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Old April 27, 2002, 18:04   #31
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Bump again.

Any progress?
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Old April 29, 2002, 11:10   #32
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Recently there was some discussion in another thread here. The biggest problem on my behalf is a lack of time. I usually have a few half-an-hours here and there spread over my day but to really accomplish anything with this, it requires my full attention for several hours uninterrupted, something which I can rarely afford to invest
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Old September 1, 2002, 18:20   #33
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4 months... *BUMP*

Hows this goin? Is anyone still working on this or has done any work on it that was involved in this thread before?

BTW is anyone interested in starting a PBEM game at all? Even without the human to human diplomacy i think theres still a great game in it... new thread perhaps
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Old September 2, 2002, 19:30   #34
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Same as before: I've been too busy with various other things to do a lot of work on this mod. It's still on my todo list, but unfortunately that's a very long list...
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Old September 6, 2002, 15:15   #35
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hmm.. mind if I take a look and try it? I enjoy modding a bit. I saw somthing about this earlier. Ive been reading and looking.
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Old September 6, 2002, 19:23   #36
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leftover_crack, Can you slic?

I have some ideas to fix PBEM through slic using global variables. I can show you some models and from that you finish the code. The problem is that i dont play multiplayer games (my interest is only for the sake of CTP2) and i am too busy with City Expansion and Religion code.

So do you want my help and hear my ideas to fix diplomacy through PBEM? Or anyone else?
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Old September 6, 2002, 19:34   #37
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I doubt this is the most up-to-date version, but Locutus' code is here
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Old September 6, 2002, 19:34   #38
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Sure send what you got (my email is on the pbem thread)

Oh ya. Definately love to hear your ideas bro. Ive had teh game a year and have been fooling around with varouis tweeks. I do know slick to some degree
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Old September 6, 2002, 19:35   #39
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oops SLC. Couldnt edit.

Ok ill shut up now
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Old September 6, 2002, 19:50   #40
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IW and Locutus,

This is so not what i had in mind. I will post what i have in mind in a few minutes.
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Old September 6, 2002, 20:19   #41
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This is what i have in mind. Of course it needs some polishing to be possible the offers/requests. But basicly this is where aim at.
The restriction is that you can only make one diplomatic item per proposal. (eg. cant give city and money at once).
One bad part is that diplomacy will take several moths to complete when ithere is counters and threats.

Still to this code work we need to know if a player can send a proposal if it isnt its turn.

Code:
int_t PBEM_CanSendProposal;
int_t PBM_Sender[];
int_t PBEM_receiver[];
int_t PBM_Proposal[];
int_t PBEM_HasBeenSent[];

int_f StoreProposalType(int_t sender, int_t receiver, int_t ProposalType) {
int_t i;
int_t sucess;
	i = 0;
	while(i < PBEM_HasBeenSent.# && sucess == 0){
		if(PBEM_HasBeenSent[i] == 1) {
			PBM_Sender[i] = sender;			
			PBEM_receiver[i] = receiver;
			PBM_Proposal[i] = ProposalType;
			PBEM_HasBeenSent[i] = 0;
		}
		i = i + 1;
	}
	if(sucess == 0) {
		i = PBEM_HasBeenSent.#;
		PBM_Sender[i] = sender;			
		PBEM_receiver[i] = receiver;
		PBM_Proposal[i] = ProposalType;
		PBEM_HasBeenSent[i] = 0;
	}
}

HandleEvent(NewProposal) 'SaveProposalToPBEM' pre {
int_t ProposalType; //initial proposal
	if(PBEM_CanSendProposal == 0) {
		ProposalType = GetLastNewProposalType(player[0], player[1], 0);	
		StoreProposalType(player[0], player[1], ProposalType, 0);
		return STOP;
	}
	else{
		PBEM_CanSendProposal = 0;
	}
}

HandleEvent(BeginTurn) 'SendStoragedProposal' post {
int_t i;
	for(i = 0; i < PBEM_HasBeenSent.#; i = i + 1) {
		if(player[0] == PBEM_receiver[i] && PBEM_HasBeenSent[i] == 0) {
			PBEM_CanSendProposal = 1;
			ConsiderNewProposal(PBM_Sender[i], PBEM_receiver[i], 2000, PBM_Proposal[i],0,ID_NONE,ID_NONE,ID_NONE); 
			Event: NewProposal(PBM_Sender[i], PBEM_receiver[i]);
			PBEM_HasBeenSent[i] = 1;
		}
	}
}
Did not tested too. But any comments?

EDIT: Fixed syntax errors
EDIT2: a stupid i = 1 + 1; missing was causing loops. Fixed.
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Old September 7, 2002, 20:38   #42
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Since no one tried to test this code from yesterday. I tested myself with the Apolyton Pack.

