September 28, 2002, 21:45
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#91
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Local Time: 08:12
Local Date: November 1, 2010
Join Date: Feb 2002
Location: australia
Posts: 733
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Zaphod,
Was the crash between turns 35 and 40?
I have had a problem with Cradle crashing in several games at about that time after I loaded 1.3. Reloading slic from editor was what did it for me. But check ctp2/ctp2 date/ctp/userprofile.text and make sure deblug.slic is No.
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September 28, 2002, 21:49
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#92
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King
Local Time: 09:12
Local Date: November 1, 2010
Join Date: Aug 1999
Location: aachen, germany
Posts: 1,100
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no much later, can't look it up now, because i have another game running
as i mentioned relaodslic doesn't help and of course debugslic was set to no
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September 28, 2002, 21:52
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#93
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Local Time: 08:12
Local Date: November 1, 2010
Join Date: Feb 2002
Location: australia
Posts: 733
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Sorry Zaphon, I meant that reload.slic from editor fixed for me(last message not very clear)
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September 29, 2002, 04:46
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#94
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King
Local Time: 08:12
Local Date: November 1, 2010
Join Date: Jan 2000
Location: Gone Fishin, Canada
Posts: 1,059
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stankarp,
NewDiplomod should be compatible with Cradle 1.33, but I haven't looked at it in months. If you install it, any bug reports/ comments/ suggestions would be appreciated.
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September 29, 2002, 05:45
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#95
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King
Local Time: 05:12
Local Date: November 1, 2010
Join Date: Jul 2001
Location: of Natal, Brazil
Posts: 2,555
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Something that may be worth telling.
I had a couple slics to move AI units through slic like the frenzy AI and the Martin's Better AI. And here what i found out.
If a slic makes a unit moves to a direction and another slic makes it move to another direction the game crashs without warnig. Therefore you need to be careful to have several codes that moves units like the BetterAI or the frenzy code.
Hex, did you get my e-mail with the file you requested?
__________________
"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 29, 2002 at 05:58.
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September 30, 2002, 09:57
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#96
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Emperor
Local Time: 03:12
Local Date: November 1, 2010
Join Date: Jun 1999
Location: Smemperor
Posts: 3,405
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Quote:
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Originally posted by stankarp
...The AI likes to bring the militia out of cities some times which means if U know there is militia in a stack, they can't charge down roads to attack U.
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Actually, this is one of the main reasons why I consider this a bug that needs to be fixed - and more so in the early game. Militias were put into Cradle to help the AI set up an early defense against the human player. Although a player can launch an early invasion against the AI, it will be a little more costly to do so because of the stronger defense. (If you notice, the Militia Spearman has stronger stats that the normal Spearman.)
Plus, (and this is the most important reason), Militias provide a garrison unit to the AI to quell slave rebellions. This is critical in the early game, as many of the AI civs will beeline to slavery and start collecting slaves, so there needs to be garrison units in cities at that time. I do have a higher priority for garrison units, but this is offset by Frenzy and the early game focus on Exploration/Expansion. A city that revolts in the early game is a bad thing because it is more cripppling at that time. When a city has 20-30 cities, it can absorb the loss, but if it only has 3 cities, that is 33% of its empire. So I need to have those militias stay in place...
(BTW, this is one of the reasons why gigantic maps with no more than 8 civs makes for the best game, because it allows the AI some time to get itself established.)
Peter's Diplomod should be compatible with Cradle, but I do not know how it will work within Cradle. There were imbalances with the code when Peter first gave me the files, but he may have a better version available.
Pedrunn
Congrats on hitting 1000.
Cradle contains the update you sent on September 23.
__________________
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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September 30, 2002, 10:45
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#97
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King
Local Time: 05:12
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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Cradle contains the update you sent on September 23.
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I e-mailed you a new one wich make possible the creationof roads in cities. As you asked me a couple days ago. Didnt you received?
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Pedrunn
Congrats on hitting 1000.
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Thanks
__________________
"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, 12:54
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#98
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Emperor
Local Time: 03:12
Local Date: November 1, 2010
Join Date: Jun 1999
Location: Smemperor
Posts: 3,405
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Quote:
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Originally posted by Pedrunn
I e-mailed you a new one wich make possible the creationof roads in cities. As you asked me a couple days ago. Didnt you received?
