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Old October 1, 2002, 03:44   #31
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1) there are 3
2) don't think so...
3) You can change food by placing invisible tile improvements around the city, or by adding buildings that work like granaries, but this is less useful, because we can only have 64 buildings.
4) probably, but it's so phenomenally high that to all intents and purposes it's irrelevant.
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Old October 1, 2002, 11:00   #32
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Quote:
Originally posted by thetaste
2) I've been eyeing up these .ldl files. Is it possible to create our own and link them to SLIC. I basically want sliders.
Unfortunatly it is not possible to add new elements to the UI, it is only possible to modify the existing ones. For everything else you have to use message boxes unfortunately the are very limited.

-Martin
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Old October 1, 2002, 16:13   #33
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Quote:
Originally posted by Pedrunn
How can i make txt files to be open with editplus and not the notepad as in the windows default ? (I use win98)
In addition to what SMIFFGIG said, you can put a shortcut to EditPlus into your Send To directory (In the Windows directory in 95-based versions, or else the user directory in NT-based versions) and then use right-click->Send To->EditPlus, or if you want all text files to open with EditPlus whenever you double click you can change the settings of the File Type under Tools->Folder options in Explorer.
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Old October 1, 2002, 16:19   #34
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Editplus comes up as a default right-click option anyway, so I do it that way now. The only files I have associated with it are its own BAK files, and the TileEdit SRC files.
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Old October 2, 2002, 03:57   #35
The Big Mc
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hi

Had a few problems with some slic

Does any one know why the hasbuilding command isn’t working.

And why i can't remove slaves form my city.
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Old October 2, 2002, 11:39   #36
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Quote:
Originally posted by The Big Mc
Does any one know why the hasbuilding command isn�t working.
Maybe because it is called CityHasBuilding. If not you should post your code.

Quote:
Originally posted by The Big Mc
And why i can't remove slaves form my city.
Because there is no function that allows it. Sad but true.

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Old October 3, 2002, 09:16   #37
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That sends my move slave commands I made to the bin.

Had an idea a slave must count as a pop so if I remove say x pop till I get down to my slaves and then remove a further pop it should kill that slave. Problem is I don’t know any code to get the number of slaves.
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Old October 16, 2002, 04:23   #38
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Martin I found a way to remove slaves. all i needed to do was create a array to store the number of slaves per city and then remove the pop.

any way could you send me some code with the has building working on it something simple like

citybeginturn
has billding
addefect

Ok
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Old October 16, 2002, 06:19   #39
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The IW plague function uses.

Code:
void_f	Plague (int_t	thePlayer){
	int_t	tmpPlayer;
	tmpPlayer = thePlayer;
	//if(IsHumanPlayer(tmpPlayer)){		//	take this line out in if you do want to affect the AI
		//message(1, 'startdata');
		int_t	CityCount;
		player[0] = tmpPlayer;
		CityCount = player[0].cities - 1;
		PlaguedCityCounter = 0;
		int_t	i;
		for(i = 0; i < CityCount; i = i + 1){
			//message(1, 'testdata');
			int_t	PPChance;
			PPChance = random(100);
			city_t	PlaguedCity;
			GetCityByIndex(tmpPlayer, i, PlaguedCity);
			if(PlaguedCity.population >= 5){
				//
				// Building that reduce plague chance are:
				// Granary, Aqueduct, Food Silo, Sewer System, hospital 
				//
				//  Start = 50/50 chance of plague in PlaguedCity
				//
				if(CityHasBuilding(PlaguedCity, "IMPROVE_GRANARY")){
					PPChance = PPChance - 5;
				}
				if(CityHasBuilding(PlaguedCity, "IMPROVE_AQUEDUCT")){
					PPChance = PPChance - 5;
				}
				if(CityHasBuilding(PlaguedCity, "IMPROVE_FOOD_SILO")){
					PPChance = PPChance - 5;
				}
				if(CityHasBuilding(PlaguedCity, "IMPROVE_DRUG_STORE")){
					PPChance = PPChance - 5;
				}
				if(CityHasBuilding(PlaguedCity, "IMPROVE_HOSPITAL")){
					PPChance = PPChance - 20;
				}
				if(PPChance >= 40){		// replace to 50 again for a base 50/50 chance of strike
					city[0] = PlaguedCity;
					int_t	tmpDead;
					tmpDead = city[0].population/5;
					int_t	j;
					for(j = 0; j < tmpDead; j = j + 1){
						Event:KillPop(PlaguedCity);
					}
					Event:AddHappyTimer(PlaguedCity, 1, -4, 14);	// 3 turns of -6 happiness
	 				AddEffect(PlaguedCity.location, "SPECEFFECT_BIO_TERROR", "SOUND_ID_BIO_TERROR");
					PlaguedCityCounter = PlaguedCityCounter + 1;
				}
			}
		}
		player[0] = tmpPlayer;
		if(PlaguedCityCounter >= 1){
			if(HasAdvance(tmpPlayer, ID_ADVANCE_MEDICINE)){
				message(tmpPlayer, 'EpidemicYou');
				if(tmpPlayer != ND_human){
					message(ND_human, 'EpidemicOther');
				}
			}
			else{
				message(tmpPlayer, 'PlagueHitYou');
			}
		}
		else{
			message(tmpPlayer, 'PlagueDidntHitYou');
		}
//	}					//	closing the IsHuman brackets
}
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Old October 16, 2002, 07:47   #40
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Thanks any that show hoe any is used.
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Old October 16, 2002, 13:04   #41
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Quote:
Originally posted by The Big Mc
Martin I found a way to remove slaves. all i needed to do was create a array to store the number of slaves per city and then remove the pop.
Just wonder how do you get the array filled with the number per slaves I don't know any function that would return the numbers of slaves per city or a way that would extract the destination city of a slave.

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Old October 17, 2002, 09:08   #42
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Easy just on the activation of a slave raid find the nearest city to the slave raid asks if it has at least one unit present if so that city got a slave.

Any way I have the bug form hell on my slic at the moment every time I try to run my scenario in ctp I get a crash but if I remove the scenario file it works if when I load the slic back in the game by moving it back it works.
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