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Old January 19, 2002, 01:33   #121
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Thanks Lou, looks like I have now found a use for my massive pw surplus.
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Old January 21, 2002, 11:21   #122
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Quote:
Originally posted by Lou Wigman
This may have been mentioned before. If it has I apologise. Unit recovery is very slow (10% per turn from memory). However a unit placed in a fort will recover in 1 turn.
This is intentional, not only from a realism standpoint, but also from a limitation within the program.

A bit of background first...

I had wanted to make an aggressive war more difficult for the player. In the default game, the heal rate within a city is only one turn, so it became rather easy for a player to push forward in that type of war. The heal rate out on the field was at 10% per turn in the default game, which also seemed too quick. So I totally eliminated the heal rate out on the field, forcing a player to rotate in fresh troops, which to me added a level of strategic thinking, plus it also means that a player has to have a sizable force established to pursue an aggressive war. If a player wants to restore his forces to their normal strength, he has to return them to a friendly city and wait.

Now it could be argued that from a logic standpoint, a civ should be able to send out the fresh reinforcements to the wounded unit to heal it (why does the unit have to march back to the city to get healed) but when I was setting this up, there wasn't anything in the game engine that would similate this effect (since then, there has been a SLIC file created in MedMod that accomplished this effect.)

Added to this issue was the heal rate for a Fortification, which was 1 turn for a wounded unit. I could not locate the coding to overwrite the heal rate for the Fortification either, so I was stuck with it. So I boosted the cost (4x) - it was either keep it in the game or remove the ability to build it altogether. Forts now have a greater purpose than in the default game, because they are the only place in Cradle to heal a unit quickly.

To adjust your own settings go to the various CR_const.txt files and the entries will look like this

CITY_HEAL_RATE 0.05 # from 1
NORMAL_HEAL_RATE 0.0 # from 0.1

You can change the settings to whatever you want.


Quote:
Originally posted by Lou Wigman
On a separate note. Unit maintenance is based on production points. Perhaps a gold cost could also be introduced. At its most basic 1 gold per turn per unit?
This would be nice, and in fact this was something that I wished had been a part of the game from the start. And in the units.txt file, there is a flag

FoodHunger 0

that seems to imply that there can be a food cost to maintain a unit. But when I tried to use this flag, it did not appear to work.

It's something that probably be accomplished via SLIC though.
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Old January 21, 2002, 11:30   #123
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Cradle is working great!

The only query, or comment I have, is that when units are activated in a city they can't move straight away, they must wait a turn. I believe this wasn't the case pre-cradle. I guess not a huge issue for some, but it's p!ssing me off no end... [grin]

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Old January 21, 2002, 13:09   #124
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Are you activating the militia unit? If so, militias cannot move from a city.
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Old January 21, 2002, 13:37   #125
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Quote:
Originally posted by hexagonian
FoodHunger 0

that seems to imply that there can be a food cost to maintain a unit. But when I tried to use this flag, it did not appear to work.

It's something that probably be accomplished via SLIC though.
Do you want it?

It would have to be a building effect, like Jules' pop boom trigger though.
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Old January 21, 2002, 17:56   #126
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I'll test it Hex, never thought to check that. Just not used to the new malitia unit that start with a city automatically. Great concept that.

Ta, Shadow.
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Old January 22, 2002, 06:45   #127
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Yeah you were right Hex, about the militia that is. Ta.

Another comment, I've noticed the enemy pillaging my goods, but the goods stay there and seem to remain usable at trade items. I assume this was not the intent. Do the pics of the goods remain, but the value derived from them (with a trade route) get taken away?

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Old January 22, 2002, 11:15   #128
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Quote:
Originally posted by Shadow
Another comment, I've noticed the enemy pillaging my goods, but the goods stay there and seem to remain usable at trade items. I assume this was not the intent. Do the pics of the goods remain, but the value derived from them (with a trade route) get taken away?

Shadow
Goods have been reworked in Cradle, thanks to Martin's GoodMod. They work like this...

