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Cradle 1.3

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    Attached is a zip file that contains documentation of the Unit Updater info - i.e., when a unit can be updated, and for how much. Also included is a page that gives all of the abilities of the unconventional units, as well as a list of the gov-specific units (please look at the unit chart pdf file included in the basic Cradle download for comparisons with other units). This attachment requires Acrobat to read.

    In looking at the Unit Updater, I will be making some changes for the upcoming Cradle v1.31. I have also done some clarification in the Great Library regarding Government-specific units.

    The following will change to clean up some inconsistencies in the Unit Updater for v1.31 (to be released at a later date)
    - Trireme/Heptriremes will upgrade to Dromons at Astrolabe instead of Greek Fire (in light of the fact that Greek Fire is required for Astrolabe, which is the enable advance for Dromons) A stupid mistake on my part...
    - Ironclads currently upgrade to PT boats at Mass Production - they will upgrade to Subs at Oil Refining.
    - I will add a Machine Gunner Militia upgrade to Hover Infantry Militia upgrade.
    - I had not upgraded Trebuchets to Cannons in the current version mainly because I saw the creation of Gunpowder to be so revolutionary/different from previous weapons - and I also wanted to retain a facet in the game that certain units could not be upgraded. (I used the same logic for Cavalry/Tanks.)

    Any opinions on this, and other issues within the Unit Updater (or for that matter, any other Cradle gamplay issues)???
    Attached Files
    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...

    Comment


    • hi guys,
      i've been following this thread (starting from cradle 1.2) for 2 months now.
      I have big problem- the lenght of turns.
      I took 12 civs with 16maplayer on ultra-gigantic map.
      In the beggining everything was fine- when someone would enter a hut that contained something (and it hasn't happened to me) computer would pause for 58-60 seconds.
      At some point, turns beacme awfully long- 2 minutes. And it was no huts, i can tell you that- i could hear hard-disk work and i was in kitchen.
      Fine, two minutes, i am a patient man- but now, a turn lasts 19!!! minutes!
      I make a move, walk my dog, come back and i get to play. and so on...
      although this has some good sides, it pisses me off. And it's hard to piss me off.

      I was just wondering, as no one ever mentioned this problem, does any of the experts have an idea of what's the problem.

      I tried to start a new game, just for the experiment- but i couldn't overcome the might i built and the time invested.
      i have just downloaded cradle 1.3 will it make this problem go away?
      GLORY TO THE MANY
      SLAVA MNOGIMA

      Comment


      • Originally posted by Aqtaca
        I took 12 civs with 16maplayer on ultra-gigantic map.
        That's the problem. Try playing smaller maps or less civs. It'll go much faster. What speed is your computer chip?
        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

        Comment


        • Intel celeron 433MHz ( or somewhere there), 64 MB RAM
          GLORY TO THE MANY
          SLAVA MNOGIMA

          Comment


          • The chip is not great but okay, the memory *really* s*cks... (not that I have more, but I don't ever play with more than 8 civs).

            The delays from goody huts are a known problem and I'm not surprised if they were explained somewhere (readme, FAQ). In short, due to some bug or something it takes a long time for the AI to walk through the tech tree and select a unit/tech to give. This delay actually exists in the original game as well but is way, way shorter there (you only notice it on PCs with slow processors and with loads of crap running in the background). I still have one or two idea about how to fix (or rather, circumvent) the problem but so far I haven't been able to get anything to work (I have to admit I didn't try too hard either).
            Administrator of WePlayCiv -- Civ5 Info Centre | Forum | Gallery

            Comment


            • Yeah, i know, but this problem is not a hut problem-
              when someone enters the hut, the game looks paused- nothing happens for a minute or so. hard disk isn't working, everything just stops for a minute.
              This is completely different- the Hard-disk is working as if it's calculating the value of the pi number.

              it wasn't happening in the beggining.
              GLORY TO THE MANY
              SLAVA MNOGIMA

              Comment


              • Hmm, I think my pervious explanation could have been better formulated: a working hard-disk means the game doesn't have enough memory and is forced to use the hard-disk for additional memory space. This is usually the result of having a lot of civs/cities/units/etc (or not enough memory, depending on how you look at it ).

                The solution is, as IW suggested, to play on a smaller map with less civs. It also helps if you don't have any other programs running in the background: before starting the game, press Ctrl-Alt-Del and remove everything except Systray and Explorer from the menu, particularly anti-virus programs can cause major delays. You could also consider buying more memory for your PC (which is never a bad idea, for the type of processor you have 128 MB memory would probably the ideal amount, if you value price and performance equally (although 256 MB isn't very expensive anymore either)).

                BTW, if you calculate Pi, the Hard-disk shouldn't do anything at all, that all happens in the processor and memory (unless you want to know it in a gazillion decimals)
                Administrator of WePlayCiv -- Civ5 Info Centre | Forum | Gallery

                Comment


                • I would second the statement to upgrade your RAM. I noticed a greatly-improved performance level when I upgraded from 64 to 192 last year, and my processor is only a P2 350.

                  Locutus,
                  Is there any way to get the Pirate code adapted to Cradle?
                  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...

                  Comment


                  • Sure, just replace the MedMod techs with Cradle techs and MedMod units with Cradle units. I think you understand enough of SLIC to be able to do that on your own (if not, give me a list of techs and units and I'll do it for you).

