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Old February 1, 2003, 19:04   #1
Martin Gühmann
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Capture City Options For CTP2
Here is the latest version (2.0) of City Capture Options For CTP2.
If you like to get some information about previous versions than check out this thread.

I removed one bug in the resettlement option that caused to disappear the resettled people.

Another bug I fixed was if you tried to enslave the population of city that was the last city of your opponent you would see some strange things (can't remember what it was exactly).

Another bug I fixed was a thing was if the city was surrounded by a strange mix of sea and land tiles that the enslavement progress failed, too.

If you destry the city now you will see and hear that the city is burned down. For this little effect I have give credits to Peter, even if I only took the effect and not the timer.

If you now resettle people then you will have some unhappiness in the new home cities of these people. No one likes to loose his/her possession.

Also you people will be a little bit scared when they hear of a bloodbath.

And a nice little surpise feature for you slavery guys that will happen with a chanche of 66% in a city if it gets to many slaves in that enslavement action.

Finally I tried again to think up something against the MP resync bug so mapfi (IIRC it was you who reported that problem) I need your help to find out if my sollution works. As you have a regard loss towards the other AIs it is fair if all the human players recieve a little message that will tell them the truth. Of of these humans should be the host and if the city in question still exists than the code should raise the city on the host computer again.

Before this code will be added to the Apolyton directory I will wait some days if there are no complaits it will go into the directory.

The *.zip file below contains an English and a German version. To install just unzip into your default CTP2 directory.

-Martin
Attached Files:
File Type: zip ccoctp2.zip (8.3 KB, 46 views)
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Old February 2, 2003, 16:35   #2
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I am about to translate the strings, I will test these new options with the SAP2 this week.
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Old February 3, 2003, 10:53   #3
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I'll test it in MP but not for at least another week.

Just one question - did you also fix the Bloodbath diplo effect when enslaving? With the old version you'd be punished with a bloodbath diplo loss even though you only enslaved.
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Old February 3, 2003, 12:18   #4
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Quote:
Originally posted by mapfi
Just one question - did you also fix the Bloodbath diplo effect when enslaving? With the old version you'd be punished with a bloodbath diplo loss even though you only enslaved.
Actual there was for both events a diplo penalty. I didn't knoe what the third argument of the ChangeGlobalRegard function was so I used some string. That contained the word boodbath. Now the information in the diplomacy window should be more acurate. You receive a regard loss for the next 25 rounds of 50 points if you do an enlsave and you will loose 75 regard points for the next 30 rounds if you do a bloodbarth.

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Old February 4, 2003, 07:05   #5
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Ah ok then but I think the regard loss for enslaving is to high. Everybody is going to dislike you after just one enslaving. Maybe half of it for half the time would be enough.
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Old February 4, 2003, 10:09   #6
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Does capture city feature in the current DG game, and if so how small a city is safe to attack without it being destroyed automatically? Do we get the expand/enslave/bloodbath oprtions like in a Cradle game?
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Old February 4, 2003, 10:33   #7
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Quote:
Originally posted by mapfi
Ah ok then but I think the regard loss for enslaving is to high. Everybody is going to dislike you after just one enslaving. Maybe half of it for half the time would be enough.
The loss is temporary and I don't find it too high as acts like enslavement or Bloodbath should not be treated lightly (and certainly not because of anything like this bulls*** politically correct thing).
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Old February 4, 2003, 10:55   #8
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Why would everyone else hate you after you after butchering a city?

Morals were a bit different in that day, and if an ally of yours attacked an enemy of yours, you might actually like if they bloodbathed the sons-of-b1tches...
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Old February 4, 2003, 15:53   #9
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Quote:
Originally posted by child of Thor
Does capture city feature in the current DG game, and if so how small a city is safe to attack without it being destroyed automatically? Do we get the expand/enslave/bloodbath oprtions like in a Cradle game?
What does the capture city feature in the current DG game?

To answer the second question: There is a change of 100% like in the original game that a city is destroyed automaticall if it is a size 1 city. In all the other cases the city won't be destroyed before you hit the button. Maybe in some cases it might not work properly.

The third question: As it is basical the code you have in GoodMod 1.0 and in Cradle we get also these three options.

Why would everyone else hate you after you after butchering a city?

Quote:
Originally posted by MrBaggins
Morals were a bit different in that day, and if an ally of yours attacked an enemy of yours, you might actually like if they bloodbathed the sons-of-b1tches...
Well in the first version I needed something to keep you from using the bloodbath option, originally the penalty wasn't high enough, but now I have some other little surprises for you therefore I already lowered the diplomacy penalties a little bit.

