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Apolyton Pack v1.0! CTP2 the way it should be!

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  • #46
    Originally posted by Locutus
    IW,
    *OT mode*
    Actually, you can turn EditPlus's backup feature off...somewhere (try Tools -> Preferences -> Files). I really recommend EditPlus users to experiment with all the features and preferences, they are innumerable and they are what makes EditPlus (IMNSHO) the best text editor in existance, for all files and not just for SLIC (waaaayyy better than NotePad or WordPad anyway).

    BTW, EditPlus users can avoid NotePad altogether by checking the 'Associate in Explorer' box in that same Preferences screen, under Files -> Settings & Syntax, with Text selected as file type. Now all textfiles will by default be opened in EditPlus (all this goes for v2.10, it may work slightly different in other versions).

    */OT mode*
    Yeah, I mostly figured this out, but the backup is useful for SLICing, but not for text, and I like having wordpad as the default, so I only use EditPlus for SLIC. Its too complicated for just writing simple text files. (and its a trial version, so I always get that stoopid popup )

    Big Dave: Unsurprisingly, its http://www.editplus.com
    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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    • #47
      IW:
      You can thank Bill for the stupidity between notepad and wordpad. However, on W2K there's no filesize limit in notepad. Go figure eh?

      Big Dave:
      Thanks for the offer, but the GL is up-to-date now. I just had to modify a couple of entries due to Fascism's move.

      Rob_Outram:
      Cuz a lot of things have been fixed/moved/changed, you'll need to start a new game if using Apolyton Pack. To go back to your old games, load Modswapper and select Original Game to play them.

      Must admit, I've never used EditPlus. Does it support C++ (*.cpp & *.h) files at all? Then it would be usefull for me.

      BTW: I've almost finished the 1.01 update. Just one more bug to iron out and we're there.
      Last edited by Dale; July 23, 2001, 20:12.

      Comment


      • #48
        Originally posted by Dale
        Must admit, I've never used EditPlus. Does it support C++ (*.cpp & *.h) files at all? Then it would be usefull for me.
        Yep As you download it, it supports text, HTML, C/C++, Perl, PHP, Java, JSP, JavaScript, vBScript, CSS. Then from Locutus website you can download a thingummy that lets it support and colour-code SLIC

        What is the one bu that needs ironing out?
        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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        • #49
          IW,
          You can redirect backup files to a special backup folder, that could more or less solve your problem. Backup files sometimes annoy me as well but by having Editplus move them all to C:\Backup it's not much of a problem. In those rare cases where you actually need the backup weeding through all the useless backups is a small price to pay to get your precious files back (and you can even regularly remove all useless backup files in a couple of mouse clicks or even automatically do it with a small script or batch file).

          I never cease to be amazed by people's inability to find their own hacks, cracks, keygenerators, etc. I mean, it's not like they're hard to find or anything... (no offense, to anyone)
          Anyway, email me if you want and I'll send you a keygenerator (31 kB) for EditPlus 2 - or just a registration key if you'd prefer that (in which case you should tell me the user name you'd like to use as well). This offer is open for others as well of course (no, I'm not gonna post illegal software on my website).

          Dale,
          What?! You don't even use it for SLIC? You poor soul! You wrote all those hundreds of lines of SLIC code and didn't even have EditPlus to guide you? That must have been a living hell! You should definitely at least try it some time, the color-coding feature for SLIC (that IW already mentioned) alone makes it well worth the download.
          Actually, EditPlus supports pretty much all programming languages in existance. The ones IW mentioned are supported by default, other languages can be supported by downloading the appropriate (often fan-made) files from the Editplus website. In the unlikely event that you use a programming language that isn't supported yet, you can write your own language definitions within 15 minutes (presuming you have a full language specification at hand), like Olivier Daury and I did for SLIC.
          Administrator of WePlayCiv -- Civ5 Info Centre | Forum | Gallery

          Comment


          • #50
            [OT talk]
            Yeah, I've been using notepad/wordpad all along. But then I'm one of those people comfortable doing web cascading style sheets in notepad.

            So how do I get the SLIC syntax into EditPlus? I downloaded both EditPlus and your SLIC files for EP. Also, rego key?
            [/OT talk]

            Comment


            • #51
              OK, I've made 50 or so changes to the text of the info_str file. (Wombat - I used notepad, and copy-pasted without trouble.)

              I'll put these into a new thread, so people don't have to read through that list unless they want to.

