July 20, 2002, 19:07
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#361
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Prince
Local Time: 22:56
Local Date: October 31, 2010
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oops, sorry...
Nobody noticed the major error in the readme then... I hadn't included the tileset indices for each one. I will do so once I put in the last city expansions, and finish the tile file next week.
cya round
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"I don't believe in giving scripting languages because the only additional power they give users is the power to create bugs." - Mike Breitkreutz, Firaxis
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July 20, 2002, 20:09
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#362
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Deity
Local Time: 23:56
Local Date: October 31, 2010
Join Date: Nov 1999
Location: De Hel van Enschede
Posts: 11,702
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Completely unrelated to anything in this thread but still...
I hate websites with dark colors, but I like the color-use of that readme, Ben
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July 24, 2002, 02:35
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#363
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Prince
Local Time: 22:56
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thanks
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"I don't believe in giving scripting languages because the only additional power they give users is the power to create bugs." - Mike Breitkreutz, Firaxis
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July 24, 2002, 10:34
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#364
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Emperor
Local Time: 16:56
Local Date: October 31, 2010
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I took a look at the readme - looks good. Are you going to post the files as compatible to Cradle? If so, use the 1.32 files as you base.
For now, I would like to keep them as a separate setup (like Leonardo's Graphics improvement package) until it has been publically tested. Once the reports start coming in that it is stable, I will bundle it as an official update. That update will be my last one for Cradle too, as I have something else going on now...
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Yes, let's be optimistic until we have reason to be otherwise...No, let's be pessimistic until we are forced to do otherwise...Maybe, let's be balanced until we are convinced to do otherwise. -- DrSpike, Skanky Burns, Shogun Gunner
...aisdhieort...dticcok...
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July 26, 2002, 18:41
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#365
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Prince
Local Time: 22:56
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I was originally intending only to post as compatible with vanilla CtP2, but include the detailed instructions to add it to your own mod. This is largely because I don't want to be fiddling around with Cradle files that I might get wrong, or mess up, and it would be easier for you to do the admin on that one.
Its not that hard to be honest. One SLIC file, one tile file (both easy) - and one text file, slightly harder.
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"I don't believe in giving scripting languages because the only additional power they give users is the power to create bugs." - Mike Breitkreutz, Firaxis
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July 27, 2002, 19:12
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#366
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Prince
Local Time: 22:56
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Join Date: Dec 2000
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"I don't believe in giving scripting languages because the only additional power they give users is the power to create bugs." - Mike Breitkreutz, Firaxis
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July 29, 2002, 00:04
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#367
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King
Local Time: 18:56
Local Date: October 31, 2010
Join Date: Jul 2001
Location: of Natal, Brazil
Posts: 2,555
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How is the city expansion working on?
I am asking because a few days ago i started to change some stuffs in the blueO's city expansion to change goods/terrains for TIs. I have finish this variation and it seems the placements are working nicely.
The only problem was with the destruction of them wich i hope i had fix that by changing the city destroyed improvement with the CutImprovement function.
Maybe you guys, more experienced slicers, may want to take a better look in it:
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Last edited by Pedrunn; July 29, 2002 at 06:01.
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July 29, 2002, 12:57
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#368
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Prince
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I had originally intended to rework it completely, I can't follow BlueO's code very easily at all. But my version crashes the game, so I would have had to start again anyway...
Does it work??
If so, then fantastic I'll check it over and use it.
Thanks Pedrunn
(btw, in the roads thing at the end, here:
Code:
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if(!TileHasImprovement(tmpLoc, TerrainImprovementDB(TILEIMP_ROAD))
&&!TileHasImprovement(tmpLoc, TerrainImprovementDB(TILEIMP_RAILROAD))
&&!TileHasImprovement(tmpLoc, TerrainImprovementDB(TILEIMP_MAGLEV))) { |
you need && instead of || I think.)
Also, do all those units really knock off a population point?
um... wow.
I'm speechless.
thankyou.
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"I don't believe in giving scripting languages because the only additional power they give users is the power to create bugs." - Mike Breitkreutz, Firaxis
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July 29, 2002, 17:04
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#369
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King
Local Time: 18:56
Local Date: October 31, 2010
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Quote:
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Originally posted by Immortal Wombat
(btw, in the roads thing at the end, here:
Code:
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if(!TileHasImprovement(tmpLoc, TerrainImprovementDB(TILEIMP_ROAD))
&&!TileHasImprovement(tmpLoc, TerrainImprovementDB(TILEIMP_RAILROAD))
&&!TileHasImprovement(tmpLoc, TerrainImprovementDB(TILEIMP_MAGLEV))) { |
you need && instead of || I think.)
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you are right and that also pointed me to a mistake i did wich was going to happen in the late ages (I didnt play so far yet).
Quote:
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Originally posted by Immortal Wombat
I had originally intended to rework it completely, I can't follow BlueO's code very easily at all. But my version crashes the game, so I would have had to start again anyway...
Does it work??
If so, then fantastic I'll check it over and use it.
