Announcement

Collapse
No announcement yet.

Diplomacy mod

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • Diplomacy mod

    Opened a new thread so we can consolidate all ideas, bugs, comments on the diplomacy mod. Yes, that's right I'm back in action. Why? My nephew was playing Baldur's Gate II yesterday and saved over my file. NOT HAPPY JAN! So I'll go back to CTP2.

    So, here's the current bug list from V3.2 that I've been notified of:

    1. Boats carrying units lose their cargo when expelled.
    2. Request break agreements with itself from an AI.
    3. Can swap science without an embassy.
    4. AI's still swapping maps too quickly at the start.
    5. Sometimes causes a GPF in CTP2.EXE late in the game.
    6. Units lose their veteren status when expelled.

    Here's the fixes I'll put in for them:

    1. Check if boats have cargo, if yes then move cargo with boat.
    2. Check the Civ passed with this proposal. If itself stop request.
    3. Enable embassy for science swaps.
    4. Change value to 500 turns for 'increasing-odds-formula'.
    5. Find it.
    6. See below.

    This should take care of the bugs I know about. If anyone has bugs, comments or suggestions then post them here.

    About point 6, after discussions in the CTP2-Creation forum I think I've worked out a way to actually have the AI "move" it's units out of your borders back towards it's cities, instead of the current "expell" that it's using. I'll have a go at putting this one in.

    So, make your comments now and make a difference to the AI's diplomacy.

    ------------------
    Rommell to a sub-commander outside Tobruk: "Those Australians are in there somewhere. But where? Let's advance and wait till they shoot, then shoot back."

  • #2
    YESSSSSS !!!!!

    Comment


    • #3
      Please disregard that last remark, I apparently pussed enter one to many times to soon !

      But, what I wanted to say, I think it's great you commiting back to diplomod, altough the loss of you savegame is a b$$%#h but hey, look on the bright side you can play it all over again !
      Yeah Yeah I know....not funny, I'm sorry !

      Since you seem to know everything there is to know about SLIC and well me.......nuf said !
      Please check out my thread about pirates in the creation forum !

      Well I'd LOVE to be your beta tester again, so if your looking for one, I'm still dedicated to CTP2, but I must say if the pirates mod takes of I don't know if it will consume lots of my time ?? depends I think !

      See Ya ! Keep up the good work !

      Comment


      • #4
        Oh one last thing, maybe it can't be fixed but early in the game with most of the map still covered in shrouds, when your wondering where the AI is, then all of a sudden you hear the embassy sound and the cursor goes to the place of that sound.
        So you know immediatly where two AI's are.

        This takes away the fun of exploring ! Is this a bug or what ?

        See Ya !

        Comment


        • #5
          I thought no one would notice. I've already taken out the auto-centre. It was annoying the hell out of me too. Now all I get is the trumpet noise and no auto-centre. I take it this is what you mean?

          ------------------
          Rommell to a sub-commander outside Tobruk: "Those Australians are in there somewhere. But where? Let's advance and wait till they shoot, then shoot back."

          Comment


          • #6
            quote:

            Originally posted by Huysmans_666 on 02-21-2001 03:45 AM
            Oh one last thing, maybe it can't be fixed but early in the game with most of the map still covered in shrouds, when your wondering where the AI is, then all of a sudden you hear the embassy sound and the cursor goes to the place of that sound.
            So you know immediatly where two AI's are.

            This takes away the fun of exploring ! Is this a bug or what ?

            See Ya !


            Hey...just take it as a rumor on your court or from some lonely passengers(I hope I spelled it correctly)


            Comment


            • #7
              I just started playing the game with the Diplomod and I must say that you did great work with it Dale. I especially like the "withdraw"-routine.

              Now for the problem. Everytime I load CTP2 I get 2 errors stating:
              "pathname\withdraw.slc:51 : No function named GetAgreementDuration" and "pathname\diplomod.slc:109 : No function named GetStopResearchingAdvance"

              Pathname is the path to my game directory but I´m too lazy to write it out ;-).

              Don´t know if this is a known thing with Diplomod, but as I said, I just started playing with it.

              I should say that the game plays fine despite this and that everything with Diplomod seems to work too.

              Ced.