In the default game, goods did not add any bonuses to a tile - their only purpose was tied into the ability to trade. So they could not be pillaged, only pirated.

In GoodMod, a good now also adds either a production/food/gold bonus to a tile, in addition to being the basis for Trade. When a good is pillaged, the bonus is removed for a number of turns - offhand, I do not know how many turns though (Martin can fill you in on this). If you click on a good tile before and after a tile is pillaged, you will note the difference in the values. The graphic of the good remains and after a number of turns, the bonus does return.

Since the good also works as the basis of trade, and that cannot be pillaged, then a player has to pirate the trade route in order to remove the goods worth in the trade department - at least until new caravans are built.

Ben,

If you want to create a couple of SLIC files simulating a requirement of food/gold in a unit's maintenance - one for gold and one for food, that will be great. Start with the requirement of 1 food and 1 gold per unit. I would like to have these files as separate, so a player has the option to use either or both. One thing though, these files will probably slow down the early game even more. I don't know how everyone feels about this.

A question about food though - there isn't a global pool of food like there is for gold (Rush Buy funds) and production (PW). I know in the global slider box that here is a report on how much food you have stored, but food is allocated on a city-by city basis.

How is this going to work?

Finally, my home computer monitor is on the verge of frying out, so hopefully, I will be able to test these files for crashes before having them posted. I do not know how soon it will be before I can get a new one (money is still tight), but I am here every day, and can still make suggestions and post files.
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Old January 22, 2002, 11:45   #129
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Quote:
Originally posted by hexagonian
Ben,

If you want to create a couple of SLIC files simulating a requirement of food/gold in a unit's maintenance - one for gold and one for food, that will be great. Start with the requirement of 1 food and 1 gold per unit. I would like to have these files as separate, so a player has the option to use either or both. One thing though, these files will probably slow down the early game even more. I don't know how everyone feels about this.
Well, gold is easy:
Code:
HandleEvent(BeginTurn) 'gold_upkeep' pre {
          int_t  i;
          unit_t tmpUnit;
          for(i = 0; i < player[0].units; i = i + 1){
                 GetUnitByIndex(player[0], i, tmpUnit);
                 if(!IsCivilian(tmpUnit)){
                         AddGold(player[0], -1);
                 }
          }
}
I assumed you don't want upkeep on settlers and diplomats etc...
Untried and untested 'til I get home. The IsCivilian might be wrong.
Food will be more difficult.
Quote:
A question about food though - there isn't a global pool of food like there is for gold (Rush Buy funds) and production (PW). I know in the global slider box that here is a report on how much food you have stored, but food is allocated on a city-by city basis.

How is this going to work?
It will come out of individual cities. Perhaps it would be possible to make food be deducted as a lump sum when the unit is built (PoWs and Goodies dont eat...) . I think in fact it will be difficult, as it would depend on having the upkeep spread out across the empire's cities. Inpractical for large armies, the'd starve whole cities...
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Old January 22, 2002, 12:16   #130
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Quote:
Originally posted by hexagonian
In GoodMod, a good now also adds either a production/food/gold bonus to a tile, in addition to being the basis for Trade. When a good is pillaged, the bonus is removed for a number of turns - offhand, I do not know how many turns though (Martin can fill you in on this). If you click on a good tile before and after a tile is pillaged, you will note the difference in the values. The graphic of the good remains and after a number of turns, the bonus does return.
Adding a bonus to the Goods in CTP2 was a bit tricky, you have the correct fields in the goods.txt available, but they have no effect on the terrain. Therefore technically every Good now consits of two parts: On the one hand the default one without the bonus and that is only good for trade, and on the other an invisible tile improvement. Of course the tile improvement can be pillaged, if someone own this "good improvment". So if the good is pillaged the default part of the good is left,and some slic code cause the rebuild of this tile improvement. I gave every good improvement the construction time of ten turns. If you like to change the construction time or give every good a different restoration time, feel free to edit the according tileimp.txt.

