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CRADLE 1.33 (Final update)

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  • #31
    Nevermind, I figured out where the file needed to go Thanks again
    ____________________________
    "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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    • #32
      Here is where the file should go:

      Call to Power\ctp2_data\default\gamedata\

      if anyone esle is having the same problem.
      I will send a e-mail to hex if he doenst post here soon.
      "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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      • #33
        Hi Pedrunn.

        I'll have a go at the code for looting tile improvements but please be specific, say write one for me and I'll copy the rest.

        BTW, what does ADG stand for?

        thanks

        Comment


        • #34
          Terrain Improvements Possibilities

          ADG is a user that was around a couple of days ago, And he asked for a code wich gives PW to a player that replace a cetain TI for another. You will find the code for it here:


          About the code you asked, i have just finished it and is attached in this post. This is how you edit it:

          You will find lines like that for every Craddle TI (these are for the maglevs and railroads as you see:

          Code:
          PEDRUNN_PILLAGED_IMPROVEMENT[] = TerrainImprovementDB(TILEIMP_PASTURE);
          PEDRUNN_PILLAGE_BONUS[] = 0;
          
          PEDRUNN_PILLAGED_IMPROVEMENT[] = TerrainImprovementDB(TILEIMP_FARMS);
          PEDRUNN_PILLAGE_BONUS[] = 0;
          
          PEDRUNN_PILLAGED_IMPROVEMENT[] = TerrainImprovementDB(TILEIMP_ADVANCED_FARMS);
          PEDRUNN_PILLAGE_BONUS[] = 0;
          
          PEDRUNN_PILLAGED_IMPROVEMENT[] = TerrainImprovementDB(TILEIMP_HYDROPONIC_FARMS);
          PEDRUNN_PILLAGE_BONUS[] = 0;
          
          PEDRUNN_PILLAGED_IMPROVEMENT[] = TerrainImprovementDB(TILEIMP_TRADING_POST);
          PEDRUNN_PILLAGE_BONUS[] = 0;
          1) You need to fill for every one of this lines the bonus you want(PEDRUNN_PILLAGE_BONUS[]). Note that according to the lines is set to 0.
          The cost in PW of the TI can be found in the CRA_tileimp.txt if you want some reference).

          2) Give a growing number starting from 0 in the [].

          It has to look like this:
          Code:
          PEDRUNN_PILLAGED_IMPROVEMENT[0] = TerrainImprovementDB(TILEIMP_PASTURE);
          PEDRUNN_PILLAGE_BONUS[0] = 10;
          
          PEDRUNN_PILLAGED_IMPROVEMENT[1] = TerrainImprovementDB(TILEIMP_FARMS);
          PEDRUNN_PILLAGE_BONUS[1] = 20;
          
          PEDRUNN_PILLAGED_IMPROVEMENT[2] = TerrainImprovementDB(TILEIMP_ADVANCED_FARMS);
          PEDRUNN_PILLAGE_BONUS[2] = 30;
          
          PEDRUNN_PILLAGED_IMPROVEMENT[3] = TerrainImprovementDB(TILEIMP_HYDROPONIC_FARMS);
          PEDRUNN_PILLAGE_BONUS[3] = 40;
          
          PEDRUNN_PILLAGED_IMPROVEMENT[4] = TerrainImprovementDB(TILEIMP_TRADING_POST);
          PEDRUNN_PILLAGE_BONUS[4] = 50;
          wich means pastures gives 10 PW, Farms give 20, adv farms 30, hydroponic farms 40 and trading posts 50.

          Any question i am here.
          I tested and it is working. You just have to work in these bonus

          PS: J ByTheWay, you application is really useful
          Any chance that it coudl fill the arrays for us
          Would be another beig help.
          Attached Files
          "Kill a man and you are a murder.
          Kill thousands and you are a conquer.
          Kill all and you are a God!"
          -Jean Rostand

          Comment


          • #35
            Re: Terrain Improvements Possibilities

            Originally posted by Pedrunn
            PS: J ByTheWay, you application is really useful
            Any chance that it coudl fill the arrays for us
            Would be another beig help.
            Possibly, and I've had another idea to make it more useful, too. Though to doo that I'd probably have to steal code from CTPEd (not that that's a bad thing).

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            • #36
              Pedrunn,

              Since there are several alterations that did need to be addressed for 1.33, email me any files you have altered and added. What I will do is rebundle my main download with the fixed files and give it the designation 1.331, and then bundle all the fixed files as a separate download, so people do not have to redownload the main file.