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Yeah, I have it. I wasn't online too much this weekend though, so I didn't do anything with it. I have a request into Locutus to try and fix the militia movement in CRA_partisan.slc, so when I get that file, I will bundle everything up into a single download and switch the file designation to 1.33b I also have some reported game crashes, which I'm stumped on...
There is also the issue regarding the bonuses on GoodMod no longer appearing when using City Expansion (reported by Zaphod). Could you look into this too?
__________________
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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September 30, 2002, 13:08
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#99
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Prince
Local Time: 09:12
Local Date: November 1, 2010
Join Date: Jul 2002
Location: Great Britain
Posts: 684
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Since this was one of the last versions I thought I would report this bug I got
It appeared in the messges area but there was no popup messagebox for it, what it says doesnt make sence. Also I got a technology by diplomacy (exchanged it) and it came up with the upgrade screen. It said something like
"There are 00 units pleading for new technology it will cost a total of 0 gold"
When actually i had spearman wanting to be upgraded, I chose view the unit option and the box dissapeared and none of my spearman upgraded????
Oh yea I got one city that got 2 city expansions outside of it when it was only a size 6, which i didnt mind but just seems weird.
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September 30, 2002, 13:31
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#100
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King
Local Time: 05:12
Local Date: November 1, 2010
Join Date: Jul 2001
Location: of Natal, Brazil
Posts: 2,555
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The attachment showed a test message from the IW natural disaster code. It should have been removed. It is a left over.
Crazy things happen with the Peter Triggs unit updater. Hexagonian, I have a unit updater that upgrade units when an army entrench inside a city (you could also create a new order for it if you prefer. Do you want it?
It was two alive cities, or one dead and one alive city?
Hexagonia, i found the incompability with the cityX and the goods.
Since my code seems to be more instable I would like to ask martin if he could make the grantAdvance function be in the same event handler as the CreateImprovement rather than different ones. This will solve the problem.
__________________
"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 13:43.
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September 30, 2002, 14:39
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#101
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Super Moderator
Local Time: 10:12
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 Pedrunn
Since my code seems to be more instable I would like to ask martin if he could make the grantAdvance function be in the same event handler as the CreateImprovement rather than different ones. This will solve the problem.
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This wouldn't work, either. Actual the CreateImprovement event that creates the help tile improvement is in the same event handler like the GrantAdvance event. So you have to make shure that your code won't remove subneural ads on the first two turns.
-Martin
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Civ2 military advisor: "No complaints, Sir!"
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September 30, 2002, 20:40
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#102
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King
Local Time: 09:12
Local Date: November 1, 2010
Join Date: Aug 1999
Location: aachen, germany
Posts: 1,100
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i'd really like to have your updater code pedrunn, regardless if it will become an "official" part of cradle or not since i'm always having trouble with the current updater, it only rarely does what it was meant to do though i really don't why (had a lot of hours looking through that code and tinkering a little around without succes, well at least i begint to learn some slic this way)
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September 30, 2002, 20:58
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#103
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King
Local Time: 05:12
Local Date: November 1, 2010
Join Date: Jul 2001
Location: of Natal, Brazil
Posts: 2,555
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This is madness. There are too many cradle options/ files to replace. Lets wait him to set the file to the Craddle options.
__________________
"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 21:16.
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September 30, 2002, 21:17
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#104
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King
Local Time: 05:12
Local Date: November 1, 2010
Join Date: Jul 2001
Location: of Natal, Brazil
Posts: 2,555
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Hex, Here is the code and the messages neede for it
__________________
"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 1, 2002, 06:09
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#105
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King
Local Time: 09:12
Local Date: November 1, 2010
Join Date: Aug 1999
Location: aachen, germany
Posts: 1,100
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noticed another incompability:
the seaside town (size7) which just had 2 landsquares in the inner circle, both with citytiles on it (nomad got ready while the city was size 6) was building lighthouse of alexandria.
put the ti into one of those cities which turned dead (terraininfo stating the lighthouse, dead city was only visible), the next turn the lihghouse dissappeared and was replaced completely by the dead city
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October 1, 2002, 10:21
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#106
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King
Local Time: 05:12
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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noticed another incompability:
the seaside town (size7) which just had 2 landsquares in the inner circle, both with citytiles on it (nomad got ready while the city was size 6) was building lighthouse of alexandria.
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Just checked. It isnt a imcompatiblity but a setting up mistake.