              Comment


              • #8
                quote:

                Originally posted by Cedronian on 02-22-2001 11:06 AM


                Now for the problem. Everytime I load CTP2 I get 2 errors stating:
                "pathname\withdraw.slc:51 : No function named GetAgreementDuration" and "pathname\diplomod.slc:109 : No function named GetStopResearchingAdvance"

                Pathname is the path to my game directory but I´m too lazy to write it out ;-).

                Don´t know if this is a known thing with Diplomod, but as I said, I just started playing with it.


                Ced.


                Install the patch for CTP2 V 1.11.
                AJ

                Comment


                • #9
                  Hey... isn't withdraw included in the diplomod? Cos' when I told one AI player to pack its bags and get out it agreed, but just stayed on.. as usual.

                  The frenzything isn't too effective either.. the AI are not aggressive at all. But I notice differences, so I know the mod is active.

                  Fred

                  Comment


                  • #10
                    Hi Dale, Hows the diplomod coming along ?

                    I'm sweating my ass of at learning SLIC, basic commands are simple but you think of new rules every time and that is a lot harder to program !

                    With all my programming experience it doens't make it easier !
                    Does SLIC have some sort of repeat loop, would come in handy !

                    Oh well, I'll have plenty of time later, but it is frustrating to every time hear that poing sound of the SLIC error !
                    I don't know how many times you heard it but they must be numerous !

                    Oh, if I could program like you can !
                    Maybe one day .........

                    Well going back to SLIC know, happy programming, hope to see a new diplomd soon !

                    See YA !

                    Comment


                    • #11
                      Hei Dale

                      Why my messages freak out?? After installing your mod, no messages like 'new unit read on XXX city' or 'new construction on XX city' :-(

                      On other hand, insane messages shows up in each turn, like
                      Airlift
                      San juan del Sur
                      Positive Points For:

                      (each line are diferent msg, containing only those words)


                      Any idea of what's hell is that?? :-)


                      thanks

                      oh! if I have to remove your mod, I have to reinstall CTP2?

                      ------------------
                      regards
                      Krakatoa
                      regards
                      Krakatoa

                      Comment


                      • #12
                        Krakatoa:
                        1. Press the apostraphe key (').
                        2. Type "/reloadslic" without the quote marks.
                        3. Press ENTER twice.

                        You ONLY do this when using a save file from before the diplomacy mod, and only need to do it once. If you start a new game you never have to do it.

                        To uninstall the mod you have to reinstall CTP2. It makes changes to game dependant files.

                        ------------------
                        Rommell to a sub-commander outside Tobruk: "Those Australians are in there somewhere. But where? Let's advance and wait till they shoot, then shoot back."

                        Comment


                        • #13
                          Thanks Dale, works perfect.

                          That's a important tip, why don't you put in readme file ?


                          BTW, half hour ago, Scotish ask me to break agremant with the... Scotish people!!!!

                          I'm enjoy a lot your mod, congratulations.


                          ------------------
                          regards
                          Krakatoa
                          [This message has been edited by Krakatoa (edited February 25, 2001).]
                          regards
                          Krakatoa

                          Comment


                          • #14
                            The version I've got testing on my PC now rectifies this problem. I'll try and get this off to Omni for testers to play with in a day or two. Then it shouldn't be long after for general useage.

                            ------------------
                            Rommell to a sub-commander outside Tobruk: "Those Australians are in there somewhere. But where? Let's advance and wait till they shoot, then shoot back."

                            Comment


                            • #15
                              Hey Dale, Diplomod was first created to get the AI civs to form treaties and alliances with each other...correct? I just had an idea, forgive me if it was already mentioned. Did you ever consider having the AIs make diplo decisions based on government type? Like communist governments would have high regard and be more likely to form treaties with other communist govs as well as, perhaps, tyrannies. Democracies and republics. Fascists and monarchies. Etc etc. Theocracies and...??? Can this even be done with SLIC? If it could work, you could see civs form factions and maybe get a cold war thing going, esp with like minded civs forming military pacts. Just an idea.

                              Also...you mentioned that with the last version of withdraw.slc that civilian units would not be expelled. I also think that's great. It wouldn't be much fun if UW units could not get into your borders. Anyway, I gave transport ships the IsCivilian flag so that they could move thru my waters but it doesn't work, they get expelled. Now if you destroy a transport you get the big diplomatic hit for killing civilians but not the withdraw.slc effect (or lack thereof). Any idea which flag causes the UW units to not get expelled? Did I make sense there?

                              Comment

                              Working...
                              X