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PowerSLICs 1.6 - Changes to 1.5: Few cosmetic things + English Translation

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  • PowerSLICs 1.6 - Changes to 1.5: Few cosmetic things + English Translation

    Dear all,

    Here you have it, the feature list of PowerSLICs 1.6. Is is sent to Dan for uploading and contaings two changes

    - minor cosmetic things (detailed in the below feature list)

    - English translation as optional installation.

    This is my last PowerSLICs version until German patch 1.2 is available to me, when I will start checking for need to update my MOD to the patch and to include new code.


    Regards,
    TP

    Feature List:
    =============


    1. Updated Dominique's Building MOD

    Each time you build an improvement for a city, you will get a message informing you about this fact (including the info what you have just finished to build). This code has been published previously by Dominique, but with one tiny bug: I was slightly irritated by those double messages ("you have build XXX" AND "city queue in YYY is empty"). So I changed the code: Now you will get only one message directly after an improvement has been built (telling exactly this). From the next turn on, you will get the nice note that the queue is empty in case you forgot to build something new.


    2. Public Work reminder

    I belong to those people who do not look constantly on the public work status and therefore sometimes collect huge masses of PW before actually using them. This MOD will give you a friendly reminder in case you have too much PW unused which is not good for your productivity (working in Market Research, we like to call such things "opportunity costs"). So from now on, CTP will bang on your head as soon as you have too much unused PW. The absolute level needed to trigger this warning depends on the current player’s terrain improvement building abilities. To put it in words, this warning will be triggered in general when having 1000 PW unused. The following Advances will increase the amount of PW needed to trigger the warning as with those advances new and significantly more expensive terrain improvement options will be available:
    Beginning with Stoneworking: 1500
    Beginning with Seatravel: 1800
    Beginning with Electricity: 2000
    Beginning with Intelligent Materials: 2800
    Beginning with Superconductor: 3200
    Beginning with Robotics or Genetic Tailoring: 4400
    I have changed this to my previous MOD as people have correctly telling me that my warnings pop up too often in later stages of the game. This flexible solution should put of the necessary PW level to the ”correct” stage, i.e. reflecting both terrain improvement options and higher absolute PW collection per round due to bigger civilisation size and city improvements like factories.


    3. Disappearing Unit syndrome workaround

    After I found out that this phenomena may be caused due to a interface inconsistency after you have researched a new advance, this SLIC part will force the user interface to be updated with the game’s internal status each time a human player begins its turn. I am not sure whether this really works, but it surely does not negatively effect the game at all. If it does not work for you, simply save the game (not via quicksave or autosave) as soon as a unit seems to be placed on the wrong tile.


    4. Warning on spotted bombard-capable enemy units

    As my copy of CTP is not able to autocenter on bombardments of my units, I have established two warning systems (second one follows later): As soon as one of your units or cities spots a bombard-capable enemy unit, you will get a nice warning. Therefore you should be able to "proactively" react. A small eye icon will allow you to center the map to this enemy unit. Note: This message will not be shown if your units spot a bombarding-unit which is currently in an enemy city as this would not be very realistic. For your convenience, you will be informed about the type of the bombard-capable unit and the type of the unit having spotted this enemy. I once got an error message telling me that the loop I programmed was out of bound. I am not sure whether this is relevant as it only happens to me when I artificially increase number of cities from one of my enemies for testing purposes. If you get this error message while playing normally, please inform me about it and I will dig into my code again.


    5. Warning on bombarding

    **** happens. Therefore you will get a warning as soon as one of your enemies has bombarded one of your units or cities. For your convenience, you will be informed about the type of the attacker and the type of the attacked unit.


    6. (Improved) Ranking messages

    Each round, there is a 10% chance that a ranking will be shown in a turn (however only if there have been at least 12 rounds played since the last ranking was displayed). Of course, the player will only be ranked on specific dimensions in case he has researched the necessary advances (Trade for Trade ranking, Undersea Colonies for Undersea Power, Space colonies for Space Power).

    a) In 60% of those cases, the player will get informed on his current ranking for one of the following dimensions: Number of cities, Geographic spread, Amount of gold, Number of advances, Military power, Number of population, Power in Space, Power underseas or Number of trade routes.

    b) In the remaining 40% of all ranking messages, the human player will be informed about his current rankings on all of the above described dimensions.

    I have made this split as my previous version 1.2 of this MOD only made a) possible and I didn’t want to say goodbye to my previous approach. I think that it is somewhat more interesting to have two different kinds of ranking messages available. The 60%-40% chance split will make your heart bump whether you get the big picture about your relative position to competition or only limited knowledge (and thus have to wait for at least another 12 turns for the chance to get the full ranking information).