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Old January 22, 2002, 14:28   #131
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Hey Hex,

I was playing Craddle again, been a long time since I got used to Civ III, and I was wondering if slavers can no longer capture slaves from the babarians? I thought you used to be able to and its been too long since I played a regular game of CTP 2. Just curious and if so the logic of not allowing it?
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Old January 22, 2002, 15:38   #132
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Quote:
Originally posted by ENGINEER
I was playing Craddle again, been a long time since I got used to Civ III, and I was wondering if slavers can no longer capture slaves from the babarians? I thought you used to be able to and its been too long since I played a regular game of CTP 2. Just curious and if so the logic of not allowing it?
How's it going Engineer,
So how did you like civ3 - I have it but have not played it at all - too busy playing EU2!

Make sure you have the latest update file from my site - at least the December text files update...

I just posted the Cradle 1.3 Beta there today, but it is handled as a separate option available in Modswapper. The 1.3 Beta will also make use of the files in the December update, so it is suggested that if you want to use the 1.3 Beta, you should also get the Dec. update.

Slavers can only capture slaves from a city and from an unescorted Nomad/Settler. If you stack them with an army, there is no effect. Slavers are stealth units too.

Slavemasters, on the other hand can be stacked with an army to enslave defeated enemies, including barbarian forces. They cannot enslave a worker from a city, but they can defeat a Nomad/Settler in a pitched battle and then capture them. You only need one per army to get the slave, but if the Slavemaster is killed in battle and your forces still win, it does not enslave the defeated foe.

All ancient Wonder units work the same way as a Slavemaster, as well as the the government-specific units, Pezheterois and Praetorians (not the Elephant Warriors however).

The reason why I created the dual Slaver/Slavemaster units was to force the AI to enslave in the game via military action. I had to create a military unit with an enslave ability, as merely placing the Slaver in the military build lists could make the AI build too many of a single-purpose unit with no military capability whatsoever - leading to the creation of large armies with nothing but Slavers.

In gameplay, Slavemasters are a much better buy than Slavers - but a player can drop the cost of a Slaver in their setup to make them worthwhile. (in CRA_units.txt).

Probably something I should do eventually...
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Last edited by hexagonian; January 22, 2002 at 15:45.
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Old January 22, 2002, 16:56   #133
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Thanks for the explanation. I had written a much longer post, but I lost it.
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Old January 30, 2002, 14:20   #134
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So is there any input on Beta 1.3???
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Old January 31, 2002, 03:12   #135
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I will try 1.3 at the weekend. I really would like to be able to compare the latest versions crusade and cradle, especially after reading that crusade had added some of the cradle things. It seems that no one has yet compared the latest versions of the best two mods for ctp2. I just wish crusade would not keep crashing around the 170 turn mark.

Another thing is futile AI attacks, I would like to see the AI sometimes hit a city with 3 12stacks. The AI only ever attacks with one stack per city. Is this possible?

How about AI retreating sometime too? or disabling retreat for humans if AI cannot. (I cannot resist hitting that button sometimes)

If cradle and crusade could somehow join together another interesting hybrid would have been created. Is there any possibility of this happening? (now this WOULD be CTP3) If this happened then this game should be released as a CD on its own merits. At least then Dave, Wes et al could be compensated for the time they generously donated free.

One thing I really like is the upgrade of unit feature in cradle. Sometimes I keep playing a game an extra hour or more just to upgrade before I go to bed. It is similar to the feeling I get when I either get a certain needed advance for a unit or for a wonder.

Have to say that the ctp2 modders are doing a great job, It makes me become interested in modding too. Scenarios would be good, but let's see how far the AI can be taken first.

Most of this post has been put on the medmod/crusade thread too.
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Old January 31, 2002, 04:44   #136
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Currently playing Cradle 1.3, 11Civs, and about medium everything else, and Impossible setting...

And I'm getting my @rse kicked!!!

I've tried everything I can think of! I'm on the bottom of the graph for everything except military, and then I'm second last. The problem there is that the last place civ has MUCH more advanced units. Not sure if that's factored into the graph or not.

I've got 12 stacks from 3 different civs sitting around most of my cities, and unless I give them something nearly every turn they'll pick a city off. There's just nothing I can do about it...