The code worked fine for the first proposal. It did exacly what i meant to do.
It stores the data from the proposal in the arrays and when the turns to the player wich the proposal was sent starts it sends a proposal of same type for him. So far too good. But when sending a second proposal the code seems to gt into a loop that i cant figure out where it is. I know it is during the storage but i am really bad to find these loops .
I really wanted a slicer to try to play/mod PBEM with me. If i could choose partners i would choose Locutus (who has already tried something in this), Dale or Peter Triggs (the last two have the best diplomacy backgroung of these forums) to work this code out. As i said i dont play multiplayer but i was so happy with the first results of this code that i want to give a shot.

But any slic help will be very appreciated.
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Old September 7, 2002, 20:45   #43
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I don't have much time right now - will reply in more detail later but Pedrunn, Hotseat and PBEM are pretty much identical, you can play Hotseat games on your own for initial testing (PBEM testing is needed, but only once we have a fully functional (but potentially buggy) beta)
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Old September 7, 2002, 23:15   #44
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The bug was a stupid i = i + 1; missing
But this means any slicer even overlooked.

Yet, this is some big good news. This code totally passed in the testing now.
But it only sends proposals and those with no arguments. Does not sent counters, threats, accepts and rejects. So much still has to be done.

I am currently making an update for the city expansion and finishing the religion code. But i think i will have my hands in this code soon. Them we all can play PBEM properly.
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Old September 8, 2002, 02:18   #45
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I have seen what events and functions i have. Will be no problem to make proposals, accept and reject t fixes for PBEM. But i think i will have some trouble fixing the counters and threats . Probably i will have to make those through message box . Yet i will take a better look tomorrow. Need to get some sleep
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Old September 8, 2002, 09:29   #46
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1) Wich button in CTP2 triggers this code?
Code:
Trigger 'PBEM_test' on "ControlPanelWindow.ControlPanel.ShortcutPad.DiplomacyButton" when (1) {
2) Is the alertbox for the "now is your turn" of the PBEM and HotSeat in the script.slc? I can find it!
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Old September 8, 2002, 11:23   #47
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Bad News. I tested my code with the HotSeat and it failed miserably

What i tried to do was make send a proposal to a player and the proposal was only appear in the turn of the receiver player. Since i imagined that the player who wasnt playing the turn became an AI during another player turns therefore the anwers were made by the AI.

Looks like not only the AI responds the proposal but the human cant at all send accept, reject, counter proposals.

I really dont get why the programmers did that. This seem so be give more work than actually turning the player an AI while he wasnt playing.

We will need to use messageboxes after all.
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Old September 8, 2002, 19:42   #48
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I have officialy starting a fix for this diploamatic bug. I already stated coding. I have two question now:

1) Is there any MakeTreaty or whatever function to set a treaty between two players???

2) If a player open the diplomatic screen (Send Emissary) is there a way to find out to wich player he was going to send the proposal?

Please, i am sart to feel like i am talking to myself in this thread. So if anyone knows this answer i will appreciate very much the se info.
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Old September 9, 2002, 01:17   #49
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Well Im reading your ideas Pedrunn, unfortunately my slic knowledge is about as useful as a chocolate fireguard Ill test anything you have though.
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Old September 9, 2002, 14:07   #50
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1)no 2) no

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Old September 9, 2002, 14:20   #51
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Peter Triggs already told me about it.

And what about these ones before they became forgoten?

1) Wich button in CTP2 triggers this code?

2) Is the alertbox for the "now is your turn" of the PBEM and HotSeat in the script.slc? I can find it!

Plus:

3) The events Accept(int_t, int_t ) and Reject(int_t, int_t ). The firs int_t is the one who sent the the proposal that was accept or the one who accepted?

Report. I already did a fix for the proposal. You can send them and the player will receive them nicely as long as it has only one proposal. The warning of the proposal reponse (accept/reject) is made by messagebox. I am current working with counters and threatens. Although i am having some dificulties coming up with a idea on how to implement the threatens.
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Old September 9, 2002, 14:32   #52
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Pedrunn,
I really liked your idea of using the regular diplomacy interface to do diplomacy, but I was already afraid it wouldn't work...

There's no 'MakeTreaty' function but I suspect that we can write SLIC code that will make the AI accept/reject proposals depending on what the results of messagebox-negotiations are. This will need extensive testing though, but it's the least important part of this diplomacy code, the most important part is to make it possible for human players to give each other maps/gold/cities/advances/etc. Although a nice bonus, it's not necesssary to be able to make peacy treaties, cease-fires, etc through the regular diplomacy system, that can be done through the chat box as well...