-Martin
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Old February 4, 2003, 16:11   #10
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i nice option in City Capture would be similar to Pedrunns steal technology (alaCTP1)

It would be plunder gold like in Civ 2 and i think Civ1, it would be based any the size of the city and could either always happen when u captured a city (which i like) or happen on a percentage

- James
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Old February 4, 2003, 16:48   #11
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Quote:
Originally posted by SMIFFGIG
i nice option in City Capture would be similar to Pedrunns steal technology (alaCTP1)

It would be plunder gold like in Civ 2 and i think Civ1, it would be based any the size of the city and could either always happen when u captured a city (which i like) or happen on a percentage

- James
Actual this feature is already in and in addition it steals also PW, then only different is that it is based on city number and not city size.

-Martin
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Old February 5, 2003, 15:50   #12
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Quote:
Originally posted by Martin Gühmann


What does the capture city feature in the current DG game?

To answer the second question: There is a change of 100% like in the original game that a city is destroyed automaticall if it is a size 1 city. In all the other cases the city won't be destroyed before you hit the button. Maybe in some cases it might not work properly.

The third question: As it is basical the code you have in GoodMod 1.0 and in Cradle we get also these three options.

edit........................
-Martin
Ok thanks, it's just that i haven't played much of SAP(which is the DG game) and i wasn't sure if it worked the same as Cradle when you take size 1 cities. It doesn't so at least i know now!
Why did all these options get taken out in the later versions of Goodmod? They seem like good tools/options to manage the growth of your empire?
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Old February 5, 2003, 16:45   #13
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Quote:
Originally posted by child of Thor
Ok thanks, it's just that i haven't played much of SAP(which is the DG game) and i wasn't sure if it worked the same as Cradle when you take size 1 cities. It doesn't so at least i know now! Why did all these options get taken out in the later versions of Goodmod? They seem like good tools/options to manage the growth of your empire?
Obviously you gotn't the point ok one more trial including a look on the file of Cradle 1.35:

I gave Dave the same code for Cradle so Cradle contained the same city capture options like GoodMod. Obviously Dave removed the enslave option and also the Resettlement option, the result was that he now uses some kind of v.1.1 but with a strange if construction. For the buttons you had the same three buttons in Cradle like in GoodMod now Dave removed the Enslave button. So the options were removed from Cradle and not from GoodMod. The original version I gave Dave was identical to the GoodMod version.

For the size one city, if you attack a size one city and you counquer it then its size will reduced by one so that it is a size zero city and in every version of CTP2 size zero cities are destroyed automaticly, so in this case you can't enslave, bloodbath or add it to your empire, because it is destroyed. So in this case there is no difference between the original game or Cradle or GoodMod. In all these versions a size one city is distroyed with a change of 100% if it is captured, because it lost all its inhabitant during the capture.

Dave removed the enslavement option, because it was a little bit buggy, it didn't allow to inslave the population always one thing I fixed in the current version. The other problem that was caused by this enslavement option was that you could very fast very big cities with a lot of slaves. To balance this I added this little nice surprise feature for the slavery guys. Another problem that didn't work in the last version and it is fixed in this version is the move population option that replaces the enslave option once you build the right wonder was buggy, too, because of a small typo.

So to be precise none of these options were removed from GoodMod, they are only a little bit buggy.

-Martin
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Old February 12, 2003, 15:50   #14
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Well this new version of the city capture options is now out for 10 days. So any bugs found I overlooked?

-Martin
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Old February 12, 2003, 21:53   #15
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Sorry Martin, I am currently testing the Updater2 with a new game and I haven't yet used the new Capture City Option. It is nonetheless on my list as the next mod to try.
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Old February 15, 2003, 13:38   #16
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I haven't gotten to it yet but I will - as promised
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Old February 18, 2003, 15:39   #17
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Martin

This maybe silly questions, but here goes. What do I have to do to incorporate this new version to the SAP. I ask because there's an “APOL_KillCityOption.slc” in the pack. Do I have to replace this with “MG_KillCityOption.slc”? If so, where and how? Is the APOL_KillCityOption.slc an old version?

