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  • Re: Re: Cradle 1.3 quake bug

    Originally posted by hexagonian
    Ben,
    Did the files load correctly...?
    Not quite...

    Birth of an Empire:
    Code:
    ENDGAME_PROCESSING_TOWER {
        TerrainImprovement TILEIMP_PROCESSING_TOWER
    	
    	MinNeeded 10
    
    	PowerSource ENDGAME_FORUM
    You didn't actually define an ENDGAME_FORUM, you just redefined (wisely I think) the ENDGAME_POWER_SATELLITES to run off forum buildings. So to get rid of the error, just change the PowerSource line to
    Code:
    PowerSource ENDGAME_POWER_SATELLITES
    again.

    But that method works, so the rearrangment of the WONDER_SOLARIS_PROJECT to actaully be "the voyage of columbus" is not strictly necessary, and rather confusing for a moment.

    The other two load fine. I'm starting a Birth game to see how long the game takes. Looks good though
    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


    • Thanks Martin for the advice re changing the settings to allow capture of advances. However, I have since captured 2 Roman cities and I know they have 3 advances that I dont, but I did not get one. I think back to CTP and wonder if it is a random chance of acquiring an advance rather than automatic?

      Re the crash bug, I have auto save on all the time but it is unreliable at saving games. In particular, it often mucks up the science, turns to next advance defaults back to the initial number to the next advance and another time, I built a road and I know it was finished by a particular turn because I attacked the Celts in a particular turn down the road. But when I reloaded from autosave after a crash , the road was still not complete. I did however, get 2 free diplomats once when I reloaded from autosave. They appeared, then created embassies then disappeared

      Cradle is almost like playing a RTS game. Boy it gets hard. I am playing on a gigantic map with 14 opponents on very hard. I knocked out the other two civs on my continent then crossed over to the next one where there are 5 civs, the Romans being the closest. I have been trying to wipe out the Romans for 600 years. The problem is the Han and the Celts are on either side of the Romans and have been at war with the Romans for as long as I have but they also attack me regularly. The march around Roman territory with stacks of 4-12 units, but only destroy infrastructure of the Romans, they dont appear to attack the Romans. They do, however, regularly break ceasefires with me and attack me all the time. So I have to guard my back all the time. I have as many units facing each of them as I have gradually destoying the Romans. I have had to go back to good old fashioned reconnisaince and pull back tactics that I learnt in Gameleague to cope with them.

      I notice that Spy can no longer steal an advance and Diplomat can no longer hold a reception. Is that right for cradle?

      One final question, I cannot get past ceasefire in diplomacy and only rarely get a proposal from other Civs unless I enter their terrritory and are not at war. How do you improve regard so they will co-operate? Everytime I put a proposal that is rejected, I then give the Civ 100 gold to try to butter them up but it makes no difference. Suggestions please?

      Comment


      • I hate to ask a question that's already been addressed, but this thread is somewhat... insanely long In Cradle 1.2, I am getting very irritated by the plagues. I know how to make it so that the plagues affect humans and players (at least I think I do), but despite the slic code's functions to reduce plague damage for cities with improvements I still get uniformly wiped out. It's just a really irking cycle to get one's cities up there then every city halved (or worse). Ok, so I go conquer some more population then midway bam, another plague wipes that out too. Is it supposed to be like this or is there a fix?

        Comment


        • Re: Re: Cradle 1.3 quake bug

          Originally posted by hexagonian
          I do plan on starting an official 1.3 Beta Thread (that will hopefully be topped) once I can finalize the Victory options setup. This thread can then be dropped (though I will provide a link for this current thread in the new thread)
          Don't worry, the new thread will ordinarilly be topped (and the old one untopped) within 12-24 hours.
          Administrator of WePlayCiv -- Civ5 Info Centre | Forum | Gallery

          Comment


          • Originally posted by Bad Newbie
            I hate to ask a question that's already been addressed, but this thread is somewhat... insanely long In Cradle 1.2, I am getting very irritated by the plagues. I know how to make it so that the plagues affect humans and players (at least I think I do), but despite the slic code's functions to reduce plague damage for cities with improvements I still get uniformly wiped out. It's just a really irking cycle to get one's cities up there then every city halved (or worse). Ok, so I go conquer some more population then midway bam, another plague wipes that out too. Is it supposed to be like this or is there a fix?
            The original settings are to wipe out 1/3 of the pop, and I left in some test code so it affected every city, with no random chances It was fixed. The file is around somewhere...

            I think this should work. Put it in the default/gamedata directory, overwriting the previous one, and then when you open the game again, you will have to reload the slic from the chat box. (chat box open with the ' key, then type /reloadslic )
            Attached Files
            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


            • Re: Re: Re: Cradle 1.3 quake bug

              [QUOTE] Originally posted by Immortal Wombat

              Not quite...

