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Making Cradle 3+ fully compatible with the Apolyton Edition

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  • Kull
    replied
    Legal Attacks (3) - All three of these have an "ancient equivalent" in Cradle:

    1) Injoin (Sabotage): A legal attack which halts production for 1 turn and is used by the Assassin, Poisoner, Lawyer, Legal Team, and Cyber Attorney. As noted above, Cradle has re-purposed this attack as "Sabotage" and while it did have "flaming building" iconography for the Button & Cursor (along with "fire-related" messaging), everything else was modern (mostly "Gavel" related). The changes include:
    * Created a new "burning building" Messageicon
    * Sprite shifted from the "swirling papers" to an existing sprite which shows fires burning on all sides of the city (see attached)
    * Sounds changed from the "whooshing" of swirling papers to the crackling sound of a large fire
    * A successful attack appends a new "fire" icon (see attached) to the side of the city status bar (instead of a gavel)
    - This attack is controlled by settings in "units.txt", success is 100% and there's no danger to the attacking unit. Cost is 300, duration is 1-turn (unfortunately not adjustable), and the good news is the AI performs this attack frequently. It has a strong era-related dependency.
    Click image for larger version

Name:	Sabotage Fires.JPG
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  • Kull
    replied
    This took a LOT longer than I'd ever imagined, but the Special Attacks project is complete. Quite a few surprises along the way, so before moving on to the next big task let's review what was done.

    But first, we'll talk briefly about a conundrum which initially appeared "unsolveable" - the fact that Cradle has repurposed many of the modern era attacks into ancient equivalents. For example, Lawyers in CtP2 deploy the "Injoin" attack as a means of disabling production in an enemy city. In Cradle however, the attack is called "Sabotage" and is used by the "Assassin" unit to do exactly the same thing, except the messaging and some of the icons (but not all) use a "building-on-fire" motif. The problem is that once the specialist units of the modern era begin to arrive, you have - for example - lawyers who are setting fires instead of using legal attacks (see attached). Which is disconcerting at best and a real hit to gameplay and immersion. That has been addressed, but for now - to keep the focus on the Special Attacks themselves - I'll simply point out those which have an "Era-dependency" and will address the solutions later.
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Name:	Lawyer Sabotage.JPG
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  • Kull
    replied
    Espionage Attacks (4): Here's the latest group of Special Attacks, and again I'll spare you the detailed autopsy and will focus on the highlights. First however, let's talk about a common feature of many such attacks - the existence of EliteChance (in both "units.txt" and "const.txt") which is the likelihood that the unit can be promoted to "Elite" status in the event of a successful attack. Many attacks include this and after extensive testing on ALL of them, I can report that not a single unit was EVER promoted. Not one. By contrast, DeathChance and Chance (of success) all work exactly as intended. It's not a serious problem because other than a few instances itemized in "const.txt", there's no difference between the capabilities of "Un-promoted" vs "Elite" civilians anyway.

    EDIT: Just to be clear, the above comment refers to the possibility of civilian units being promoted to "Elite Status" as a result of a "special attack". That does not work. By contrast, military units which have "Veteran Status" and participate in successful combat DO have the possibility of being promoted to "Elite Status". That does work.

    1) Investigate City: An espionage attack (shows internal information on the target city) used by the "spy-types" (Spy, King's Eye, Secret Agent & Cyber Ninja) but also shared with all the Diplomatic units.
    - A successful attack pops up a window showing internal information on the target city (see attachment). Very important to be aware that this information is only available while the window is open. If you close the window without recording the information, it can't be retrieved from anywhere else! As a workaround, I use the "printscreen" button to get a screen capture so I can review the details later.
    - The original sound ("mission accepted") is also the "Acknowledge" voice used by Spy units, which was potentially confusing. At first I shifted it to the "Gossip Whisper", but now it uses the sound of a large gate being opened. As with most of these attacks, the intent is to have unique sounds so you can clearly associate them with ONE activity, not several.
    - The AI definitely uses this attack. After changing the sound, I heard a LOT of whispering during the next playtest. That said, it seems unlikely that the AI can process this information in any meaningful way. However, it probably incentivizes the AI to park diplomats next to cities, and that's a desirable outcome (see the Diplomacy review posted earlier).

    2) Steal Technology: An espionage attack (steals an advance from the target civ) used by all the spy-type units. This attack works as expected, but the main issue was the messaging.
    - An attack that failed because there were no Advances to steal would not notify you with a "pop-up" window, but it did leave a message in the messagelist (which allows you to access it again, if desired).
    - By contrast, if the target civ DID have Advances available for theft, successful and unsuccessful attacks would provide a "pop-up" message....but nothing would appear in the messagelist. That was pretty confusing, but eventually I discovered they were coded as "alertboxes" (which, by definition, NEVER appear in the messagelist) whereas the vast majority of special attacks use "messagebox" code. Anyway, it was possible to change that, so now all the technology theft messages "pop-up" and appear in the messagelist.
    - That also meant a messagicon was needed, and of course there wasn't one which matched the "open safe" graphic used by the button, cursor, and sprite - but there is now!
    - In closing, this attack was originally coded to give the player a choice between stealing a "random" technology, or picking one from a list. The chance of success being lower if you select a specific advance. But all the "choice" code has been commented out in "script.slc", and the same is true in the AE file (so not something specific to Cradle). Anyway, I thought about trying to reactivate that, but - at least for now - there's other fish to fry.