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I have played only the early ages. Wich has only one improvent type (TILEIMP_ANCIENT_CITY_ONE). And it worked! Now i am making some modifications to fit into you Wonder code wich i dont think it will take long. And i am also fixing the bug that it was going to appear in the late ages (wich has more than one imp type) wich i found with you comment about the last code.
Quote:
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Also, do all those units really knock off a population point?
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Ooops that is a customization to my mod wich a pop should equal 1,000 (i cant change the UI :doitnow and infantry units takes a pop off the city but also adds when disbanded (remember this cod )
[/QUOTE]
__________________
"Kill a man and you are a murder.
Kill thousands and you are a conquer.
Kill all and you are a God!"
-Jean Rostand
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July 29, 2002, 17:10
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#370
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King
Local Time: 18:56
Local Date: October 31, 2010
Join Date: Jul 2001
Location: of Natal, Brazil
Posts: 2,555
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Quote:
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Originally posted by Immortal Wombat
(btw, in the roads thing at the end, here:
Code:
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if(!TileHasImprovement(tmpLoc, TerrainImprovementDB(TILEIMP_ROAD))
&&!TileHasImprovement(tmpLoc, TerrainImprovementDB(TILEIMP_RAILROAD))
&&!TileHasImprovement(tmpLoc, TerrainImprovementDB(TILEIMP_MAGLEV))) { |
you need && instead of || I think.)
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you are right and that also pointed me to a mistake i did wich was going to happen in the late ages (I didnt play so far yet).
Quote:
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Originally posted by Immortal Wombat
I had originally intended to rework it completely, I can't follow BlueO's code very easily at all. But my version crashes the game, so I would have had to start again anyway...
Does it work??
If so, then fantastic I'll check it over and use it.
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I have played only the early ages. Wich has only one improvent type (TILEIMP_ANCIENT_CITY_ONE). And it worked! Now i am making some modifications to fit into you Wonder code wich i dont think it will take long. And i am also fixing the bug that it was going to appear in the late ages (wich has more than one imp type) wich i found with you comment about the last code.
Quote:
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Also, do all those units really knock off a population point?
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Ooops! that is a customization to my mod wich a pop should equal 1,000 (i cant change the UI though :doitnow: ) and infantry units takes a pop off the city but also adds when disbanded (remember this code ) .
For others mods i think just the settlers units should be in the code
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"Kill a man and you are a murder.
Kill thousands and you are a conquer.
Kill all and you are a God!"
-Jean Rostand
Last edited by Pedrunn; July 29, 2002 at 17:18.
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July 29, 2002, 19:17
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#371
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Prince
Local Time: 22:56
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Hmm, I had to do some fixing, adding, altering etc. to get it to fit with 5 styles of suburb, and there were some things that needed a bit of alteration from the goods to the tile improvements.
Also, I have allowed the pillaging of suburbs - it turns them into razed ones. I figured if you can raze cities, you should be able to raze suburbs. You cannot raze your own, or neutral ones.
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"I don't believe in giving scripting languages because the only additional power they give users is the power to create bugs." - Mike Breitkreutz, Firaxis
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July 30, 2002, 18:59
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#372
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Prince
Local Time: 22:56
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That's really wierd. It seems to work ok... but the reducing city thing doesn't work, and sometimes the medieval age suburbs downgrade to ancient ones.
I'm a mite confused.
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"I don't believe in giving scripting languages because the only additional power they give users is the power to create bugs." - Mike Breitkreutz, Firaxis
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July 30, 2002, 21:28
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#373
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King
Local Time: 18:56
Local Date: October 31, 2010
Join Date: Jul 2001
Location: of Natal, Brazil
Posts: 2,555
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What medieval age suburb?
Are you talking about my code or yours ???
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"Kill a man and you are a murder.
Kill thousands and you are a conquer.
Kill all and you are a God!"
-Jean Rostand
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July 31, 2002, 11:05
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#374
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Prince
Local Time: 22:56
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medieval = BlueO's ancient age
That's in my code. Its wierd.
I was playing with one huge city to see what would happen. (I surrounded my city with water, science to 0%, PW to 100%) I got to 1300AD, and the AI sent a tank over in a helicopter and wiped me out. Urgh.
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"I don't believe in giving scripting languages because the only additional power they give users is the power to create bugs." - Mike Breitkreutz, Firaxis
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July 31, 2002, 11:45
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#375
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King
Local Time: 18:56
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Sorry, I got confused because i also cant get the cities to reduce. Probably it is just a coincidence.
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"Kill a man and you are a murder.
Kill thousands and you are a conquer.
Kill all and you are a God!"
-Jean Rostand
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July 31, 2002, 12:18
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#376
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Prince
Local Time: 22:56
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Well, I'm now using a modified version of your code - it doesn't crash the game like mine does So its probably the same cause
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"I don't believe in giving scripting languages because the only additional power they give users is the power to create bugs." - Mike Breitkreutz, Firaxis
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August 1, 2002, 09:18
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#377
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King
Local Time: 18:56
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The reducing city function worked fine in the good version expansion. But something went wrong when i turned it into the TI version
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"Kill a man and you are a murder.
Kill thousands and you are a conquer.
Kill all and you are a God!"
-Jean Rostand
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