Take a look at the part of the code where a location is checked to see if there is a wonder.
I forgot the pharol of alexandria and wrote the hanging garden in its place thererefor the hanging garden is written twice.
I will give Hexagonia the fix for it and for the good bonus imcompatibility.
__________________
"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 1, 2002 at 10:27.
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October 1, 2002, 10:23
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#107
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Deity
Local Time: 01:12
Local Date: November 1, 2010
Join Date: Dec 2000
Location: Baron of Sealand residing in SF, CA
Posts: 12,344
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Quote:
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Originally posted by Zaphod Beeblebrox
noticed another incompability:
the seaside town (size7) which just had 2 landsquares in the inner circle, both with citytiles on it (nomad got ready while the city was size 6) was building lighthouse of alexandria.
put the ti into one of those cities which turned dead (terraininfo stating the lighthouse, dead city was only visible), the next turn the lihghouse dissappeared and was replaced completely by the dead city
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Actually, I think that the easiest fix would be if you're playing with the Visible Wonders, don't play with the City Expansion option....
__________________
____________________________
"One day if I do go to heaven, I'm going to do what every San Franciscan does who goes to heaven - I'll look around and say, 'It ain't bad, but it ain't San Francisco.'" - Herb Caen, 1996
"If God, as they say, is homophobic, I wouldn't worship that God." - Archbishop Desmond Tutu
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October 1, 2002, 10:30
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#108
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King
Local Time: 09:12
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 Wittlich
Actually, I think that the easiest fix would be if you're playing with the Visible Wonders, don't play with the City Expansion option....
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nope the easiest fix would be to reinstall sid meier's civilization (1)
who really wants all those extra stuff evil pr-men like pedrunn or hex add just add to the games to make us spend our hard-earned money?
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October 1, 2002, 11:14
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#109
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King
Local Time: 05:12
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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This wouldn't work, either. Actual the CreateImprovement event that creates the help tile improvement is in the same event handler like the GrantAdvance event. So you have to make shure that your code won't remove subneural ads on the first two turns.
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What happens is that you grant the player with subneural ads in a beginTurn pre and the TI are created in the BeginTurn post. And my code removes the subneural ad in the BeginTurn pre. There fore you dont have subneural ads in the BeginTurn post so the TI cant be created. I also noticed that the visi wonders are incompatible too. I fixed by chaning the BeginTurn event of both code by a EndTurn event.
So here is the latest codes. With Alexnadria Pharol bug fixed.
__________________
"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 1, 2002 at 11:29.
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October 1, 2002, 17:42
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#110
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Emperor
Local Time: 03:12
Local Date: November 1, 2010
Join Date: Jun 1999
Location: Smemperor
Posts: 3,405
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...still not working with GoodMod.slc. The code launches ok, but there are no bonuses on the goods.
__________________
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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October 1, 2002, 18:28
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#111
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Local Time: 08:12
Local Date: November 1, 2010
Join Date: Feb 2002
Location: australia
Posts: 733
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Hey Zaphod, take it easy. Cradle cost you nothing and people like Hex and Pedrunn are spendign their time free of charge to make it better.
I have not played a game that was not shipped without some bugs and a lot have major bugs which make them really unplayable or no fun which means they must use dickheads for playtesting.
Hats off to Hex and Pedrunn and others who have turned CTP2 into an epic
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October 1, 2002, 18:56
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#112
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King
Local Time: 05:12
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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Hey Zaphod, take it easy. Cradle cost you nothing and people like Hex and Pedrunn are spendign their time free of charge to make it better.
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Wasnt him complementing us by ironicly responding Wittlich ?
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Hats off to Hex and Pedrunn and others who have turned CTP2 into an epic
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Anyway, thanks! We do feel great with this kind of comment
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...still not working with GoodMod.slc. The code launches ok, but there are no bonuses on the goods.
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Attempt 1: failed.
Attempt 2: Martin code grants the advance once and make several TI creation. And my code only makes possible one of these creation them remove subneural ads what make the others creations impossible. I will try this hypotesis later
__________________
"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 1, 2002 at 19:06.
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October 1, 2002, 19:15
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#113
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King
Local Time: 09:12
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
Wasnt him complementing us by ironicly responding Wittlich ?
later
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yes, he was.
and thanks to all who make ctp2 such a great game
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October 1, 2002, 20:08
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#114
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Emperor
Local Time: 03:12
Local Date: November 1, 2010
Join Date: Jun 1999
Location: Smemperor
Posts: 3,405
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Nah, I wasn't offended by Zaphod's comments. The winky was there...