It's great!!! I'm losing!

I've lost about a third of my cities, although have been able to send nomads off to the nooks and crannies around the globe to start elsewhere. Relying on stealth attacks heavily, as nothing else is effective.

Oh ,I'd like to see the AIs making Peace Treaties, Alliances, Pacts, etc... but not a huge issue at this point as I'm drowning as it is.

Actually, the Barbs have taken about 6 cities (of the map I can see), and are starting to send their own nomads out to settle. Pity they don't get a look in on the graph. Wonder if they're ever gunna build Wonders...

Anyway, even though I'm struggling just to stay alive, let alone thrive, I'm having the best game of all time...!

Cradle Rocks!

Cheers,
Shadow.
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Old January 31, 2002, 04:53   #137
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Quote:
Originally posted by Boney
How about AI retreating sometime too? or disabling retreat for humans if AI cannot. (I cannot resist hitting that button sometimes)
disabling retreat?

There is one thread, several months old, called Battleveiw fix.
Find it, there is one alternate version (of fix) wich doesn't have retreat button.
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Old January 31, 2002, 20:16   #138
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Quote:
Originally posted by Boney
If cradle and crusade could somehow join together another interesting hybrid would have been created. Is there any possibility of this happening?
I actually seriously considered doing this, worked out many of the details too (well, sort of, it was really a Crusade sequel with the best of Cradle ripped and a whole bunch of stuff added). But then I give it some good thought and realized that working out the AI and stuff is going to cost WAY more time than I can spare and that I would have to spend lots of time to continue to improve it once the initial version is done (meaning that I'd have little to no time left for SLIC and posting on 'Poly)...

BTW, haven't had the time to play the latest Cradle yet, I hope I will soon but I fear the worst...
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Old February 2, 2002, 09:44   #139
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This might sound like a silly question but how do you increase the number of playable civs?
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Old February 2, 2002, 09:53   #140
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NM, found out myself
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Old February 2, 2002, 22:41   #141
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Just grabbed Cradle 1.2 the other day.
Have been enjoying "wasting" time immensely. Thanks to all who've contributed to it!

Unfortunately I have noticed a few problems:
* "Apples" is misspelt in the trade list
* MenAtArms and Pikemen are upgraded @ flintlock to Arquebusier, rather than at Gunpowder
* Chariots are allegedly capable of creating slaves from combat. They don't do so.
* Lots of missing info from the Library: eg Settlers vs Nomads: apart from being more expensive what's the deal? Similary Merchant Traders- produce 2 trade units vs one for caravans, but this isn't mentioned.

Have found a few problems with the "updater.slc" file. I only started looking around inside slic files yesterday, so upfront apologies if I get confused. :-)
* enadv[5], has entries indexed at 4, not 5
* Logic Bug (repeated several times); Have a situation with 12 units at a location. The logic flow is to 1st create a new unit, then delete the old. Unf, with 12 units, the 1st creation fails and you end up losing a lot of units in full stacks. Ouch.
I've tried to see if I can fix this one, but near as I can tell, variables seem to be pointers, rather than "absolute" values, hence the DeleteUnit event blows away the pointer values, and you can't get the original location anymore. Sigh.
* One frustration I've found, is that older units that were unable to be upgraded due to lack of funds will never get upgraded at all. I've since (very roughly) modified the file to get older units included again. But only some - ie the ones I'm actively using in my current game ;-)



Again, thanks for a great mod!



- Steve
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Old February 3, 2002, 08:46   #142
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Hi, Steve

Quote:
* MenAtArms and Pikemen are upgraded @ flintlock to Arquebusier, rather than at Gunpowder
Assuming that it's not an oversight and that Hexagonian meant to do it like this, I rather liked this way of doing it. It gives you double your psychological bucks in this case. First you've got the kick out of getting gunpowder, which lets you build Arquebusiers, but then you've got to keep going to get flintlocks so that you can upgrade all your old units with new arms.