              And if anyone else has any last-second suggestions/bug reports, post here ASAP.



              Originally posted by The Rusty Gamer
              Hexagonia,
              Thanks for a great mod. I've never got completely through a game yet cos a new version comes along so the old save is incompatable, however I've always enjoyed it.

              I noticed that we often start with different techs. Is that a random thing or is it related to the civ we choose or is it a standard feature in all mods?
              Here's hoping that 1.331 will allow you to finish a game.

              The techs are random at the start of the game. Open CRA_diffDB.txt for a breakdown of which advances you have a chance of getting.
              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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              • #37
                I had some trouble attaching files in my e-mail so here is the file. I hope you dont mind.

                Here are the fix:

                City Expansion:

                1) Correct version of the city expansion (version 2.2).

                Wonders:
                (IW, You did not answered me but i did it anyway)

                2) Wonders TI will be created in the right after the wonder is built rather then next turn.

                3) Subneural Ads (rational thought) is removed after a wonder is created rather than the player have it for a turn.

                *_tileimp.txt:

                4) ProductionTime of the wonders are set to 1 rather than 0 to support changes on the wonders code. I used the tileimp.txt's from the zip you attached in the Craddle Thread (thought to be the latest version).

                PS: I had no time to test the wonder code changes so you should do it before making the new craddle update public. And IW may want to see it first.
                - Pedrunn
                Attached Files
                "Kill a man and you are a murder.
                Kill thousands and you are a conquer.
                Kill all and you are a God!"
                -Jean Rostand

                Comment


                • #38
                  My hard drive died.

                  I just reinstalled everything--and I do mean everything--to get back up to Cradle 1.32 with Cradle 1.2 in reserve. Assume that I want to try 1.33(1) without screwing up the Succession Games. My assumption is that I need to create a second CTP2 directory in parallel to the first, duly patched and modded. Correct?
                  "...your Caravel has killed a Spanish Man-o-War."

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                  • #39
                    Or unzip Cradle 1.33 elsewhere, make all the CRA_ prefixes into CRA33_ prefixes, and make it a different version of Cradle, then drag it all back into the correct folder structure again.

                    Pedrunn, why does the production time need to be 1?
                    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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                    • #40
                      because while i was testing if production times was 0 it was only placed finished in the next turn. Didnt you experienced that?

                      With ProductionTime as 1. it is placed in the same turn and gets finished through slic.
                      "Kill a man and you are a murder.
                      Kill thousands and you are a conquer.
                      Kill all and you are a God!"
                      -Jean Rostand

                      Comment


                      • #41
                        Didnt you experienced that?
                        I did, I figured ProductionTime=1 would be the same. *shrug*
                        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


                        • #42
                          Yet the function finish improvements dont work below the CreateImprovement (actually from my experience i do belive nothing works below this event

                          So i had to create a whole new event handler to finish those.
                          "Kill a man and you are a murder.
                          Kill thousands and you are a conquer.
                          Kill all and you are a God!"
                          -Jean Rostand

                          Comment


                          • #43
                            Pedrunn or Wombat

                            I'm getting a syntax error (line 356) in the revised CRA_wonders.slc file. Everything else is OK. Pedrunn, what did you change in that file?

                            Also, is there a way to disable the City Expansion SLIC whan a player builds a settler/nomad? Somehow, I do not think that a player should be penalized with a bad tile because he built a settler/nomad. I've noticed that when a player gets back up to 6, the bad tile is not replaced - but he gets another suburb tile.

                            This ends up being a double penalty for growth.

                            Having a Expansion tile ruined by war is a different story though.
                            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


                            • #44


                              No matter how much you reevise it. those syntax errors just keep coming.

                              I did exacly what i have post before. Here is the same zip with the fixed wonder code and city expansion without the ruins from building settler.
                              Attached Files
                              "Kill a man and you are a murder.
                              Kill thousands and you are a conquer.
                              Kill all and you are a God!"
                              -Jean Rostand

                              Comment


                              • #45
                                Hexagonia,

                                I would like the option to be able to play with or without the city expansion code. Is this possible please (perhaps another choice or two on the modswapper list)?
                                Avoid COLONY RUSH on Galactic Civlizations II (both DL & DA) with my Slow Start Mod.
                                Finding Civ 4: Colonization too easy? Try my Ten Colonies challenge.

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