I got Cradle 2 working with the Apolyton Edition in a scenario folder, I just had to disable diplomod (withdraw part is buggy), and fix line 334 in CRASL_mapwonders.slc, in the part concerning pillaging of map wonders:
for(i=0; i <= WONDERTIMP.#; i = i + 1){
remove the second "=" so the loop doesn't go beyond the end of the wondertimp array. This generated an array out of bounds error so should be fixed.
I think IW used the "CutImprovements" event rather than "PillageUnit" to allow tile imps under a wonder to be pillaged, but not the wonder itself. This of course still allows the AI to constantly try (and fail) to pillage a wonder tile imp, even when there are no other tile imps on the tile.
From looking at CRARR4_tileimp.txt it seems that the only tile imp you can build on the same tile as a wonder is a road/rr/maglev? But the wonder tile imps already have road/rr movement bonus anyway, so maybe you can disable the pillage order (for the AI) on a tile with a wonder altogether?
That would spice things up a bit. How does the AI deal with it?
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Also I noticed that the upgrading at any time with the sleep command isn't implemented. The new sleep button implies it but it seems to be an old version of the unit updater, and without upgrading in forts and air bases either. If it's by design (it does make the decision to upgrade certain units more difficult) then it's fine, but the sleep button should be changed back. I waited on upgrading all my spearmen at once to save some gold and not cripple my support costs, and so wanted to upgrade them slowly, then obviously I couldn't.
for(i=0; i <= WONDERTIMP.#; i = i + 1){
remove the second "=" so the loop doesn't go beyond the end of the wondertimp array. This generated an array out of bounds error so should be fixed.
Originally posted by hexagonian
The pillaging, however, stumps me
The pillaging, however, stumps me
From looking at CRARR4_tileimp.txt it seems that the only tile imp you can build on the same tile as a wonder is a road/rr/maglev? But the wonder tile imps already have road/rr movement bonus anyway, so maybe you can disable the pillage order (for the AI) on a tile with a wonder altogether?
One thing I am considering as an addon option in Modswapper is to make all the infantry-type units Government-specific. You could lose a lot of units every time you switch Governments... and have to rebuild every time.
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Also I noticed that the upgrading at any time with the sleep command isn't implemented. The new sleep button implies it but it seems to be an old version of the unit updater, and without upgrading in forts and air bases either. If it's by design (it does make the decision to upgrade certain units more difficult) then it's fine, but the sleep button should be changed back. I waited on upgrading all my spearmen at once to save some gold and not cripple my support costs, and so wanted to upgrade them slowly, then obviously I couldn't.
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