Quote:
* enadv[5], has entries indexed at 4, not 5
Evidently a typo. This might explain the strange messages "We have 0 units ..." that someone reported.

Quote:
* One frustration I've found, is that older units that were unable to be upgraded due to lack of funds will never get upgraded at all. I've since (very roughly) modified the file to get older units included again. But only some - ie the ones I'm actively using in my current game ;-)
When I wrote this I was worried that it would give the Human too much of an advantage if he could build old units but use his generally huge gold surplus to freely update them. With hindsight this wouldn't be a problem provided that whoever uses this code adjusts the default text files so that whenever an enabling advance is discovered the old unit is no longer buildable.

Quote:
* Logic Bug (repeated several times); Have a situation with 12 units at a location. The logic flow is to 1st create a new unit, then delete the old. Unf, with 12 units, the 1st creation fails and you end up losing a lot of units in full stacks. Ouch.
I've tried to see if I can fix this one, but near as I can tell, variables seem to be pointers, rather than "absolute" values, hence the DeleteUnit event blows away the pointer values, and you can't get the original location anymore.
Thanks for spotting this. Duh, of course if you've got twelve units at a location I shouldn't have tried to add a new one there first. Here's the problematic lines:

Code:
    for(k=0 ; k < NUM_OBS_UNITS; k=k+1) {
	    CreateUnit(player[0],NEW_UNIT_TYPE[i],OBS_UNIT_ARRAY[k].location,0);
	    Event:  DisbandUnit(OBS_UNIT_ARRAY[k]);
    }

    CreateUnit(player[0],NEW_UNIT_TYPE[UPDATE_TYPES_ARRAY[UPDATE_TYPES_INDEX]],OBS_UNIT_ARRAY[0].location,0);
    Event:  DisbandUnit(OBS_UNIT_ARRAY[0]);	

    for(k=0 ; k < NUM_OBS_UNITS; k=k+1){
	    CreateUnit(player[0],NEW_UNIT_TYPE[UPDATE_TYPES_ARRAY[UPDATE_TYPES_INDEX]],OBS_UNIT_ARRAY[k].location,0);
	    Event:  DisbandUnit(OBS_UNIT_ARRAY[k]);
    }
I believe there's some new SLICers on the scene. There's a really straightforward solution to this (add at most two lines of code in each case) which I'll post tonight or tomorrow unless someone gets it first.

Peter
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Old February 4, 2002, 02:36   #143
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Hi Peter,

Thanks for the fast reply.

As it transpires, I found and applied a fix about 15 mins after hanging up the modem. ie Had downloaded and read the SLIC man pages. RTFM, who'd have thought that would ever help.... ;-)

It helps knowing that there is a location_t type, in addition to the unit_t type.


Also, re your attached code: at risk of "telling grandma how to suck eggs", don't forget the loop in the AI code as well.



Quote:
Assuming that it's not an oversight and that Hexagonian meant to do it like this, I rather liked this way of doing it. It gives you double your psychological bucks in this case. First you've got the kick out of getting gunpowder, which lets you build Arquebusiers, but then you've got to keep going to get flintlocks so that you can upgrade all your old units with new arms.
Interesting thought - I must confess that hadn't occoured to me.
I suspect it may have been an oversight, as Arquebusiers are upgraded to Infantry @ railroad - in my current game this happened b4 I had researched Flintlock (to get Inf). ie Getting units before I should have. No biggie.

Quote:
When I wrote this I was worried that it would give the Human too much of an advantage if he could build old units but use his generally huge gold surplus to freely update them. With hindsight this wouldn't be a problem provided that whoever uses this code adjusts the default text files so that whenever an enabling advance is discovered the old unit is no longer buildable.
Fair enough. Tho giving the AI the advantage in upgrades by AI players not having to pay for them, is a good balance IMHO.


I'm finding, in my current game, that having to delay researching Infrantry units, simply so I can afford to upgrade all my upgradable units is a very interesting consequence. And certainly puts a fascinating burden on the human player.