              Some of the changes are pretty minor, but I have always regarded the wonder notifications as especially annoying, and have "fixed" these, and made a few changes elsewhere as well.

              Anyway, for anyone who wants it, have a look at the 'Revised Info_str' thread.

              Cheers
              Chris
              Chris Horscroft

              Comment


              • #52
                RE: Morphing Nobles and Treaties.

                Although this originally came up in the MedMod thread, it's presumably relevent here too.

                I've never understood why you didn't use the Event:EstablishEmbassy. That's what I've used although the specific way I've done it won't work in a normal mod.

                It seemed to me that the more advanced diplomacy system of CTP2 (compared with CIV2) makes Diplomats largely redundant. I've left them in the game: they can still throw parties, and if you really want to you can still move a diplomat across the map and physically establish an embassy but the way I've got it set up you don't necessarily need to do that anymore.

                What I would have liked to do is to add a new New Proposal: Embassy Treaty. But I couldn't add a new Type string:

                String name of a valid proposal type. These names are primarily used for debugging as well as SLIC scripting though they must be registered in the game to work correctly.
                Couldn't find where to register it. Unless someone can overcome this, it means we've got 38 New Proposals, and no more. So, since I'm working on a Mod that's purely concerned with the Military side of things, I used the Pollution Pact entry for my new treaty:


                #37
                PROPOSAL_TREATY_POLLUTION_PACT {
                Type "TREATY_POLLUTION_PACT"
                Title DIP_TREATY_ESTABLISH_EMBASSY
                Category:Treaty
                Class:Treaty
                #Arg1:OwnPollution
                Details0 { DetailsEven DIP_DETAILS_TREATY_ESTABLISH_EMBASSY_0 }
                Details1 { DetailsEven DIP_DETAILS_TREATY_ESTABLISH_EMBASSY_1 }
                Details2 { DetailsEven DIP_DETAILS_TREATY_ESTABLISH_EMBASSY_2 }
                Details3 { DetailsEven DIP_DETAILS_TREATY_ESTABLISH_EMBASSY_3 }
                Details4 { DetailsEven DIP_DETAILS_TREATY_ESTABLISH_EMBASSY_4 }
                DetailsEx0 { DetailsEven DIP_DETAILS_TREATY_ESTABLISH_EMBASSY_EX_0 }
                DetailsEx1 { DetailsEven DIP_DETAILS_TREATY_ESTABLISH_EMBASSY_EX_1 }
                DetailsEx2 { DetailsEven DIP_DETAILS_TREATY_ESTABLISH_EMBASSY_EX_2 }
                DetailsEx3 { DetailsEven DIP_DETAILS_TREATY_ESTABLISH_EMBASSY_EX_3 }
                DetailsEx4 { DetailsEven DIP_DETAILS_TREATY_ESTABLISH_EMBASSY_EX_4 }
                Image "updi08.tga"

                # Proposal slot, show when pact exists with foreigner
                ImageSlot 7

                # must have a peace treaty first
                #HasPeaceTreaty
                #HasEmbassy
                #HasPollution
                }
                with new strings for the details. Next, to get the AI to send a request to establish mutual diplomatic relations, I used the ReactionMotivation event:

                Code:
                HandleEvent(ReactionMotivation)'NewDipProposal' pre {
                    
                    if (!HasAgreement(player[0], player[1], 37) && !AtWarWith(player[0],player[1]) 
                         && HasAdvance(player[0], ID_ADVANCE_BUREAUCRACY) 
                	   && HasAdvance(player[1], ID_ADVANCE_BUREAUCRACY) ){
                        
                         ConsiderNewProposal(player[0].owner,playe[1].owner,2000,37,0,ID_NONE,ID_NONE,ID_NONE);
                    }
                }
                So if they don't have embassys and aren't at war, then as soon as player[0] gets BUREAUCRACY (and player[1] already has it), player[0] will send a New Proposal to player[1] asking to establish diplomatic relations. Then I intercept this message in the NewProposal event:

                Code:
                int_t first_type; //initial proposal
                int_t second_type; // 'in exchange' proposal
                
                HandleEvent(NewProposal)'RespondToNewProposals' pre {
                      
                    first_type = GetLastNewProposalType(player[0], player[1], 0);
                    second_type = GetLastNewProposalType(player[0], player[1], 1);
                    
                    if ( first_type==37 || second_type == 37 ) {
                         if (!IsHumanPlayer(player[0]) ){
                	      Event:Accept(player[0], player[1]);
                         }
                    }
                }
                As it stands the default condition is to accept. But I want to work out some more responses so that if it's the human player who's sending the proposal, the AI player may counter with a demand for an advance or gold or something. Anyway, having accepted the proposal it only remains to establish embassys:

