September 26, 2002, 15:16
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#91
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King
Local Time: 02:33
Local Date: November 1, 2010
Join Date: Jul 2001
Location: of Natal, Brazil
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It is already included with new cleric included and goals updated.
But it is the same code without the national conversion.
The variables do need to be re-written. We cant have a global variable called tmpPlayer1 for example. I will send you a PM now with the string lines now. I am looking foward for the finished version9 of our code
Off Topic: The mod i am making is ready and working. I am just making some changes in the AI and improving some pictures to have it released.
Of course i will release it without the GL first done.
__________________
"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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September 26, 2002, 15:40
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#92
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Prince
Local Time: 06:33
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Oh - in that case - I'd be verry happy if you could mail me the other txt.files and the sprite too so I can pack the whole thing up as a beta. Might take a little bit longer but I'm currently not working on anything else and it'll allow to test it properly in a whole game.
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September 26, 2002, 16:12
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#93
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King
Local Time: 02:33
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Location: of Natal, Brazil
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You have the strings since i am having some trouble attaching files in my e-mail here is the new cleric wich i called Priest (If you have a better name please i am all ears) unit with its pic and sprite and the goals.
I think i did some change in the religion info message. Cant remember so the code i am using is also in the zip.
Note: I wouldnt be so trustful in the data for the priest unit since it is set up to my mod not for the regular game
__________________
"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; September 26, 2002 at 16:36.
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September 27, 2002, 04:04
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#94
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Prince
Local Time: 06:33
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Thanks Pedrunn.
Just some question thst came up checking the code:
Code:
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elseif(HappyMod >= 50 && CityReligionLevel < 100) {
HappyBonus = -1;
}
elseif(HappyMod >= 100 && CityReligionLevel < 150) {
HappyBonus = 0;
}
elseif(HappyMod >= 150 && CityReligionLevel < 200) {
HappyBonus = 1; |
What are you tying to accomplish here? The CityReligionLevel will never rise above 100%. So what did you want to test additionally?
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September 27, 2002, 07:09
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#95
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King
Local Time: 02:33
Local Date: November 1, 2010
Join Date: Jul 2001
Location: of Natal, Brazil
Posts: 2,555
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My mistake! It was suposed to be:
Code:
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elseif(HappyMod >= 50 && HappyMod < 100) {
HappyBonus = -1;
}
elseif(HappyMod >= 100 && HappyMod < 150) {
HappyBonus = 0;
}
elseif(HappyMod >= 150 && HappyMod < 200) { |
Thats why i love to work in group. Someone else can see things you didnt.
__________________
"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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September 27, 2002, 08:33
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#96
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Prince
Local Time: 06:33
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Doh- I could have figured that out myself - I guess
Makes much more sense now!
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September 30, 2002, 04:09
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#97
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Prince
Local Time: 06:33
Local Date: November 1, 2010
Join Date: Jul 2002
Location: San Francisco, CA
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Pedrunn, I understand that in order to be able to display the civ's name of the state religion one cureently has you're sending the ReligionInfo during that other players turn. So far so good - problem is, if that player has converted to another religion than his own the ReligionLevel in the message will be wrong. I think I'll adjust this by writing the Levels into an array.
Next grave thing I found is the CaptureCity handler for soon to be dead players. We actually forgot to test if the player was dying there- so it executes every time
By the way - Priest is fine, maybe prophet or shaman?
And what part do you exactly mean with national conversion? Just wondering...
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September 30, 2002, 07:02
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#98
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King
Local Time: 02:33
Local Date: November 1, 2010
Join Date: Jul 2001
Location: of Natal, Brazil
Posts: 2,555
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Quote:
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And what part do you exactly mean with national conversion? Just wondering...
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the player get converted. all of its cities dont.
Quote:
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Pedrunn, I understand that in order to be able to display the civ's name of the state religion one cureently has you're sending the ReligionInfo during that other players turn. So far so good - problem is, if that player has converted to another religion than his own the ReligionLevel in the message will be wrong. I think I'll adjust this by writing the Levels into an array.
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could you try player[3] = religion again. It worked in my PBEM fix
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Next grave thing I found is the CaptureCity handler for soon to be dead players. We actually forgot to test if the player was dying there- so it executes every time
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Ooops .