Quote:
Thanks for spotting this. Duh, of course if you've got twelve units at a location I shouldn't have tried to add a new one there first.
I think that's the first time I've ever been actually thanked for finding a bug in someone else's code. ;-)


- Steve


For those that care, this is my quick and dirty fix to the file "CRA_updater.slc" as distributed with Cradle Mod1.2 (CRA_updater.slc file date 15/10/01):

Code:
38a39,40
> location_t tmpLocation;
> 
278c326
< 		             CreateUnit(player[0],NEW_UNIT_TYPE[i],OBS_UNIT_ARRAY[k].location,0);
---
> 		  	     tmpLocation = OBS_UNIT_ARRAY[k].location;
279a328
> 		             CreateUnit(player[0],NEW_UNIT_TYPE[i],tmpLocation,0);
365a415
> location_t UnitLocation;
380c430
< 	 CreateUnit(player[0],NEW_UNIT_TYPE[UPDATE_TYPES_ARRAY[UPDATE_TYPES_INDEX]],OBS_UNIT_ARRAY[0].location,0);
---
> 	 UnitLocation = OBS_UNIT_ARRAY[0].location;
381a432
> 	 CreateUnit(player[0],NEW_UNIT_TYPE[UPDATE_TYPES_ARRAY[UPDATE_TYPES_INDEX]],UnitLocation,0);
414a466,468
> 	 unit_t tmpUnit2;
> 	 location_t UnitLocation;
> 	 
416c470
< 	      CreateUnit(player[0],NEW_UNIT_TYPE[UPDATE_TYPES_ARRAY[UPDATE_TYPES_INDEX]],OBS_UNIT_ARRAY[k].location,0);
---
> 	      UnitLocation = OBS_UNIT_ARRAY[k].location;
417a472
> 	      CreateUnit(player[0],NEW_UNIT_TYPE[UPDATE_TYPES_ARRAY[UPDATE_TYPES_INDEX]],UnitLocation,0);
443c498
< 
---
> location_t UnitLocation;
456,457c511
<     
<          CreateUnit(player[0],NEW_UNIT_TYPE[UPDATE_TYPES_ARRAY[UPDATE_TYPES_INDEX]],OBS_UNIT_ARRAY[OBS_UNIT_INDEX].location,0);
---
>          UnitLocation = OBS_UNIT_ARRAY[OBS_UNIT_INDEX].location;
458a513
>          CreateUnit(player[0],NEW_UNIT_TYPE[UPDATE_TYPES_ARRAY[UPDATE_TYPES_INDEX]],UnitLocation,0);
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Old February 4, 2002, 10:48   #144
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Quote:
Originally posted by SteveMcI
Just grabbed Cradle 1.2 the other day.
Have been enjoying "wasting" time immensely. Thanks to all who've contributed to it!

Unfortunately I have noticed a few problems:
* "Apples" is misspelt in the trade list
* MenAtArms and Pikemen are upgraded @ flintlock to Arquebusier, rather than at Gunpowder
* Chariots are allegedly capable of creating slaves from combat. They don't do so.
* Lots of missing info from the Library: eg Settlers vs Nomads: apart from being more expensive what's the deal? Similary Merchant Traders- produce 2 trade units vs one for caravans, but this isn't mentioned.

- Steve
1. Martin, is that the German spelling of Apples? There should be an entry in CRA_gl_str.txt that can be easily fixed, as that file contains all of the text info that show up onscreen.

2. This is intentional - more from the standpoint of giving Pikemen and Men-at-Arms a slightly longer shelf life in the game (for instance, they don't upgrade to Arquebusiers at Gunpowder). From a historical standpoint, the earliest guns were somewhat unreliable in battle, so the switch to firearms took a long time to occur.

Still, if you want, you can change the Unit Updater SLIC file to upgrade those units at Flintlock and remove the code that has them upgrading at Railroad.

Thanks for catching the inconsisency in the Tech Tree. (Bypassing Flintlock by going to Railroad to get upgraded Infantry. Still, you would need to research Flintlock to build news ones.) I will have to change the enable advance for Railroad.