Quote:
Originally posted by Pedrunn
1) Wich button in CTP2 triggers this code?
Code:
Trigger 'PBEM_test' on "ControlPanelWindow.ControlPanel.ShortcutPad.DiplomacyButton" when (1) {
The diplomacy button in the 'wheel' on the control panel, as I've stated several times in this thread already

Quote:
2) Is the alertbox for the "now is your turn" of the PBEM and HotSeat in the script.slc? I can find it!
No, not AFAIK. It's probably hard-coded.
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Old September 9, 2002, 14:38   #53
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Crosspost

Does this mean you can still get this to work through the regular diplomacy interface? That would be great The reason why I'm not working on this myself is, as I've stated many times before, that I don't have enough time. So I can't promise anything, do keep us up-to-date on your progress (don't hesitate to post any code you write, no matter how buggy!), and I'll see if/how I can help you as much as possible.
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Old September 9, 2002, 14:46   #54
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Quote:
Originally posted by Locutus
Pedrunn,
I really liked your idea of using the regular diplomacy interface to do diplomacy, but I was already afraid it wouldn't work...

There's no 'MakeTreaty' function but I suspect that we can write SLIC code that will make the AI accept/reject proposals depending on what the results of messagebox-negotiations are. This will need extensive testing though, but it's the least important part of this diplomacy code, the most important part is to make it possible for human players to give each other maps/gold/cities/advances/etc. Although a nice bonus, it's not necesssary to be able to make peacy treaties, cease-fires, etc through the regular diplomacy system, that can be done through the chat box as well...
Dont believe me. Try yourself
Attached Files:
File Type: slc pbemfix.slc (1.6 KB, 12 views)
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Old September 9, 2002, 15:07   #55
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Pedrunn do you mean these alert boxes in the script.slc?

Code:
alertBox '104NextHotSeatPlayer' {// String is part of the ctp2.exe twice
	Text(ID_NEXT_HOT_SEAT_PLAYER);
	BlankScreen(1);
	Button(ID_BUTTON_READY) {
		BlankScreen(0);
		Kill();
	}
}

alertBox '105NextEmailPlayer' {// String is part of the ctp2.exe twice
	Text(ID_NEXT_EMAIL_PLAYER);
	BlankScreen(1);
	Button(ID_BUTTON_OK) {
		Kill();
		ExitToShell();
	}
	Button(ID_BUTTON_QUIT_GAME) {
		Kill();
		ExitToDesktop();
	}
}
And here are the according strings:

Code:
### Multiplayer ###
### Hotseat Game Messages ###
### Email Game Messages ###
NEXT_HOT_SEAT_PLAYER 			"{player[0].leader_name} of the {player[0].civ_name_plural}, it is now your turn."
#NEXT_EMAIL_PLAYER 			"Please mail the saved game on your desktop to {player[0].leader_name} ({string[0].name}) of the {player[0].civ_name_plural}."
HOTSEAT_CITY_ATTACKED 			"The {player[0].civ_name_plural} attacked {city[0].name} with a {unit[0].name}."
HOTSEAT_ARMY_ATTACKED 			"The {player[0].civ_name_plural} attacked your {unit[1].name} with a {unit[0].name}"
Just wonder why NEXT_EMAIL_PLAYER is outcommented.
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Old September 9, 2002, 16:31   #56
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Quote:
Originally posted by Pedrunn
Dont believe me. Try yourself
Is it me or does the BeginTurn handler ('SendStoragedProposal') not work? I can't seem to negotiate with anyone, I don't get any replies...
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Old September 9, 2002, 16:52   #57
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Hey i just started coding.

You dont get the reply yet. I did not implemented it yet (it will be done through messageboxes). But the proposal is sent to the other player and it will appear in his turn.

Start a hotseat game with you and meet two human players (so dont forget to set ia small map game) since you cant use cheat mode in PBEM/HotSeat game.. send a proposal with one of the players and the other player will receive the message in the next turn.
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Old September 9, 2002, 17:08   #58
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Quote:
Originally posted by Pedrunn
Start a hotseat game with you and meet two human players (so dont forget to set ia small map game) since you cant use cheat mode in PBEM/HotSeat game.. send a proposal with one of the players and the other player will receive the message in the next turn.
I tried this, it didn't work.

I had 3 humans though, but your code should be able to handle more than just two humans...
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Old September 9, 2002, 18:09   #59
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It supports more than 2.

When you send the proposal did it left the diplomatic proposals screen or the proposal was sent and got accepted/reject?
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Old September 9, 2002, 19:51   #60
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Locutus:

Just on triggers, it reminded me of something. When you choose a new government, what's the trigger for the implement gov button? And what args?
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