Thanks.
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Old February 18, 2003, 16:20   #18
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Quote:
Originally posted by tlatoani
Martin

This maybe silly questions, but here goes. What do I have to do to incorporate this new version to the SAP. I ask because there's an “APOL_KillCityOption.slc” in the pack. Do I have to replace this with “MG_KillCityOption.slc”? If so, where and how? Is the APOL_KillCityOption.slc an old version?

Thanks.
If you want to use it with the SAP2, you must indeed rename it APOL_KillCityOption.slc as it must replace the file you already have in your C:\Program Files\Activision\Call To Power 2\ctp2_data\default\gamedata folder

You must then copy the strings in the APOL_main_str file in the C:\Program Files\Activision\Call To Power 2\ctp2_data\**your language**\gamedata folder. Replace the old KillCityOption strings with Martin's one.

A two-€cents advice:

- Back up your old KillCityOption and APOL_main_str files so that you can restore the old files if it doesn't work.
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Old February 18, 2003, 17:47   #19
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OK, thanks. I'll give it a try.

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Old March 14, 2003, 18:31   #20
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So, any experiences, any bugs to report except that you lost some cities.

Quote:
[/SIZE]Originally posted by tlatoani[/SIZE]
Is the APOL_KillCityOption.slc an old version?
Well if Tamerlin did not reply to your other question, then I possible would have replied on this question.

The APOL_KillCityOption.slc is an old version of that file and a buggy one in addition.

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Old March 17, 2003, 13:37   #21
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It works fine, I've captured/enslave cities, no problems. Then again, I usually only enslave/destroy when the city is in a strategically poor location and is below size 3. So the cities where the slaves arrive don't get that big.
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Old March 17, 2003, 14:10   #22
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Quote:
Originally posted by tlatoani
It works fine, I've captured/enslave cities, no problems. Then again, I usually only enslave/destroy when the city is in a strategically poor location and is below size 3. So the cities where the slaves arrive don't get that big.
Thanks tlatoani for the feedback, so I can submit it with less reservation.

So SMIFFGIG, Tamerlin, child of Thor, mapfi any comments so far?

-Martin
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Old March 18, 2003, 19:44   #23
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Hi Martin,

Sorry I have not yet tested the new City Capture Options as I have not finished the game with which I am testing Peter's Updater2, almost all the time I devoted to the SAP2 is now taken over by the CtP2 DG.

Your mod is still the next one I want to test and use after the end of my current SAP2 game, hopefully very soon.

I will translate the strings before playing it and will send you a tested french version.
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Old March 19, 2003, 05:42   #24
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in my current cradle game (where i test quite a lot things, for instance the updater2, modified for cradle) i had to set the chance for a revolt below zero. i generally like that idea, but it should be based upon the number of slaves/refugees moved to one of your towns. unfortunately in cradle they always seem to be moved to the next city, regardless how many slaves there are already or if or how many military units are around to guard them. don't know if that can be changed somehow. otherwise it seems very fine. interestingly the enslavement/move pop only works, when i did a reloadslic in the same turn, which of course means, that dave's "recruiting" wonder units always give spearman militia
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Old March 19, 2003, 08:32   #25
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CLARIFY:
move pop works without reloadslic in the same turn, enslave city not.

another interesting point:
if combined with the cityexpansion, all suburbs in a range of 4 around a moved city will be reduced to rubble, even if they belong to a city, which expands due to the resettlement.

btw, it doesn't belong in this thread, but might interest you as well: cityexpansion tiles "overwrite" tradegoods
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Old March 19, 2003, 09:35   #26
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BlueO's version does, but the new version shouldn't...
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Old March 22, 2003, 09:15   #27
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no, it shouldn't. but it does
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Old March 31, 2003, 15:00   #28
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Martin:

Just to report that as I enslaved a moderate size city, size 14, the movement of slaves resulted in three cities going into an uprising. Not very pleasant, but very interesting.

Good work
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Old March 31, 2003, 19:02   #29
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I tried it briefly in Cradle 1.35 and every time I hit enslave, the game froze. However, the same thing happened when I tried to use the 1.33a capturecity.slc in 1.35 as well.

I am working on a small mod that flesh's out the ancient part of Cradle at the moment, using 1.33a as the start. I will save all my files then try MG CE in 1.33a andf see what happens.
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Old March 31, 2003, 20:24   #30
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Quote:
Originally posted by stankarp
I tried it briefly in Cradle 1.35 and every time I hit enslave, the game froze. However, the same thing happened when I tried to use the 1.33a capturecity.slc in 1.35 as well.
you'll have to reloadslic in the same turn you want to enslave
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