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[C4:AC][Programming] First try: harvester

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  • #46
    Is there some pre-req. for making these units? I just started a game and can't build one.

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    • #47
      Nevermind. I checked the Civolopedia. IronWorking

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      • #48
        I cannot reproduce the problem with +1 in water tiles. More details please.

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        • #49
          Originally posted by mdbill
          I cannot reproduce the problem with +1 in water tiles. More details please.
          Build a city next to water (fresh water lake or ocean)
          Build a unit in that city (or rehome your starting unit there).
          Mouse-over the water tile, note the amount of gold listed in the pop-up text.
          Move the unit around a bit. Everytime I do this, the text when mouse-overing a water tile changes (ie: it adds +1 gold).


          If you don't have this behaviour, I'll have to account this bug to something else gone belly-up at my end due to testing with buggy dll's. Let's hope that's the case. Thanks for testing !
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          • #50
            Well, I wasn't able to recreate it myself anymore too (did 3 more tests).

            So I'll just assume it's fixed somehow, but if somebody does encounter this problem, please tell me.
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            • #51
              I'm not seeing this symptom. Must be your baseline.

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              • #52
                I just tested the crawler. However, based on mdbill's conclusion about the plotyields, I assumed the MOD to be working. So, before testing I quickly added a new set of graphics for the crawler unit based on the "mechanized infantry" model that I recolored. It took no more than 5 minutes for the whole thing.

                My immediate test results:

                1) I noticed no strange plotyield numbers. I cannot reproduce the bug described.
                2) The graphics show fine. Adding new (recolored) unit graphics is seemingly very easy and does not conflict with the MOD.
                3) The rehome command is difficult to test without information on unit upkeep; but it seems to work. I think the button remains until the next turn, which is a bit confusing.
                4) Ordering a crawler to crawl resources works; but only if I order the unit without having given it any other orders first during the turn. If the crawler moves and then crawls resources on the same turn, nothing is crawled. If I want to change the resource the same problem occurs; I need to wait until next turn before I can re-order the unit to crawl anything.

                Here's a screenshot from my test:



                Congratulations PJayTycy! This is amazing!

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                • #53
                  So, now it seems the dll works OK, I'm working on modifying the interface :

                  => Adding "independant" or "home city = ..." text to the unit details (done)
                  => Adding "crawling food", "crawling hammers" or "crawling gold" text (should be done shortly)
                  => Immediately update the interface after a rehome command (should be done shortly)

                  Ordering a crawler to crawl resources works; but only if I order the unit without having given it any other orders first during the turn.
                  strange... I'll look into it.

                  You should really start calling it a Supply unit
                  All text will have to be filled in in xml. I agree I should probably rename my TXT tags to SUPPLY instead of CRAWLER though.
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                  • #54
                    Wow Pjay, this sounds amazing! I've had to temporarily uninstall Civ4 but as soon as its back on, I'll be eager to help test.

                    Did anyone find any issues relating to the saving and loading of a game with crawlers?

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                    • #55


                      => [all units] unit info shows independant unit / home city: ...
                      => [crawling units] unit info shows what they are crawling (using the yield icons )
                      So, here we see a city working city plot + 1 other plot, for a total of 1 hammer. One crawler is working a forested hill (outside culture borders) for +3 hammers. The correct info is shown for the unit (home city, +3 hammers) and the city (total turn production = +4 hammers).

                      Immediately updating the interface didn't really work as easy as I wanted though...

                      About not being able to give a new crawl-mission:
                      => When no moves left : indeed, this doesn't work. Currently missions are never started when no movement points are left.
                      => Just changing a mission : doesn't work immediately, but can be worked around : click on wake, then skip, then give new command. The "skip" enables all commands again.

                      Once I've resolved these 2 issues about the user interface, I'll post a new version. I don't think I'll be able to solve the "can't start crawling if no movement points left" soon though. Could I get away with calling it a fix for a smacx-cheat ?

                      Still didn't test save/reload though.
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                      • #56
                        Originally posted by PJayTycy
                        => When no moves left : indeed, this doesn't work. Currently missions are never started when no movement points are left.

                        I don't think I'll be able to solve the "can't start crawling if no movement points left" soon though. Could I get away with calling it a fix for a smacx-cheat ?
                        Finally, a coder brave enough to admit this cheat.
                        He who knows others is wise.
                        He who knows himself is enlightened.
                        -- Lao Tsu

                        SMAC(X) Marsscenario

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                        • #57
                          Cheats? Gimme

                          Actually I think it makes more sense this way whether you consider it a cheat or not... although you should compensate by making 'crawl' use a movement point if it doesn't already.
                          Ceeforee v0.1 - The Unofficial Civ 4 Editor -= Something no Civ Modder should ever be without =- Last Updated: 27/03/2009
                          "Just because I'm paranoid doesn't mean there's no conspiracy"

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                          • #58
                            [SIZE=1] I agree I should probably rename my TXT tags to SUPPLY instead of CRAWLER though.
                            The internal tags would be "nice to have" changed, but I'm surprised you put "Crawling " in the display instead of "Supplying ". Maybe you're just being silly on purpose cus the XML can be changed any time.

                            After social engineering is done, the Unit Workshop interests me. However, your (great) work with the Supply units could lead you in that direction. Are you working towards that, or not?

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                            • #59
                              Originally posted by GeoModder


                              Finally, a coder brave enough to admit this cheat.
                              Yea, this cheat should be removed (or in this case left as is). It's just another micromanagement that doesn't need to be there.

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                              • #60
                                Originally posted by mdbill
                                The internal tags would be "nice to have" changed, but I'm surprised you put "Crawling " in the display instead of "Supplying ". Maybe you're just being silly on purpose cus the XML can be changed any time.
                                No, english is just not my first language and from playing smacx, I never thought about crawling as a verb. You're right though it should be changed to supplying, but after 6 years of referring to them as "crawlers" and using sentences like "crawling minerals for ...", it's hard to change to "supply".

                                After social engineering is done, the Unit Workshop interests me. However, your (great) work with the Supply units could lead you in that direction. Are you working towards that, or not?
                                I'm not working towards that at all. I can provide code so you can store weapons and armour values for each unit, I might even try to store unit-designs on a per-player basis, but I don't think I'll be able to help much on the "graphically assemble units together"-part.
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