate Bulletin Board, 1998–2001. Read-only; nothing here can be posted to or replied to.  |  Forum index |  About this archive |  The 2005 site & forums

  Apolyton Civilization Site Forums
  Civ3-General/Suggestions
  "Command Scripting" for auto-workers

Post New Topic  Post A ReplyPost A Reply In A New Window

profile | register | preferences | faq | search next newest topic | next oldest topic bottom of page
Author
Topic:   "Command Scripting" for auto-workers Format for Better Printing
Pythagoras
Prince
Virginia Tech
b.02-15-99
posted April 12, 2001 18:17   Click Here to See the Profile for PythagorasClick Here to Email Pythagoras  send a private message to PythagorasSend a Message to UIN: 46957343 Visit Pythagoras's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
Maybe this idea has been had by someone, and short of reading the 3 page topic on auto-workers I thought I might help resolve the problem/complaints many people have.

First off I love the concept that SMAC introduces whereby you can control your own level of control. You can micromanage every detail, or set your civ on autopilot if you wish. However I do think that the average person would rather have automation of workers/other things down to strictly defined/controlled tasks. So I believe that having a set of scripts you cant have your "subordinates" execute would make many people happy.

For example (assuming this is SMAC)
(this might req some programming knowledge)

Assume that the unit/governor whatever being executed upon is global, that for all intensive purposes (conceptually at least) what the script is introducing is a new method for the unit/governor object.

For instance if we are dealing with a unit, a unit might have such accesable, (mostly non modifyable) values/constants as HOMECITY, CURRLOC, ATTACKSTR, DEFENSESTR, HITPTS, FIREPOWER, maybe for specific units such as workers: TIMEREQ_TILLDONE, TIMEREQ_BUILDFARM, TIMEREQ_BUILDMINE and so on.

And each unit might have associated operations like: goTo( location ), moveEast(), Exec( script ), buildFarm(), buildMine()... etc.

so maybe a sample script might look like:
(and this of course is open ended and doesnt need to look like C++)

while (inHomeCityBorders()) { // Have a terraformer build a farm in each
buildFarm()
MoveNextCitySqr()
}

or something

Apolyton Civilization Site Forums
> > > Civ3-General/Suggestions Forum

next newest topic | next oldest topictop of page

All times are EDT

Administrative Options: Close Topic | Archive/Move | Delete Topic | Top
Post New Topic  Post A ReplyPost A Reply In A New Window
Hop to:

Contact Us
Apolyton Civilization Site

Powered by: Ultimate Bulletin Board, Version 5.44a
© Infopop Corporation (formerly Madrona Park, Inc.), 1998 - 2000.

AltaVista Type or paste text or Web address (beginning with http://) here:
Powered
by Systran
Translate from: 

Front Page | Civilization III | Dinosaurs | Civilization II | Call to Power | Call to Power II | Alpha Centauri | Alternative Civs | Misc | Links | About ACS | GameStats
GameLeague | Scenario League | HAC | Civilization Scenario Collection | Spanish CivII Site | Clash of Civs | CtP Maps | Art of War | WesW's Ctp1/2 Site