October 24, 2002, 08:22
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#61
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King
Local Time: 04:29
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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1) Its fantastic I really do love it and very annoyingly I only really play MM2 so dont get to experiance it
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Tell me what advances should enable the medieval, modern, genetic and diamond age. This info will be enough for me to have a version of i although i rather talk to Wes. I have the morning of today so i should test the Craddle version i already have.
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2) Why are not all the expansion types used, I think it would be good too at least include the alternative ancient city expansion
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All ancient types are used (except a blueO medieval city that is almost the same as the one in the game). Then comes the modern types and the future types. The future types are impossible too use because of the lack of future ages and because they dont look like the future cities. And the modern types because three sizes is already too much. Unles for each size there was a ramdom chance of getting betwenn of the cities.
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3) Is it true that once you have an expansion (just say u got it in ancient age) it will not change unless pillaged therefore u can be in the genetic era or modern and still have an expansion that is left in the ancient era (if this is the case I think it should be changed so that when u go to a new era, along with your cities changing your expansions should automatically change too)
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If your city grows you dont only get an new city (or one replaced) but gets another city that is antique replaced too
If you in modern age and still has only ancient city this means you are a decadent empire and dont get the bonuses of the more up to date city. You can name a lot of cities with ancient archtecture. I like this kind of idea.
Dont know but I thisnk this could boost small civs since they have more growth potential. In a rise/fall of civs feaure i personally 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
Last edited by Pedrunn; October 24, 2002 at 08:29.
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November 2, 2002, 20:32
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#62
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Settler
Local Time: 07:29
Local Date: November 1, 2010
Join Date: Nov 2002
Posts: 6
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Can someone make a WAW compatible City expansion??
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December 11, 2002, 06:25
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#63
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King
Local Time: 04:29
Local Date: November 1, 2010
Join Date: Jul 2001
Location: of Natal, Brazil
Posts: 2,555
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Locutus, could you exchange the version of the City Expasion 2.0 that it is in the database for the version 2.2 i attached in this post.
Thanks in advance and sorry all for taking too long to do this.
__________________
"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; December 11, 2002 at 06:35.
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December 11, 2002, 06:45
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#64
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Settler
Local Time: 02:29
Local Date: November 1, 2010
Join Date: Nov 2001
Location: Harrisburg, PA
Posts: 14
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I downloaded the file and the readme.html still says this is version 2.0?!?!?!? Did you upload the correct version or just not bother to update the readme file?
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December 11, 2002, 06:49
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#65
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Settler
Local Time: 02:29
Local Date: November 1, 2010
Join Date: Nov 2001
Location: Harrisburg, PA
Posts: 14
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Also, just wanted to add I checked the file dates on the files included in the archive, and with the exception of the one jpeg image the rest are all 3 months old. Possibly you sent the wrong file?
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December 11, 2002, 10:00
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#66
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Chieftain
Local Time: 07:29
Local Date: November 1, 2010
Join Date: May 2002
Location: Roma
Posts: 60
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Pedrunn:
no news about CRADLE compatibility ??
........
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MF
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December 11, 2002, 18:30
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#67
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Deity
Local Time: 09:29
Local Date: November 1, 2010
Join Date: Nov 1999
Location: De Hel van Enschede
Posts: 11,702
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Quote:
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Originally posted by Pedrunn
Locutus, could you exchange the version of the City Expasion 2.0 that it is in the database for the version 2.2 i attached in this post.
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Done.
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December 28, 2002, 13:36
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#68
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Settler
Local Time: 01:29
Local Date: November 1, 2010
Join Date: Apr 2002
Posts: 11
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lots o' slic errors
i can't seem to get your city expansion 2.2 to work. i start the game and slic errors come up about not having a HasTileImprovement function.
help?
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December 28, 2002, 13:46
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#69
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Settler
Local Time: 01:29
Local Date: November 1, 2010
Join Date: Apr 2002
Posts: 11
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sorry... that's no TileHasImprovement function
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December 28, 2002, 13:50
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#70
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Super Moderator
Local Time: 09:29
Local Date: November 1, 2010
Join Date: Mar 2001
Location: Tübingen, Germany
Posts: 6,206
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Re: lots o' slic errors
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Originally posted by pure-coolness
i can't seem to get your city expansion 2.2 to work. i start the game and slic errors come up about not having a HasTileImprovement function.
help?
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Well that sound like you don't have installed the CTP2 patch. Just get it from the Apolyton Directory and install it if you have problems with the patch you can also use one of the *.zip versions in the Apolyton Directory.
-Martin
__________________
Civ2 military advisor: "No complaints, Sir!"