Anyhow, I have temporarily pulled 1.33 and 1.33a off my site, as I'm not happy with the way it is working. Many players do not spend a lot of time here, so they are not aware of the problems that occur, so when they play and the game does things that it not supposed to do, then they will get frustrated. Can't say that I blame them either...
As it stands now, 1.32 is the recommended way to go, if you want to play a more stable game. The one thing I do want fixed in 1.32 is the Militia movement problem associated with CRA_partisan.slc, so all a player has to do is go into the (CRA)_script.slc files and turn that SLIC off.
And there is an option in 1.33a that will allow players to play without the city expansion code.
Perdrunn, could you do a short playtest with your coding to check for the current problems/issues before posting the file. Thanks for the work.
Dave
__________________
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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October 1, 2002, 20:11
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#115
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Deity
Local Time: 01:12
Local Date: November 1, 2010
Join Date: Dec 2000
Location: Baron of Sealand residing in SF, CA
Posts: 12,344
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Yes, I too took Zaphod's post as a tongue-in-cheek comment - as it was meant to be.
__________________
____________________________
"One day if I do go to heaven, I'm going to do what every San Franciscan does who goes to heaven - I'll look around and say, 'It ain't bad, but it ain't San Francisco.'" - Herb Caen, 1996
"If God, as they say, is homophobic, I wouldn't worship that God." - Archbishop Desmond Tutu
____________________________
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October 1, 2002, 21:59
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#116
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King
Local Time: 05:12
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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Anyhow, I have temporarily pulled 1.33 and 1.33a off my site, as I'm not happy with the way it is working.
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I would do the same!
__________________
"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 2, 2002, 01:52
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#117
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Prince
Local Time: 20:12
Local Date: November 1, 2010
Join Date: Apr 1999
Location: Christchurch, New Zealand
Posts: 952
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How is it possible for me to go back to 1.32?
Or can I just play the game with the city expansion slic disabled? Is that where all the problems lie?
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October 2, 2002, 10:55
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#118
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Emperor
Local Time: 03:12
Local Date: November 1, 2010
Join Date: Jun 1999
Location: Smemperor
Posts: 3,405
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As it stands now, there are two problem areas in 1.33 - City Expansion and the Militia movement bug caused by CRA_Partisans.slc.
City Expansion is only in 1.33 - and there was an option in 1.33a that does allow you to play without that code, so you can use that setup if you do have 1.33a already on your system.
CRA_Partisans.slc has been a part of Cradle since 1.31 though.
The recommended route is to go back to 1.32 (download at my site) and unzip over your existing setup. This will overwrite all the 1.33 files and revert you back to 1.32. Then you can go into the (CRA..._script.slc) files and change the entry
#include "CRA_Partisans.slc"
to
// #include "CRA_Partisans.slc"
This will shut off that SLIC code
__________________
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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October 2, 2002, 11:17
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#119
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Super Moderator
Local Time: 10:12
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 Pedrunn
Attempt 2: Martin code grants the advance once and make several TI creation. And my code only makes possible one of these creation them remove subneural ads what make the others creations impossible. I will try this hypotesis later
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Actual I have to parts in my code on the one hand the part that improves all the goods on the first turns on the other hand I have the good restoration code after pillage that gives the advance and the it is removed after the creation of the improvement, but this part of the code is disabled on the first turns. So the conclusion is to disable your RemoveSubneuralAds triggers on the first turns, too. Or just outcomment this part of the code for Goods.slc compartible versions. I did the second conclusion, because it was easier.
-Martin
__________________
Civ2 military advisor: "No complaints, Sir!"
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October 14, 2002, 15:10
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#120
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Prince
Local Time: 08:12
Local Date: November 1, 2010
Join Date: Nov 2001
Posts: 437
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Quote:
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Originally posted by Dale
Ummm....... you do know that means "a random number between 0 and 4", a 5 number roll? If you want 25%, use Random(3).
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I found a proof of this that settles the question for good (Asif you guys had any doubt ). In the AG_func.slc (for Alex the Great scenario), there is a line that says:
Code:
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if (Random(5) > 1) { // 60% chance of Warrior, 40% chance of Horseman |
Straight from the mouth of Alexander's Horse.
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