Nevermind, I figured out where the file needed to go Thanks again
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CRADLE 1.33 (Final update)
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"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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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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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;
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;
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 FilesLast edited by Pedrunn; September 23, 2002, 08:20."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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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.
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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?
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.Last edited by hexagonian; September 23, 2002, 09:23.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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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.
- PedrunnAttached 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
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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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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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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
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Didnt you experienced that?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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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
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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...
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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
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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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