3. I need to fix the Great Library entry, as earlier incantations of Cradle allowed for Chariots to enslave. This feature has been removed in the current version.

4. The reason why the difference in cost between Nomad/Settler was to make it more expensive to build a new city as you get later in the game - at that point, your cities can get large and it becomes easy to have a large city crank out settlers quickly.

I had picked up the GL entries for the Merchant Traders/Caravans, so what Activision provided is basically what is there. (edited to reflect what they can do), as there is still a later game trader unit. (Freight Transport)

By the look of things, Peter is on the Updater SLIC issues.
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Old February 5, 2002, 14:37   #145
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Quote:
Originally posted by hexagonian
1. Martin, is that the German spelling of Apples? There should be an entry in CRA_gl_str.txt that can be easily fixed, as that file contains all of the text info that show up onscreen.
Actaul if I would pronounce it like in English than I would spell it like: Äppel. BTW the Berlian word for apples. And if you learn German than you have to learn this word. Apfel in singular and Äpfel in plural.

Yeah it was a lot of work to make the GoodMod Great Library. And translating the History entries from Nordicus' mod into German, actual a real pain, if you want to tarnslate language from a dictionary.

Without a CTP2 textfile editor you have to put a lot of work into it and than you will forget one or two spelling mistakes. Thanks for pointing that out. But that is actual a minor mispelling last time I mispelled crab fortunatly only in the readme.

-Martin
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Old February 6, 2002, 03:56   #146
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So........... since I've been outa the loop for a while, what's included in Cradle now? What's the "features list".

After being disappointed by Civ3, I might just make a return to CTP2.

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Old February 6, 2002, 07:08   #147
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Welcome Back (i hope) Dale we all missed you.
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Old February 6, 2002, 11:26   #148
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Another disillusioned person comes back to the fold...

Welcome back Dale. What were your impressions of civ3? What were its weaknesses and strengths - at least in your opinion?

Anyhow, Peter is currently doing a rewrite of the Diplomacy SLIC files - he may be using what you have done in DiploMod as his base. Cradle is waiting for that file at the moment.

There seems to be some interest in updating the ApolytonPack - mainly from the standpoint of using some of the newer SLIC files. I would recommend the following, because the only thing required is the code (adapted to the Pack setup though).

UnitUpdater - Peter
Disaster - Immortal Wombat
AI PW Boost - player1
AI Tile Improvement Boost - Martin

All of these code help out the AI in some way.

GoodMod is a great code too, but it requires a lot of graphic files - I know that you wanted to limit the Apolyton Pack to the basic game though.

Ben
Did you ever get the Hurricane SLIC file working? I'd like to add it to Cradle. Send it to me if it is good to go (along with any needed graphic files)
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Old February 6, 2002, 12:08   #149
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Quote:
Originally posted by hexagonian
Ben
Did you ever get the Hurricane SLIC file working? I'd like to add it to Cradle. Send it to me if it is good to go (along with any needed graphic files)
The sprite needs some work IMO, and I can't get the units to move randomly, they'll move to attack stray units as barbarians will. They don't attack cities. It depends what you want from it really. I think it would be possible to pillage where they walk also.
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Old February 6, 2002, 14:41   #150
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Do you have a screenshot of the sprite - if it is a converted tga file, I can create something on my end in Photoshop and then you can make a sprite out of it. (if I knew the file specs that you need)

I guess I was looking for something that will work as a visual for a disaster onscreen - something that you can track for 5-10 turns that would hit a city and destroy pop/improvements, as well as pillage improvements in its path. (I'm not so concerned about destroying units - that is what the barbs do now)

Can you use the Siege setting to make it attack a city? You could make it a very weak attack so it does not have a chance of taking the city, but if it attacks a city, it automatically destroys 1/3 of the buildings.

Of course it would be destroyed when it hits a city - this is not necessarily a bad thing either, as the main purpose for it is to cause some destruction and then dissipate.

The general term can also cover tornadoes, so that these types of storms can also occur inland. (Maybe use the general term windstorm)
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Last edited by hexagonian; February 6, 2002 at 14:46.
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