The code only triggers if the player only have one city. But we should have testes if that piece of code is really needed.
__________________
"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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September 30, 2002, 08:45
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#99
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Prince
Local Time: 06:33
Local Date: November 1, 2010
Join Date: Jul 2002
Location: San Francisco, CA
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Quote:
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the player get converted. all of its cities dont.
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so you won't be able to change your state religion anymore?
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could you try player[3] = religion again
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I will - sometime this week...
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But we should have testes if that piece of code is really needed.
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I think we did - the player's colour dissappears and is replace by barbarian red.
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September 30, 2002, 10:39
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#100
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King
Local Time: 02:33
Local Date: November 1, 2010
Join Date: Jul 2001
Location: of Natal, Brazil
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Quote:
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so you won't be able to change your state religion anymore?
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yes, the civ get converted but the cities dont though.
The player will have to reform all of its cities one by one.
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I think we did - the player's colour dissappears and is replace by barbarian red.
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We did?
I guess we did then i must have forgotten
__________________
"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; September 30, 2002 at 10:51.
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September 30, 2002, 12:59
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#101
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Prince
Local Time: 06:33
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Quote:
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the civ get converted but the cities dont though.
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isn't that already out of the code in religion9? (i haven't checked the messages yet) I'm fine with that, makes more sense now that we changed the reformation costs anyway.
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September 30, 2002, 13:26
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#102
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King
Local Time: 02:33
Local Date: November 1, 2010
Join Date: Jul 2001
Location: of Natal, Brazil
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Quote:
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isn't that already out of the code in religion9? (i haven't checked the messages yet) I'm fine with that, makes more sense now that we changed the reformation costs anyway.
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I did took it off in the religon9, didnt i?
I guess i am having bad memory problems
Dont you think we should give the clerics the ability to reform?
__________________
"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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September 30, 2002, 14:59
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#103
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Prince
Local Time: 06:33
Local Date: November 1, 2010
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a good idea, since it's easily done but I won't change much - at least for my play because I have no empty cities
Shouldn't we make the reform costs also depending on the number of units you've got in the city? (The more troops you have to put those stupid ideas out of the heads of your citizens the less money you need to spend to convince them by buying them loads of presents... )
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October 3, 2002, 13:54
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#104
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Prince
Local Time: 06:33
Local Date: November 1, 2010
Join Date: Jul 2002
Location: San Francisco, CA
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Any opinion to the last question, Pedrunn?
As for the code - lucky me had this afternoon off so I got a lot done and I'll finish this Sunday.
One thing that came up is theTenth - how much money do you pay - are you getting from a city?
Your last code makes a player pay multiple times, to each who chose the city's religion as state religion and the player doesn't have to pay at all when he converts to some other player.
What I had in mind is
1.that converting to the other player would maybe save you half or two thirds of what you did before
2.if multiple players had the same religion you'd have to pay an increasing amount, but never as much as double (I was thinking of 1+1/2, 1+2/3, 1+3/4,... for 2,3,4,... players with the same religion). What do you think?
And what is the single amount? One per pop, or maybe 3? Could get very expensive after all at the end. So maybe three but with a divider like pop*300/nr of turns
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October 3, 2002, 16:54
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#105
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King
Local Time: 02:33
Local Date: November 1, 2010
Join Date: Jul 2001
Location: of Natal, Brazil
Posts: 2,555
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Quote:
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a good idea, since it's easily done but I won't change much - at least for my play because I have no empty cities
Shouldn't we make the reform costs also depending on the number of units you've got in the city? (The more troops you have to put those stupid ideas out of the heads of your citizens the less money you need to spend to convince them by buying them loads of presents... )
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My only fear is that this become a unfear advantage to the human player
But i guess the AI will benefit from after all. So i think it is a good idea
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As for the code - lucky me had this afternoon off so I got a lot done and I'll finish this Sunday.
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Cant wait to see it
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1.that converting to the other player would maybe save you half or two thirds of what you did before
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Save what that i had before
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2.if multiple players had the same religion you'd have to pay an increasing amount, but never as much as double (I was thinking of 1+1/2, 1+2/3, 1+3/4,... for 2,3,4,... players with the same religion). What do you think?