                    Here's the MedMod code BTW:

                    Code:
                    //////////////////////////////
                    ////   8. Piracy Code    ////
                    ////////////////////////////
                    
                    // 8) Piracy code                       - Creates Barbarian ships every few
                    //                                        turns, what unit is created depends on
                    //                                        available technology
                    
                    int_t		MM2_PIRACY_BEGIN_TURN;		// store in what turn piracy should become possible
                    int_t		MM2_PIRACY_CHANCE;		// change of piracy attack; on average, 1 piracy attack every MM2_PIRACY_CHANCE turns
                    
                    
                    HandleEvent(BeginTurn) 'MM2_PiracyTest' post {
                    location_t	tmpLoc;
                    int_t	xcoord;
                    int_t	ycoord;
                    int_t	i;
                    int_t	type;
                    
                    	if (g.player == 0 && Random(MM2_PIRACY_CHANCE) == 0 && g.year > MM2_PIRACY_BEGIN_TURN) {
                    		xcoord = Random(GetMapWidth());
                    		ycoord = Random(GetMapHeight());
                    		MakeLocation(tmpLoc, xcoord, ycoord);
                    		while (TerrainType(tmpLoc) < 10 || (TerrainType(tmpLoc) > 16 && TerrainType(tmpLoc) != 22 && TerrainType(tmpLoc) != 23)) {
                    			xcoord = Random(GetMapWidth());
                    			ycoord = Random(GetMapHeight());
                    			MakeLocation(tmpLoc, xcoord, ycoord);
                    		}
                    		for (i = 0; i < 32; i = i + 1) {
                    			if (IsPlayerAlive(i)) {
                    				if (HasAdvance(i, ID_ADVANCE_INTERNAL_COMBUSTION)) {
                    					type = UnitDB(UNIT_PT_BOAT);
                    				} elseif (HasAdvance(i, ID_ADVANCE_OCEAN_FARING)) {
                    					if (type != UnitDB(UNIT_PT_BOAT)) {
                    						type = UnitDB(UNIT_CARRACK);
                    					}
                    				} elseif (HasAdvance(i, ID_ADVANCE_COMPASS)) {
                    					if (type != UnitDB(UNIT_PT_BOAT) && type != UnitDB(UNIT_CARRACK)) {
                    						type = UnitDB(UNIT_COG);
                    					}
                    				} elseif (HasAdvance(i, ID_ADVANCE_JOINERY)) {
                    					if (type != UnitDB(UNIT_PT_BOAT) && type != UnitDB(UNIT_CARRACK) && type != UnitDB(UNIT_COG)) {
                    						type = UnitDB(UNIT_LONGSHIP);
                    					}
                    				} elseif (HasAdvance(i, ID_ADVANCE_SHIP_BUILDING)) {
                    					if (type != UnitDB(UNIT_PT_BOAT) && type != UnitDB(UNIT_CARRACK) && type != UnitDB(UNIT_COG) && type != UnitDB(UNIT_LONGSHIP)) {
                    						type = UnitDB(UNIT_TRIREME);
                    					}
                    				} else {
                    					type = -100;	// don't create pirate unit
                    				}
                    			}
                    		}
                    		if (type != -100) {
                    			CreateUnit(0, type, tmpLoc, 0);
                    		}
                    	}
                    }
                    Administrator of WePlayCiv -- Civ5 Info Centre | Forum | Gallery

                    Comment


                    • Just downloaded a 'clean skin' version of Cradle1.3. Also downloaded Leonardo's graphics. Applied them both but now I am getting an error when I fire the sucker up:

                      SPRITE_HURRICANE not in the sprite database

                      Sprite_hurricane is defined in CRA_units.txt. If this is mentioned elsewhere I apologise. Please point me in the right direction

                      Comment


                      • I think Leonardo used an older version of the newsprite.txt file for his modification. I have updated this file and reposted the corrected file as part of his Graphics Mod. I am also attaching the zipped correction here so you will not have to redownload the entire Graphics Mod.

                        Please note that this file is not needed if you are not using his Modded files.

                        The HURRICANE sprite is in there because it is my hope that eventually it can be used for a visual for hurricanes in the game. Ben was working on some hurricane SLIC coding, but it has not been working as well as I hoped.
                        Attached Files
                        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...

                        Comment


                        • Hey people-
                          just downloaded and installed Cradle 1.3
                          i thought all files, 150 % all were in this package- shoudl i download any other?
                          And how can i get those ultra-maps here?
                          there was a left over from version 1.2 "cradle ultra-gigantic maps" but when i start it, the maps are normal sized

                          P.S. yeah, additional 128 MB RAM would be great, but my parents don't share my enthusiasm
                          GLORY TO THE MANY
                          SLAVA MNOGIMA

                          Comment


                          • Here are the settings for the Ultra-Gigantic map settings. The setup for the Ultra Gigantic option does not add additional buttons to select a different size, but uses the existing buttons to indicate map size

                            MAP_SIZE_SMALL 26x52
                            MAP_SIZE_MEDIUM 48x96
                            MAP_SIZE_LARGE 70x140
                            MAP_SIZE_GIGANTIC 140x280
                            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...

                            Comment


                            • i know there are no special buttons for ultra maps, i had them on cradle 1.2
                              you just start the game with "ultra-.."option in modswrapper

                              it's in cradle 1.3 i can;t find a way to have a game with ultra maps.
                              there is a leftover from 1.2 in modswrapper menu "ultra-..."
                              but it's not making ultra maps... just ordinary sized ones.
                              i have no new options...

                              should i edit some file?
                              GLORY TO THE MANY
                              SLAVA MNOGIMA

                              Comment


                              • More problems with the Leonardo graphics I'm afraid. The TGA files have Italian names and some use high ascii characters. For example 'CittaStato.tga' has an 'accent' on the first 'a'. This translates into a high ascii character on my PC and causes the game to crash. There are a number of these and they show up in explorer where the accented 'a' shows as '|'.

                                The above TGA file shows in the pictures directory as 'Citt|Stato.tga'. In the game the error message is that it can't find 'CittaStato.tga' (with an accent on the 'a')

                                Comment

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