    7. Updated alertboxes "You have found an advance after entering a goody hut" and ”You have found an advance after capturing an enemy city”

    Due to a specific request, I have added a link to the Great Library for those two pieces of information so people can easily look at what they have just found or captured. I do not know anymore who requested it but I hope you are happy now 


    8. Synchronizing of important war messages work now

    Although I am not a friend of real-time warfare at all, I like to watch the war animations in CTP especially as one can learn a lot on optimal stacking by looking at those animations. Unfortunately, with a little bit of experience, you can tell whether you will win a fight or whether you will capture a city (or get captured) by just looking at the icons which pop up before the actual war animation starts. This is a major spoiler, so I fixed it in the hope that I did change all potential spoiler icons. No worries, you will still get each of those messages, but now after the fight is over.


    9. New messageicons for new messages

    Bombarding warning messages now have their own icon (yellow arrow = bombarding-capable unit is spotted, red arrow = enemy has bombarded a unit/city). Same is valid for the Public Work reminder (the classical hammer), for the small ranking (the big one is displayed via an alertbox), for improvements having been built and for empty city queues (same icon as for improvements being built but with a big questionmark added). Finally Depp sent me a happyness icon so you will now get a blue smiley if one of your cities starts celebrating.


    10. PowerSLICs 1.6 is available in German and English language.

    Nothing major to say to this point. I hope you non-german speakers out there are happy now. I have simply translated everything in the hope that you like my English. If not it should be no problem at all anymore to change wordings to your personal style.

    NOTE: FUTURE VERSIONS OF THIS MOD WILL NOT COME WITH THE GUARANTEE TO BE AVAILABLE IN OTHER THAN GERMAN LANGUAGE. I DID THIS BECAUSE THERE WILL BE NO FURTHER VERSION OF THIS MOD UNTIL THE GERMAN LOCALIZED PATCH 1.2 IS AVAILABLE AT LEAST.

  • #2
    TP, I don't know about anyone else, but I sure don't have the time to do all the wonderful things you and Depp have done. I'd really like to thank you for the effort you've put into this. Especially the translation on top of it all.

    And now, a riddle.

    What do you call someone who speaks three languages?


    Trilingual, right?

    What do you call someone who speaks two languages?

    Bi-lingual, right?

    What do you call someone who speak one language?

    American!!

    Ok, it's funny over here in the States.....

    Big Dave
    Any flames in this message are solely in the mind of the reader.

    Comment


    • #3
      TP, all of the things you're putting in your mod sound great. There is one additional thing that I would find very useful. If you could have a message that alerts you whenever one of your cities increases in population, it would be a big time saver. I find myself spending a lot of time cycling through my cities seeing if I need to lay down new public works for new populations, or just reassign the new workers from where the computer has placed them.

      Also, I don't really think the messages alerting you of new units are needed, since you see them when it's their turn to move.

      Finally, what do you think of my idea for the new stockade improvement? I haven't received any replies to my post. I don't know if everyone thinks it's a dumb idea, or if they're just noting it and waiting for the patch to come out first. Personally, I think it's a big improvement- perhaps the only major gameplay imbalance that CD didn't address. Anyone else who reads this, feel free to respond also.

      Comment


      • #4
        WesW,


        Your idea of a message for increasing city numbers sounds very good, although I am not sure whether I can implement it as I have not found a fitting trigger variable within SLIC.

        Let me recheck that when patch 1.2 German is out and see what I can do then.

        On your stockade improvement: Sounds like a good idea, however in my point of view it would make the game too easy for me. I actually like this feeling that until I have built city walls, my beloved enemies could rush a slaver and go shopping in my cities (which I love to do in the very early stage of the game when the AI -even with CD's MOD- has not yet finished his city walls). So it is a matter of personal taste.

        In terms of optimizing CD's MOD, I also made a few changes besides the interface changes with PowerSLICs, new colors, new fonts for 800x600, new cursor and some sprites:

        I eliminated the alpha transporter and the cruise missile as the AI can not use it (and it would be boring to know that I can crush the AI with cruise missiles in the knowlege that nothing similar can happen to me). I made the Cyber-Ninja a bit stronger (50% chance on inciting revolts) to differentiate it better from the spy. I increased the wages to take some gold out of the game and make researching harder (middle slider position now at 4.5 vs. 4.0, difference between sliders now 1.125 vs. 1.0). To balance this less amount of gold, I decreased the already very high rush-buy costs (-30% wonders, -20% units, -10% improvements). So you see it is a matter of personal taste.


        TP

        Comment


        • #5
          No, they high rush buy costs were good. It made sure that you really need your whole money to finish building a wonder. Not like in CivII when you could buy wonders over wonders. -15% for wonders -5% for improvements or units would be better. Where do I change this (I mean which file is this in?)

          Thank you,
          ATa

          ------------------
          if something is easy, something is wrong

          when I do bad things it is called mad, but when god does bad things it is called nature
          -- the devil

          if you kill one you are a murderer, if you kill millions you are a conqueror!

          Comment


          • #6
            Ata,


            You have to change this information in govern.txt AND const.txt (if I remember correctly, look for the string "rushbuy". If you have issues, post it and I will look at it this evening in my files at home). You have to change all coefficients there by the way you like.

            Remember due to my wages increase, 12% more gold is substracted BEFORE the remaining amount is splitted into net gold and science conversion. Also, things like inciting revolts etc. are now relatively more expensive, so overall I think that a -15% for wonders actually makes wonders even more expensive (needless to say -5% for improvements and units would make them more expensive to get than now).

