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CRADLE 1.33 (Final update)

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  • noticed another incompability:
    the seaside town (size7) which just had 2 landsquares in the inner circle, both with citytiles on it (nomad got ready while the city was size 6) was building lighthouse of alexandria.
    Just checked. It isnt a imcompatiblity but a setting up mistake.
    Take a look at the part of the code where a location is checked to see if there is a wonder.

    I forgot the pharol of alexandria and wrote the hanging garden in its place thererefor the hanging garden is written twice.
    I will give Hexagonia the fix for it and for the good bonus imcompatibility.
    Last edited by Pedrunn; October 1, 2002, 10:27.
    "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


    • Originally posted by Zaphod Beeblebrox
      noticed another incompability:
      the seaside town (size7) which just had 2 landsquares in the inner circle, both with citytiles on it (nomad got ready while the city was size 6) was building lighthouse of alexandria.
      put the ti into one of those cities which turned dead (terraininfo stating the lighthouse, dead city was only visible), the next turn the lihghouse dissappeared and was replaced completely by the dead city
      Actually, I think that the easiest fix would be if you're playing with the Visible Wonders, don't play with the City Expansion option....
      ____________________________
      "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
      ____________________________

      Comment


      • Originally posted by Wittlich


        Actually, I think that the easiest fix would be if you're playing with the Visible Wonders, don't play with the City Expansion option....
        nope the easiest fix would be to reinstall sid meier's civilization (1)
        who really wants all those extra stuff evil pr-men like pedrunn or hex add just add to the games to make us spend our hard-earned money?

        Comment


        • This wouldn't work, either. Actual the CreateImprovement event that creates the help tile improvement is in the same event handler like the GrantAdvance event. So you have to make shure that your code won't remove subneural ads on the first two turns.
          What happens is that you grant the player with subneural ads in a beginTurn pre and the TI are created in the BeginTurn post. And my code removes the subneural ad in the BeginTurn pre. There fore you dont have subneural ads in the BeginTurn post so the TI cant be created. I also noticed that the visi wonders are incompatible too. I fixed by chaning the BeginTurn event of both code by a EndTurn event.

          So here is the latest codes. With Alexnadria Pharol bug fixed.
          Attached Files
          Last edited by Pedrunn; October 1, 2002, 11:29.
          "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


          • ...still not working with GoodMod.slc. The code launches ok, but there are no bonuses on the goods.
            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


            • Hey Zaphod, take it easy. Cradle cost you nothing and people like Hex and Pedrunn are spendign their time free of charge to make it better.

              I have not played a game that was not shipped without some bugs and a lot have major bugs which make them really unplayable or no fun which means they must use dickheads for playtesting.

              Hats off to Hex and Pedrunn and others who have turned CTP2 into an epic

              Comment


              • Hey Zaphod, take it easy. Cradle cost you nothing and people like Hex and Pedrunn are spendign their time free of charge to make it better.
                Wasnt him complementing us by ironicly responding Wittlich ?

                Hats off to Hex and Pedrunn and others who have turned CTP2 into an epic
                Anyway, thanks! We do feel great with this kind of comment
                ...still not working with GoodMod.slc. The code launches ok, but there are no bonuses on the goods.
                Attempt 1: failed.
                Attempt 2: Martin code grants the advance once and make several TI creation. And my code only makes possible one of these creation them remove subneural ads what make the others creations impossible. I will try this hypotesis later
                Last edited by Pedrunn; October 1, 2002, 19:06.
                "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


                • Originally posted by Pedrunn

                  Wasnt him complementing us by ironicly responding Wittlich ?

                  later
                  yes, he was.
                  and thanks to all who make ctp2 such a great game

                  Comment


                  • Nah, I wasn't offended by Zaphod's comments. The winky was there...

                    Anyhow, I have temporarily pulled 1.33 and 1.33a off my site, as I'm not happy with the way it is working. Many players do not spend a lot of time here, so they are not aware of the problems that occur, so when they play and the game does things that it not supposed to do, then they will get frustrated. Can't say that I blame them either...

                    As it stands now, 1.32 is the recommended way to go, if you want to play a more stable game. The one thing I do want fixed in 1.32 is the Militia movement problem associated with CRA_partisan.slc, so all a player has to do is go into the (CRA)_script.slc files and turn that SLIC off.

                    And there is an option in 1.33a that will allow players to play without the city expansion code.

                    Perdrunn, could you do a short playtest with your coding to check for the current problems/issues before posting the file. Thanks for the work.

                    Dave
                    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


                    • Yes, I too took Zaphod's post as a tongue-in-cheek comment - as it was meant to be.
                      ____________________________
                      "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
                      ____________________________

                      Comment


                      • Anyhow, I have temporarily pulled 1.33 and 1.33a off my site, as I'm not happy with the way it is working.
                        I would do the same!
                        "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


                        • How is it possible for me to go back to 1.32?

                          Or can I just play the game with the city expansion slic disabled? Is that where all the problems lie?
                          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.

                          Comment


                          • As it stands now, there are two problem areas in 1.33 - City Expansion and the Militia movement bug caused by CRA_Partisans.slc.

                            City Expansion is only in 1.33 - and there was an option in 1.33a that does allow you to play without that code, so you can use that setup if you do have 1.33a already on your system.

                            CRA_Partisans.slc has been a part of Cradle since 1.31 though.

                            The recommended route is to go back to 1.32 (download at my site) and unzip over your existing setup. This will overwrite all the 1.33 files and revert you back to 1.32. Then you can go into the (CRA..._script.slc) files and change the entry

                            #include "CRA_Partisans.slc"
                            to
                            // #include "CRA_Partisans.slc"

                            This will shut off that SLIC code
                            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


                            • Originally posted by Pedrunn
                              Attempt 2: Martin code grants the advance once and make several TI creation. And my code only makes possible one of these creation them remove subneural ads what make the others creations impossible. I will try this hypotesis later
                              Actual I have to parts in my code on the one hand the part that improves all the goods on the first turns on the other hand I have the good restoration code after pillage that gives the advance and the it is removed after the creation of the improvement, but this part of the code is disabled on the first turns. So the conclusion is to disable your RemoveSubneuralAds triggers on the first turns, too. Or just outcomment this part of the code for Goods.slc compartible versions. I did the second conclusion, because it was easier.

                              -Martin
                              Attached Files
                              Civ2 military advisor: "No complaints, Sir!"

                              Comment


                              • Originally posted by Dale


                                Ummm....... you do know that means "a random number between 0 and 4", a 5 number roll? If you want 25%, use Random(3).
                                I found a proof of this that settles the question for good (Asif you guys had any doubt ). In the AG_func.slc (for Alex the Great scenario), there is a line that says:

                                Code:
                                if (Random(5) > 1) {			// 60% chance of Warrior, 40% chance of Horseman
                                Straight from the mouth of Alexander's Horse.

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