                Code:
                HandleEvent(Accept)'NewProposalHasBeenAccepted' post {//post
                
                    first_type = GetLastNewProposalType(player[0], player[1], 0);
                    second_type = GetLastNewProposalType(player[0], player[1], 1);
                
                    if (first_type == 37 || second_type == 37) {
                   
                         Event:EstablishEmbassy(player[0],player[1]); 
                	   Event:EstablishEmbassy(player[1],player[0]); 
                    }
                }
                I've just tried this line of thought with the Alliance treaty. It seems to work: you can control when one AI civ will propose an Alliance to another. I guess it's just a matter of writing up the appropriate 'Response logic'.

                (BTW, in ripping the above code out of the mire that is my Scenario.slc file, I hope I haven't left anything out.)

                PS: How can I stop my posts from getting so 'wide'.

                Comment


                • #53
                  Dale,
                  Yeah, I was such a person as well, until I discovered EditPlus...

                  Damn, you mean I still didn't put those instructions up? I meant to do that ages ago. Anyway, here they are. Reg key for username Dale Kent (I assume that is what you want) is 446F2-BFB48.

                  Peter,
                  Damn, that s*cks if you can't add new proposal types. I was playing around with some ideas for new proposals as well (not that I'd ever have time to actually implement them )...
                  Administrator of WePlayCiv -- Civ5 Info Centre | Forum | Gallery

                  Comment


                  • #54
                    Dale,

                    I am sorry about the spies - changed them a few week ago and forgot about it! Your Pack is fine! But the AI is still to weak!

                    Comment


                    • #55
                      Apolyton Pack 1.01 update!

                      Okay guys, the Apolyton Pack 1.01 update is now ready to download.

                      Secure Professional Online File Sharing, Storage, Editing for professionals. We offer a fast yet easy way to deliver and receive any file size in the cloud. Begin receiving financial, tax, QuickBook, loan applications through your secure CUSTOMER UPLOAD page . Flexible Plans makes it cost effective for all businesses.

                      Username: hexagonia
                      Password: hextapul

                      - If you are already using Apolyton Pack 1.0 then you download update_1.01.zip
                      - If you are not using any Apolyton Pack file then you download apolyton_1.01.zip

                      Both files are unzipped to your Call to Power 2 folder. By default this is either C:\PROGRAM FILES\CALL TO POWER 2\ or C:\PROGRAM FILES\ACTIVISION\CALL TO POWER 2\. I recommend Winzip. http://www.winzip.com

                      PLEASE READ THE "readme.txt" FILE IN THE "Apolyton Readmes" FOLDER! IMPORTANT INFORMATION CONTAINED WITHIN!

                      For info on the changes in the Apolyton Pack and the submitters, read "File Credits.txt" and "Changes.txt" for a complete rundown.

                      Hope you enjoy it and post comments here.

                      Comment


                      • #56
                        Huh you are updating faster than we play...
                        Socrates: "Good is That at which all things aim, If one knows what the good is, one will always do what is good." Brian: "Romanes eunt domus"
                        GW 2013: "and juistin bieber is gay with me and we have 10 kids we live in u.s.a in the white house with obama"

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                        • #57
                          OneFoot:
                          Well at least ya can't call me Activision eh?

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                          • #58
                            HELP

                            After a long time not playing CP2 I decided to try again with AP...Set up OK game started on Ultra gigantic map ......Played no problem...Until I got my first Air unit ...then when I tried to move it
                            Apol-airuniy.slc:111:array index 0 out of bounds the plane moved but not till after the EM and a return to desktop......Strangly if I moved the plane to a A/Field I had no problem...and equally strange just as these crashes stopped a new message appeared In object DIP Establish embassy function-Hasadvance:argument: is not an advance...and yes crash time again.........Help please

                            Comment


                            • #59
                              For those getting the APOL_airunit.slc:111 error, can you please try the attached file. I made one small change and want to know if it fixes the error message. Reason I'm doing it this way? I don't get the error msg.
                              Attached Files

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                              • #60
                                Hej Dale,

                                do you have a listing about the exact changes to the update 1.01?




                                Praise the Dale, Todesengel

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