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The way i did all the money is equally divided to all players with same religion. But this would for sure be a nice incentive to try to get as much people as possible. Although i dont like the idea of mony coming from nowhere. Dont know what to decide.
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So maybe three but with a divider like pop*300/nr of turns
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I rather have advances that gives bonus if the player has it. Like religion, theology or mass media. I dont like to use the turns or the year to chang bonus and penalties. Every game is a new game. So if a player is ahead in tech he would not feel the bonus (more money income from new buildings and trade and other stuff) as much as if he was in the early ages. This could unbalance the game.
__________________
"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; October 3, 2002 at 17:18.
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October 4, 2002, 04:58
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#106
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Prince
Local Time: 06:33
Local Date: November 1, 2010
Join Date: Jul 2002
Location: San Francisco, CA
Posts: 848
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Quote:
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Save what that i had before
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Now that I read it, I must say I'd be confused too What Imeant is the following: When one of your cities gets converted you'll pay that player x gold, now if you convert your state religion to this player's should you not pay naything at all (as it was in your code) or should you pay x/2 or x/3? Because if there's no penalty at all anymore after changing your religion - what would you make go back to your ancient one?
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i dont like the idea of mony coming from nowhere
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No, I don't want that either. So I thought when a player converts your city he'll get x gold - now another player has taken this players religion. How can he still have a desire to convert you. Only if he gets gold. If we give him also x gold then you'd have to pay 2x in order not to have money appear out from nowhere, and so on if there were more players with that religion. Pretty expensive! So that's why I thought limit it to a maximum twice the amount by using that particular series of numbers. The more leaders have chosen this religion the less they'll get from your cities but the original religion founder who aleways gets a full amount of x. Do I make sense?
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I rather have advances that gives bonus if the player has it.
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Only that in this case it'd be a malus... So I should do it the following way. 3 per pop is paid - after Christianity is discovered it rises to 5? and then when we get renaissance it's back to three and when television is discovered it goes down to 1. And throw out that stupid teleevangelist altogether who in my opinion doesn't make sense. There's no way the influence of religion was actually increased by television even if we take the church's programs into account.
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October 4, 2002, 11:51
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#107
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King
Local Time: 02:33
Local Date: November 1, 2010
Join Date: Jul 2001
Location: of Natal, Brazil
Posts: 2,555
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I am getting the feeling that are opinions are diverging now.
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Because if there's no penalty at all anymore after changing your religion - what would you make go back to your ancient one?
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I dont see why the starting religion civ should get any kind of advantage. And the reason to get back to the old religion will depend on how is it going in the holy war with the others civ,
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Pretty expensive! So that's why I thought limit it to a maximum twice the amount by using that particular series of numbers. The more leaders have chosen this religion the less they'll get from your cities but the original religion founder who aleways gets a full amount of x. Do I make sense?
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I thought i limited the money income by dividing the money collected by the religion by the number of plyrs with the same religion. Lets go to formuls. They are much more clear:
theTenth = gold that should be given to every player with the a given religion (they all get the same in my formula)
PopNum = number of population converted to the given but its owner has another religion.
PlayerNum = number of player with the given religion
Code:
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theTenth = (3*PopNum)/PlayerNum; |
Quote:
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So I should do it the following way. 3 per pop is paid - after Christianity is discovered it rises to 5? and then when we get renaissance it's back to three and when television is discovered it goes down to 1.
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Seems fair. I guess you are thinking in Craddle terms. Since there is no Christianity in the original game. I can will set this to my mod once i have my hands in the code.
__________________
"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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October 4, 2002, 13:22
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#108
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Prince
Local Time: 06:33
Local Date: November 1, 2010
Join Date: Jul 2002
Location: San Francisco, CA
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Quote:
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Since there is no Christianity in the original game.
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There isn´t? Gee, I´m getting old... So it´s monotheism or what?
Ok, the Tenth doesn´t have to be too complicated after all, but, if more than one player has turned to a certain religion then it´s decreasing drastically. oh well, I´ll see what I feel like on Sunday...
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October 4, 2002, 17:45
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#109
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King
Local Time: 02:33
Local Date: November 1, 2010
Join Date: Jul 2001
Location: of Natal, Brazil
Posts: 2,555
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Quote:
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Originally posted by Pedrunn
I guess i am having bad memory problems
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Quote:
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Originally posted by mapfi
There isn´t? Gee, I´m getting old...