            Just some food for thought...


            TP

            Comment


            • #7
              All,


              One info when downloading my MOD (as soon as it is uploaded by Dan):

              Before installing my MOD as described in the Readme File, you may want to outcomment the following code in the file "INSERT INTO script.slc":

              i = 1;
              while (i < player.cities) {
              SetCitybyIndex(1, player, i);
              if (position == city.location) {
              incity = 1;
              }
              i = i + 1;
              }

              Simply put // in front of those lines or delete them.

              Why should you do that ? Because the code is unfortunately broken due to a bug in SLIC 1.1 as I just learned from another thread by Mr. Ogre.

              This is nothing major, this code was just thought not to warn you when spotting enemy bombarding-capable units in enemy cities. The main feature of getting warned when sighting such units is NOT endangered.

              If you forget to do this, you may encounter sometimes error messages - but they won't crash your game.


              Sorry for the inconvenience,
              TP

              Comment


              • #8
                TP,

                I noticed you mentioned adding new fonts in your mod. I hope you meant you found a way to increase the script in the status screen. I keep finding myself leaning forward to squint at the writing because it's so small ( and this after adjusting to the 800x600 pixel size).

                Comment


                • #9
                  WesW,

                  Actually, as I am in real life a hawk, I changed the font from bold to normal, as it looks somewhat more "filigran" and nice to me. Readability is not affected (maybe even a bit worse).

                  :-)

                  TP

                  Comment


                  • #10
                    ... Just wondering... any sign of this potentially good mod appearing for download soon..??...
                    ... waiting...
                    I agree with TP about the Rush Buy costs. Since CD reduced the amount of gold in the game, these costs are now disproportionally high...

                    still waiting...

                    ...There is still too much gold in the game. I mean has anyone ever had to reduce the science spinner in order to keep gold?? As a spinner, I assume it was designed so that you may have to reduce it from the maximum,- even playing with few goods at emperor level the gold keeps pouring in, so the wage increase seems a good idea...

                    ...still waiting.. hope it beats the 1.2 patch to the download area

                    JimMac

                    Comment


                    • #11
                      Flippin' double post. (It wasnt my fault, honest! I just installed I.E.5, it reported an error and asked me if I wanted to continue, when I said "yes" it posted my above message again ...do you believe me?)
                      [This message has been edited by JimMac (edited July 31, 1999).]

                      Comment


                      • #12
                        ic dp...

                        ------------------
                        now THATS a knife!! -- Crocodile Dundee

                        Comment


                        • #13
                          1st August since 1 hour and 30 minutes!

                          TP: Okay, I see, I didnt took into account, that you lowered gold amount. Everything is clear now

                          Ata

                          ------------------
                          if something is easy, something is wrong

                          when I do bad things it is called mad, but when god does bad things it is called nature
                          -- the devil

                          if you kill one you are a murderer, if you kill millions you are a conqueror!

                          Comment


                          • #14
                            JimMac,


                            I agree with you that my MOD should be online soon. It is available to the Apolyton guys, so it "has left the programmer's hands" to speak in Activision language :-) I know that Dan has an extensive summer job, so I can not actually push more.

                            On Gold amount I fully agree with you that there is still too much gold in the game. As I am now a Deity player (as on lower levels I win nearly all the time), I think I will experiment more. When I brainstormed to get gold out of the game, I did not want to reduce the gold attributes of certain terrain tiles or multiplicators of certain improvements as then game balancing would have become nearly impossible (would have had to recalculate costs for city improvements etc). By increasing the wages, I take out some gold at one of the very last steps of CTP's gold model. In fact, the only step after substratcting the wages is to split the remaining amount in gold and science. Still you are right and I am now thinking of playtesting with even higher wages to take even more gold out of the game and make researching slightly more difficult (which is both in my objective list). Of note, the wages changes are not reflected in my PowerSLICs as they are just supposed to tweak the CTP interface.

                            Looking at the feature list of patch 1.2, some of my tweaks in PowerSLICs will get obsolete, some others however not (e.g. ranking informations). I will surely update my MOD after patch 1.2 (German) is out to get rid of the not-needed-anymore things, to ensure all other features are compatible with the new patch and to implement a few new things (depending on what SLIC 1.2 is offering to us).


                            TP


                            P.S. It is now July 31 here, in case my MOD is not at Apolyton tomorrow, post your email-address here and I will send my MOD to you.

                            Comment


                            • #15
                              All,


                              Ok, let's go to some speed now. Anyone who wants PowerSLICs 1.61 (including the little bugfix mentioned a few messages above), please send a *short* mail to

                              ctp_slics@yahoo.com

                              You will then find PowerSLICs 1.61 shortly after in your mailbox. I should return in a couple of hours at home and then will send out the SLICs for the first time. I will not send out the SLICs each time a single message comes in but will wait untill a couple of requests are there.


                              TP
                              [This message has been edited by TP (edited August 01, 1999).]

                              Comment

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