              Birth of an Empire:
              Code:
              ENDGAME_PROCESSING_TOWER {
                  TerrainImprovement TILEIMP_PROCESSING_TOWER
              	
              	MinNeeded 10
              
              	PowerSource ENDGAME_FORUM
              You didn't actually define an ENDGAME_FORUM, you just redefined (wisely I think) the ENDGAME_POWER_SATELLITES to run off forum buildings. So to get rid of the error, just change the PowerSource line to
              Code:
              PowerSource ENDGAME_POWER_SATELLITES
              again.
              [QUOTE]

              I hope that this will work, mainly because I did not redefine POWER_SATELLITES to FORUM in buildings.txt, because the FORUM was already an existing building in Cradle. Still, there is a way to work around this issue, and that would be to redefine POWER_SATELLITES as FORUM and FORUM as POWER_SATELLITES, then make the descriptive designation change in gl_str.txt. That way the program will be tricked into thinking that the endgame is still valid. I was using the same logic in the other victory options.

              I will make the final change early next week (still do not have a computer at home) and post the file in a new thread.
              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 think either way will work, the way that you used in the other mods, or the way I outlined above, with the PowerSource line changed.
                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


                • Ben, actually, you may be right - now that I think of it, that might be the link for the messages located in info_str.txt.

                  I will check my files on Monday...
                  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


                  • Re: Re: Cradle 1.3 quake bug

                    Originally posted by hexagonian


                    Check under 'Mounted Archer' - that is the name of the unit (at least I think that is the unit that you are referring to) I checked the Great Library info and it seems to be correct.

                    Where is the link in your game that is plugging you into the Spearman Militia?
                    Sorry, I had overlooked your response (I was offline, mostly). I have the notes at home about the links. I'll try to list them tonight.
                    "...your Caravel has killed a Spanish Man-o-War."

                    Comment


                    • Originally posted by hexagonian
                      In Userprofile.txt
                      change NumPlayer to 17 (16 + human player)
                      This establishes the starting number of civs in your game
                      etc...

                      Thanks, Hexagonian. I've been working too much lately to check back, but now it's my day off and I see you've got 1.3 out. I had started a game last week with the beta, but think I'll start a new one today with the new files. I love this mod!

                      Comment


                      • Re: Re: Cradle 1.3 quake bug

                        Originally posted by hexagonian


                        Check under 'Mounted Archer' - that is the name of the unit (at least I think that is the unit that you are referring to) I checked the Great Library info and it seems to be correct.

                        Where is the link in your game that is plugging you into the Spearman Militia?

                        .
                        Bear in mind that I'm working with the 1.3 Beta due to Succession game concerns (unless we talk Team 1 into using 1.3, which would be great). That's why I put the message here rather than in the 1.3 thread.

                        GL problems, reconfirmed last night:

                        Slavemaster shows Slave Labor required, but the link goes to Copper Smelting (which is correct, I think).

                        From Horse Riding, JavCav link goes to Spearman Militia

                        From Mobile Tactics, "Horse Archer" link goes to Spearman Militia, and as you said the unit s/b "Mounted Archer"

                        I still need to copy in Ben's disaster fix (as opposed to Ben's disastrous fix) to get rid of "quake happened at x=,y=," messages.
                        "...your Caravel has killed a Spanish Man-o-War."

                        Comment


                        • Re: Re: Re: Cradle 1.3 quake bug

                          Originally posted by Hermann the Lombard
                          I still need to copy in Ben's disaster fix (as opposed to Ben's disastrous fix) to get rid of "quake happened at x=,y=," messages.
                          Don't know how that got left in. I never debug these things properly

                          find and delete the line:
                          Code:
                          message(1,'theQuakeEvent');
                          in CRA_disasters.slc

                          Corrected file attached.
                          Attached Files
                          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


                          • Re: Re: Re: Re: Cradle 1.3 quake bug

                            Originally posted by Immortal Wombat

                            Don't know how that got left in. I never debug these things properly
                            Thanks, O Noble Marsupial!

                            The trouble is that debugging these things "properly" requires nearly-infinite time. After all, that's why Microsoft lets us find the bugs in their allegedly-post-beta products...not that I *ever* do that to MY users. Oh no not me! Never!
                            "...your Caravel has killed a Spanish Man-o-War."

                            Comment


                            • Hermann,

                              Thanks for the info about the Great Library inconsistencies. Out of all the files in the game, that one is the hardest to catch everything, because the file is so large and does have so much info that has to match up.

                              Thankfully, any file flaws in the Great Library usually do not affect game stability.

                              Attached are the updated Great Library files, and they have also been added to the current 1.3/Victory update that is now available at my site.
                              Attached Files
                              Last edited by hexagonian; March 7, 2002, 12:29.
                              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


                              • Hex...

                                You're welcome, but you can take back the "thank you" if you wish, 'cause here's another I found last night:

                                GL: Currency shows prereq of Trade and Copper Smelting, but Trade is a prereq of Copper Smelting.
                                "...your Caravel has killed a Spanish Man-o-War."

                                Comment

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