I am thinking I have to reset the CityIndex.
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[CREATION] How do you think a WW II Era only units would work?
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Alright, I fixed the bastard. Apparently player.cities will only trigger successfully once per player per turn. Had to add another variable in between, which partially undermines its purpose...
Now everything is complete up to the "future" section. I pretty much rewrote the code to take advantage of the "function" feature, and it sure helped with locating the -many- bugs.
You must set DEBUGSLIC = Yes for it to work properly.
"." pops up the OilInfo Screen.
Here's the files for playtesting:Last edited by EPW; March 1, 2009, 08:23."...awkwardly and shyly. He stroked it gently and then he blushed and turned hastily away. ‘Hullo, Sam!’ said Frodo. ‘It’s warm!’ said Sam." -The Lord of the Rings, The Fellowship of the Ring
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This is great
Only thing I can suggest right now might be a help button on the oil info message, that tells you what each unit burns for each move, and what is needed for maintenance.Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
CtP2 AE Wiki & Modding Reference
One way to compile the CtP2 Source Code.
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Hey Maq,
I'm putting off making a new map. Can you continue to handle the map aspects of the scenario? Namely by adding new oil resources?"...awkwardly and shyly. He stroked it gently and then he blushed and turned hastily away. ‘Hullo, Sam!’ said Frodo. ‘It’s warm!’ said Sam." -The Lord of the Rings, The Fellowship of the Ring
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I can, but you'll have to tell me how many each civ should have.Originally posted by EPW View PostHey Maq,
I'm putting off making a new map. Can you continue to handle the map aspects of the scenario? Namely by adding new oil resources?Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
CtP2 AE Wiki & Modding Reference
One way to compile the CtP2 Source Code.
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That's a balance issue, you'll just have to try it out
. You can also easily adjust the oil output from the oil resource and oil refinery, and also easily change each civ's starting oil amount.
"...awkwardly and shyly. He stroked it gently and then he blushed and turned hastily away. ‘Hullo, Sam!’ said Frodo. ‘It’s warm!’ said Sam." -The Lord of the Rings, The Fellowship of the Ring
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I'm gonna wait until the current scenario is over anyway. I've made some notes what needs changing, maybe to the current scenario, maybe create a new one.Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
CtP2 AE Wiki & Modding Reference
One way to compile the CtP2 Source Code.
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Done.Only thing I can suggest right now might be a help button on the oil info message, that tells you what each unit burns for each move, and what is needed for maintenance.
I'm going to let you convert oil into pw instead of the automatic bonus.Future:
Increase oil/per turn if Oil resource is mined if possible. - Impossible
Modify PW based on End-Turn Oil Amount. - Doable
Oil-trade with allies if possible. - Doable
Use less oil if uses road/train if possible. - Impossible
I'll make a popup to let you give oil to any player.Last edited by EPW; March 2, 2009, 05:55."...awkwardly and shyly. He stroked it gently and then he blushed and turned hastily away. ‘Hullo, Sam!’ said Frodo. ‘It’s warm!’ said Sam." -The Lord of the Rings, The Fellowship of the Ring
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Oil Count Final Release (?)
Alright, this is it. Unless someone has a brilliant idea or fines a bug this is the final version.
Added:
-New Menu telling you the Burn Rate and Maintenance cost for each unit.
-New Menu giving you the break down of your Maintenance costs by unit.
-New Menu letting you convert Oil to Public Works
-New Menu letting you give Oil to any player
Same Installation instructions."...awkwardly and shyly. He stroked it gently and then he blushed and turned hastily away. ‘Hullo, Sam!’ said Frodo. ‘It’s warm!’ said Sam." -The Lord of the Rings, The Fellowship of the Ring
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It will only work with the civs and units that are in the WWII scenario. So sort of."...awkwardly and shyly. He stroked it gently and then he blushed and turned hastily away. ‘Hullo, Sam!’ said Frodo. ‘It’s warm!’ said Sam." -The Lord of the Rings, The Fellowship of the Ring
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We cant use the scenario, as far as I remember for single player, so no?Originally posted by EPW View PostIt will only work with the civs and units that are in the WWII scenario. So sort of.

Just curious, would be nice if a work around, maybe next scenario Maq was considering working on after this?
GrampsHi, I'm RAH and I'm a Benaholic.-rah
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What I mean is, if only the Germans, Japanese, Chinese, Mexicans, English, Russians and Americans are in *any* single player game or scenario it will work properly. Since that is highly unlikely, no it won't work.
The WW2 scenario doesn't work past the 2nd turn in single player.
"...awkwardly and shyly. He stroked it gently and then he blushed and turned hastily away. ‘Hullo, Sam!’ said Frodo. ‘It’s warm!’ said Sam." -The Lord of the Rings, The Fellowship of the Ring
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Added City Captured message which all players will receive, rather than just the victim."...awkwardly and shyly. He stroked it gently and then he blushed and turned hastily away. ‘Hullo, Sam!’ said Frodo. ‘It’s warm!’ said Sam." -The Lord of the Rings, The Fellowship of the Ring
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Added Global ranking message. It Pops up every four months and tells you your population, city number, military, and land area rankings. Modified from powerslics 2.0."...awkwardly and shyly. He stroked it gently and then he blushed and turned hastily away. ‘Hullo, Sam!’ said Frodo. ‘It’s warm!’ said Sam." -The Lord of the Rings, The Fellowship of the Ring
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