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Problem with CTC great leaders

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  • Problem with CTC great leaders

    I started the to play Call to Conquest mod with latest playtest version. Seems to work but I got this strange problem:

    I recaptured my city and the game told me that I've received a great leader, Hammurabi. However, I got the abolitionist unit instead?! It was a normal abolitionist and having that unit prevented me making more slavers so I disbanded it.

    I played on and now I got another great leader, Cyrus. But once again, I got abolitionist instead. Any ideas what's going on?

  • #2
    Thats strange maybe something in the slic file? maybe you have to reload slic?
    Formerly known as "E" on Apolyton

    See me at Civfanatics.com

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    • #3
      Reloading slic doesn't help.

      I did a test, I copied my playtest savegames to the original (patched) CTP2, then loaded the situation where I'm about to capture the town that gives me Cyrus. I reloaded slic, ended turn and set the parameters the same as when I started to play. Now it gave me the correct Cyrus unit! So there is a compatibilaty issue between playtest and CTC.

      Watching units.txt I see that abolitionist unit is the first unit at that database. That leads me to wonder if "createunit" function has been changed at playtest so that there are more parameters added (just a wild guess). So that function would get zero as index to unit db instead of the correct Cyrus unit index and return abolitionist as result.

      Also, I've had problems with unit updating. For examle, when I get a new advance playtest will never activate the dialog "you have obsolete units, do u want to upgrade". Sentinel update works with two cases, with upgrading warriors to legions and early catapults to catapults but not with feudalism advance (hoplites to pikemen, legions to man at arms) and chivalry (won't upgrade mounted archers to knights).

      My parameters:
      buildings destroyed: 10
      disasters: low
      surrender: default
      great leaders: on
      autopilot: off

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      • #4
        Here is the save game just before I should get Cyrus. Do reloadslic, end turn, then capture that town.
        Attached Files

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        • #5
          That's odd in an event handler it does work but it doesn't work in a message box.

          This code works as expected, int0 and int1 are filled in displayed by the message box:

          Code:
          HandleEvent(ArmyClicked)'MG_TestSomething'post{
          
          	int0 = UnitDB(UNIT_CYRUS);
          	int1 = UnitDB();
          	MessageAll('MGMAETestMessage');
          }
          But if I do it inside of the message box nothing happens:

          Code:
          MessageBox'MGMAETestMessage'{
          	Text(ID_TEST_MESSAGE_FOR_MAE);
          	Duration(1);
          	int2 = UnitDB(UNIT_CYRUS)+1;
          	int3 = 9+1;
          	MessageType("GIFT");
          }
          It seems a more general problem of evaluating code within a message box. Retrieving the unit index doesn't work. Assigning neither 9 nor 9+1 doesn't work either.

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

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