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December 28, 2002, 18:02
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#71
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Settler
Local Time: 01:29
Local Date: November 1, 2010
Join Date: Apr 2002
Posts: 11
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oops!
thanks... that was it. somewhere in my fresh install, i just forgot the patch.
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February 9, 2003, 19:43
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#72
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King
Local Time: 07:29
Local Date: November 1, 2010
Join Date: May 1999
Posts: 1,528
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I noticed a small bug, for which I'm providing a fix:
Units which are tasked to pillage (especially Barbarians) which pillage a dead city expansion tile are prevented from actually destroying the tile improvement, but are allowed to try, and hence will continue to try to do so...
Using a return STOP; in the actual pillageorder and pillageunit events fixes this.
The following should be placed in the CX_CityExpansion.slc
Code:
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HandleEvent(PillageOrder) 'DontLetArmyPillageDead' pre {
location_t pillageLoc;
pillageLoc=army[0].location;
if(TileHasDeadCity(pillageLoc)) {
return STOP;
}
}
HandleEvent(PillageUnit) 'DontLetUnitPillageDead' pre {
location_t pillageLoc;
pillageLoc=unit[0].location;
if(TileHasDeadCity(pillageLoc)) {
return STOP;
}
} |
(EDIT: ) Simplified by using TileHasDeadCity function.
Last edited by MrBaggins; February 9, 2003 at 22:43.
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February 10, 2003, 06:33
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#73
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Prince
Local Time: 08:29
Local Date: November 1, 2010
Join Date: Dec 2000
Location: in perpetuity
Posts: 4,962
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Don't they continue to try with that code in there? IIRC its very similar to the code that prevents the pillaging in the first place.
__________________
Concrete, Abstract, or Squoingy?
"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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February 10, 2003, 09:22
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#74
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King
Local Time: 04:29
Local Date: November 1, 2010
Join Date: Jul 2001
Location: of Natal, Brazil
Posts: 2,555
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Did you tested?
If you didnt please do! I tryed to use thos events but neither the PillageOrder nor the PillageUnit seemed to work!
They just dont trigger i evens tested using messagebox but the messages didnt show up.
From my testing i concluded both of them are broken
But i would love to have a second people word about those events to be sure they don work!
__________________
"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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February 10, 2003, 10:11
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#75
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King
Local Time: 07:29
Local Date: November 1, 2010
Join Date: May 1999
Posts: 1,528
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yes I tested.
yes it works.
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February 10, 2003, 10:17
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#76
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King
Local Time: 04:29
Local Date: November 1, 2010
Join Date: Jul 2001
Location: of Natal, Brazil
Posts: 2,555
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both of them?
I will test it again at the afternoon!
__________________
"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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February 10, 2003, 10:54
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#77
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King
Local Time: 07:29
Local Date: November 1, 2010
Join Date: May 1999
Posts: 1,528
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I had a barbarian sitting on a city extention of mine, not daring to attack my city (too much defense), but he kept pillaging the same city extention (a dead one after the first pillage).
If you include the code, and /reloadslic, the barbarian just pillages the first time, sits for a while, then goes and does something else
MrBaggins
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February 14, 2003, 10:23
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#78
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King
Local Time: 04:29
Local Date: November 1, 2010
Join Date: Jul 2001
Location: of Natal, Brazil
Posts: 2,555
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Hi all, I have made a cradle version of the city expansion
This file does not give an extra modswapper option. It adds the feature to the Cradle v1.35 option. It replace some filrs to do so.
I also added the IW visible wonders to the pack since the request for the cradle city expansion always come together with it. But there are some minor chages regarding the city expansion: The main ones are that you only get the cities expansion in pops multiples of 6 (and not 3) as requested by Hex, the pillage fix from mrbaggins, the dead citis disppears after 20 turns (and not 100) and the compatibility with the good.slc.
Just unzip inside the Call to Power main directory. Also dont forget the regular preriquisites for the city expansion (patch, modswapper and apolyton tile filr) and, of couse, the cradle mod. Then just choose the modswapper option of cradle full version.
I hope you all enjoy.
__________________
"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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March 22, 2003, 09:28
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#79
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King
Local Time: 08:29
Local Date: November 1, 2010
Join Date: Aug 1999
Location: aachen, germany
Posts: 1,100
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great work so far. enjoyed it in my just finished game. nevertheless there are 3 hidden features :
1.) cityexpansion tiles "overwrite" tradegood-tis.
2.) dead city tiles only rarely up to never "fade" away after the designated time.