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Or we are being punished by the gods because this code is a heresy
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Ok, the Tenth doesn´t have to be too complicated after all, but, if more than one player has turned to a certain religion then it´s decreasing drastically. oh well, I´ll see what I feel like on Sunday...
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Thats true. I am looking foward to see what good idea you have in your mind for the tenth.
__________________
"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; October 4, 2002 at 17:56.
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October 6, 2002, 16:31
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#110
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Prince
Local Time: 06:33
Local Date: November 1, 2010
Join Date: Jul 2002
Location: San Francisco, CA
Posts: 848
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OK - my new solution for the tenth is the following:
0 players with the city religion -> city won't pay anything
1 player with the city religion -> city pays popNum*factor
player gets the same amount
2 players with the city religion -> city pays popNum * (1+0.5) * factor
each player gets half of that amount
3 player with the city religion -> city pays popNum * (1+0.5+0.5)*factor
each player gets a third of that amount
and so on...
of course, if the state religion is equal to the city religion you won't pay either
I'm almost done with what I wanted - some minor bugs I have to fix and I want to do a good playtest with it. So mid-week I'd say. If you want to have a look before that PM me.
what'll be new/different to Pedrunns nr 9:
-bigger and throughout religious info
-HappyMod is now on a scale of 0 to 100, this means that:
loosing all your empire to another religion while not having converted the state religion is equal to converting the whole world
-AI can convert is state religion back to the ancient/original one
-theTenth
-bugs, codelayout etc... (hopefully no new bugs)
-the whole thing packed up as a mod-addition to SAP
Just for the record: That stupid @#!!! LogRegardEvent just doesn't want to work in this code... but I'll leave it in and you'll have to test with DebugSlic=Yes.
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October 6, 2002, 18:23
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#111
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King
Local Time: 02:33
Local Date: November 1, 2010
Join Date: Jul 2001
Location: of Natal, Brazil
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I am still a bit reluctant about the new tenth amount but all the other stuff is totally great. I really really cant wait to see it
Specially the religious info, AI converting, bugs and happy mod parts. .
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LogRegardEvent just doesn't want to work in this code...
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I have a theory. I think this is caused by the player variable. I am guessing that you must use the built-in array: player[]. After all many functions only work with these built in variables. I wont be surprised if LogRegarEvent were one of these.
Thats the only difference i see between our LogRegardEvent and the NewDiplomod one.
__________________
"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; October 6, 2002 at 18:48.
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October 7, 2002, 03:41
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#112
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Prince
Local Time: 06:33
Local Date: November 1, 2010
Join Date: Jul 2002
Location: San Francisco, CA
Posts: 848
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player[]... nope, it's not that I tried.
OK, now what happened to me last night:
The code worked fine with the messaging system you invented. Then I tried the player[] stuff. It worked! Then I put it into action everywhere and BANG - I get a array error again. Can you believe it? It's not like I changed too much in the second step, the code for the religion info stayed even the same as in the test and now - errors.
I'll look at it again tonight.
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October 7, 2002, 05:45
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#113
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King
Local Time: 02:33
Local Date: November 1, 2010
Join Date: Jul 2001
Location: of Natal, Brazil
Posts: 2,555
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Quote:
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player[]... nope, it's not that I tried.
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Quote:
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Then I tried the player[] stuff. It worked!
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Quote:
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Then I put it into action everywhere and BANG - I get a array error again. Can you believe it?
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What kind of error? and can i see how that part looks like?
__________________
"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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October 7, 2002, 13:03
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#114
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Prince
Local Time: 06:33
Local Date: November 1, 2010
Join Date: Jul 2002
Location: San Francisco, CA
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Ok, Pedrunn, found the solution, have a look in the player[] thread...
so, I'll be playtesting tomorrow...
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October 7, 2002, 20:32
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#115
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King
Local Time: 02:33
Local Date: November 1, 2010
Join Date: Jul 2001
Location: of Natal, Brazil
Posts: 2,555
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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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October 11, 2002, 17:48
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#116
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Prince
Local Time: 06:33
Local Date: November 1, 2010
Join Date: Jul 2002
Location: San Francisco, CA
Posts: 848
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This RL thing where you have to do something so you get money - work, was it? - just keeps getting in my way.
Just wanted to let you know I'm still on this but it'll take another while. I got some problems with the player array still. Only a small problem though. I tried to send a message to everybody when a player converts his state religion but in that case the values in player[0] and [3] where already lost, when the message of an AI changing arrived. The only idea I've had so far is to store such a change in an array and then fire the messages on the human's turn... I'll try.
I also tested the code with multiplayer. He he... As you can guess after you've read the IsHumanPlayer thread - it doesn't quite work. The second human player didn't get the DoYouWantToConvert message when i converted his city since the function IsHumanPlayer didn't work. So this code is no good for MP... (Anyway it wouldn't work like the KillCityOption from Martin because of code in a messagebox)
On side note, funny thing with the first city founded in the first turn of the host - it turned to the barbarian religion and had to be converted later on. Which would mean that the settingreligion trigger hadn't fired up then yet. Strange!
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October 11, 2002, 18:22
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#117
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King
Local Time: 02:33
Local Date: November 1, 2010
Join Date: Jul 2001
Location: of Natal, Brazil
Posts: 2,555
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Quote:
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The only idea I've had so far is to store such a change in an array and then fire the messages on the human's turn... I'll try.
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This will do the trick
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So this code is no good for MP... (Anyway it wouldn't work like the KillCityOption from Martin because of code in a messagebox)
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Actually we can send the message for every player. AI will get the message although he wont use it.
This will make the code ok for MP. Just make sure you send a messagebox and not a alertbox otherwise the game will stop.
The problem will be the other parts of the code. Like the ones tat teach the AI stuff.
This MP bug will make most of the codes unplayable in MP That really is bad news.
__________________
"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; October 13, 2002 at 00:46.
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October 11, 2002, 18:55
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#118
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Prince
Local Time: 06:33
Local Date: November 1, 2010
Join Date: Jul 2002
Location: San Francisco, CA
Posts: 848
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Quote:
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Originally posted by Pedrunn
This will do the trick
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You mean my idea - had some trouble quoting there, didn't you.
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Just make sure you send a messagebox and not a alertbox otherwise the game will stop.
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Are you completely sure about that? I know I've read it before in some thread about your coding, but... Because that's what I just tried in a code before I added the new post to the slic oddities. Had an AlertBox sent to the AI on the BeginTurn handler and the game didn't stop.
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October 12, 2002, 08:29
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#119
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Super Moderator
Local Time: 07:33
Local Date: November 1, 2010
Join Date: Mar 2001
Location: Tübingen, Germany
Posts: 6,206
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Quote:
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Originally posted by mapfi
You mean my idea - had some trouble quoting there, didn't you.
Are you completely sure about that? I know I've read it before in some thread about your coding, but... Because that's what I just tried in a code before I added the new post to the slic oddities. Had an AlertBox sent to the AI on the BeginTurn handler and the game didn't stop.
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I think these message (and alert) boxes just don't show up for the AI, so there shouldn't be a problem. I hope I it is possible to send an alert box from a non host in MP to all the other human players inclusivly the host, in this way I could fix the resync problem, by notifying all the other players about bloodbathes. Why should the AI reduce its regard for the bloody warrior and other human players not.
So the are informed by an alert box and if the city is still valid then, they pressed close and the city has to go.
-Martin
__________________
Civ2 military advisor: "No complaints, Sir!"
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October 13, 2002, 00:49
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#120
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King
Local Time: 02:33
Local Date: November 1, 2010
Join Date: Jul 2001
Location: of Natal, Brazil
Posts: 2,555
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Quote:
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Originally posted by mapfi
You mean my idea - had some trouble quoting there, didn't you.
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Ooops I deleted the wrong part of your post It is fixed now (likes that is going to help in anything
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Originally posted by mapfi
Are you completely sure about that? I know I've read it before in some thread about your coding, but... Because that's what I just tried in a code before I added the new post to the slic oddities. Had an AlertBox sent to the AI on the BeginTurn handler and the game didn't stop.
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No. This info was given to me. I did not tested it to confirm.
__________________
"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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