3.) in combination with martins new city capture slic quite often (though not always if i saw that correctly) cities which expand due to moving pop/enslaving cities do grow in number, while there suburbs become destroyed where there actually should pop up new ones.
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March 22, 2003, 13:06
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#80
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King
Local Time: 04:29
Local Date: November 1, 2010
Join Date: Jul 2001
Location: of Natal, Brazil
Posts: 2,555
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For now you were the only one who public said that finished the game.
It will make me very happy if you give me a feedback.
So how was the game?
Any suggestions?
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Originally posted by Zaphod Beeblebrox
1.) cityexpansion tiles "overwrite" tradegood-tis.
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I am aware of this one and a fix is coming.
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2.) dead city tiles only rarely up to never "fade" away after the designated time.
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They should disappear in 20 turns. But after some thought i find out that if you reload slic the existing dead cities wont disappear.
So did you reloadslic?
Anyway i will try to do fix make possible to the player to reloadslic.
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3.) In combination with martins new city capture slic quite often (though not always if i saw that correctly) cities which expand due to moving pop/enslaving cities do grow in number, while there suburbs become destroyed where there actually should pop up new ones.
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Strange, very strange...
I will check this.
__________________
"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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March 22, 2003, 19:48
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#81
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King
Local Time: 08:29
Local Date: November 1, 2010
Join Date: Aug 1999
Location: aachen, germany
Posts: 1,100
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Quote:
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Originally posted by Pedrunn
They should disappear in 20 turns. But after some thought i find out that if you reload slic the existing dead cities wont disappear.
So did you reloadslic?
Anyway i will try to do fix make possible to the player to reloadslic.
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yep quite often, figured out that would be the reason myself, actually i wanted to write that in the first post.
another point: in my cradle game after i researched (oil refinery?) the advance for drilling platforms the cities began to settle in the sea as well. i like that idea, but some centuries later
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March 23, 2003, 09:43
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#82
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King
Local Time: 04:29
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 Zaphod Beeblebrox
another point: in my cradle game after i researched (oil refinery?) the advance for drilling platforms the cities began to settle in the sea as well. i like that idea, but some centuries later
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Do you remember how big as the city and did the city expansion was created in deep water
and tiles away from the city?
__________________
"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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March 24, 2003, 03:44
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#83
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King
Local Time: 08:29
Local Date: November 1, 2010
Join Date: Aug 1999
Location: aachen, germany
Posts: 1,100
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above 40, deep water, 4 tiles away, should have a savegame around if you wish, though its a couple of turns after that "sub"( )urb appeared
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April 19, 2003, 12:09
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#84
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King
Local Time: 08:29
Local Date: November 1, 2010
Join Date: Aug 1999
Location: aachen, germany
Posts: 1,100
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just curious in what state the fix for cx-timps overwriting tradegood timps is.
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April 21, 2003, 02:58
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#85
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King
Local Time: 08:29
Local Date: November 1, 2010
Join Date: Aug 1999
Location: aachen, germany
Posts: 1,100
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April 21, 2003, 09:45
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#86
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King
Local Time: 04:29
Local Date: November 1, 2010
Join Date: Jul 2001
Location: of Natal, Brazil
Posts: 2,555
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City Expansion for Craddle v2.3
Fix from version 2.2
1) Dead cities still get removed if you reloadslic fixing the infinite dead city bug.
2) City Expansion doesnt remove goods bonus from Martin's code
3) City expansion do not destroy the Fortification, Airbase and Obelisk TIs and these TIs can be built over city espansion.
4) City Expansion do not heal the units that stands over it since cities in Cradle heal units very slowly.
5) City Expansion do not give defense bonus in case of battles over it.
6) fixed some harmless DebugSlic errors from the Visible Wonder 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
Last edited by Pedrunn; April 21, 2003 at 10:00.
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April 21, 2003, 10:09
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#87
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King
Local Time: 04:29
Local Date: November 1, 2010
Join Date: Jul 2001
Location: of Natal, Brazil
Posts: 2,555
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ZB, i found out that cradle has TIs for the structure2 improvements so i did the fix for Structure1 TIs thats why Airbases, Fortifications and Obeliscs can be nuilt now. But this working aroung ended up being a very cool feature. I am even considering making Whatch Tower, Listening Posts and Radar to also be possible to be built over city expansions.
To Do List for version 2.4:
1) Make sure the infinite dead cities bug is fixed.
2) Do not make roads be removed by dead cities.
3) Check the slaving bug Zaphod pointed out.
4) Making Whatch Tower, Listening Posts and Radar be possible to be built over city expansions.
Anything else? I am waiting comments and suggestion for new features and the ones i enumerated.
__________________
"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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