    3) Incite Revolt: An espionage attack (causes foreign city to revolt and become a new civ) used by all the spy-type units. Even though "orders.txt" says there is a fixed cost for this (5000), the cost is actually a formula derived from city size and happiness level (usually multiple thousands). This attack also works as expected, but there were a few minor issues.
    - Interestingly, in a recent playtest the AI used this against another AI civ, so it's definitely something they know how to do. Not common, however.
    - Confusingly, the sprite and sound play regardless of whether the attack succeeds or fails - unless the attacking unit dies. The messaging is correct in all cases, but had a typo (now fixed).
    - This attack does NOT result in a Declaration of War, regardless of success or failure or the agent being caught or not. That seems strange, but there's no way to change it.
    - Most of the graphics are consistent (waving pitchfork and red flag), but the messageicon graphic comes from the "Slave Revolt" group, so I created a new one to match this graphic set. The sound featured shouting and gunshots, which is not appropriate for an attack that can be used in the Ancient Era, so that was altered as well. Worth noting that you get the same sound and sprites from a spontaneous "unhappiness-based" Revolution.

    4) Plant Nuke: An espionage attack (places nuclear bomb in a city) used by the Secret Agent, Cyber Ninja & Empathic Diplomat units. With one exception, the graphics, messages and sound are consistent.
    - The pre-requisite for this attack is the discovery of "Nuclear Power". Until that occurs, the button will not appear.
    - AI has never used this attack in any of my games, but none have reached this far into the future, so that's not dispositive. Cost is VERY HIGH (8,000) however, so even if the AI is coded to use it, most AI civs don't have that much gold available.
    - Not surprisingly, War results from both Success and Failure.
    - It seemed odd for the Empathic Diplomat to have this capability, since it's contrary to everything the GL says about this unit (imagine the "empathic shock" from killing/maiming so many people!) Accordingly, I removed it.
    - A successful attack displayed the "bomb-with-fuse" sprite, which is wrong on several levels. It now uses the "nuke explosion" sprite, which is clearly a better match.
    - This attack includes an EscapeChance percentage (for the attacking unit), but I have yet to see ANY attackers survive. Doubtful that it works.
    Click image for larger version  Name:	Investigate City.JPG Views:	1 Size:	108.6 KB ID:	9445754
    Last edited by Kull; October 12, 2022, 16:47.

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  • Kull
    replied
    Yeah, sorry for the misleading statement earlier - memory was wonky. It definitely is NOT part of the Apolyton Edition download package.

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  • Cyberguy
    replied
    Thanks, i've downloaded C3 from the link you posted. I'm not sure that C3 is included in the CTP2 AE edition considering the C3 download is 211mb ( i know it had some other stuff in it, but still) and the patch to make CTP2 the AE edition is only 18mb. Anyway i'll have a go at adding C3 in over the next week and give it a go after i've finished the current game i'm on.

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  • Kull
    replied
    Perhaps you don't have the Scenario version. Fortunately it's still available here.

    Here's my scenario folder structure. The folder circled in red contains Cradle:
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Name:	Cradle Scenario folder.JPG
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    Last edited by Kull; October 11, 2022, 13:16.

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  • Cyberguy
    replied
    Is this what you are suggesting, i have gone into Scen000 but i see nothing called Cradle3? Nor in any the lower directories shown in the pic
    Click image for larger version  Name:	ScreenHunter_08 Oct. 12 00.12.gif Views:	1 Size:	34.7 KB ID:	9445664
    Last edited by Cyberguy; October 11, 2022, 12:16.

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  • Kull
    replied
    In order to have that screenshot, you must have opened the "Apolyton Edition Mod Pack" from the initial Scenario screen. You do not need that. It's a mod pack which uses many of the new AE features, but is not required, and in fact - as you discovered - if you select it that prevents you from playing any other scenarios.

    Go back up one level to the initial Scenario Screen and select the one called "scen0000". That takes you down one level and reveals the Cradle3 scenario.

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  • Cyberguy
    replied
    Hmm, i may be missing something but should Cradle 3 be obvious? The version I am running is the 11th June 2011 version. Below are what i see:

    In scenarios folder i see these (and see them when starting a new game)
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    Clicking into 1st folder AE_Mod I see this:
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    which in game look like this:
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  • Kull
    replied
    "Hear Gossip" is now Functional: A few weeks ago I reviewed the Diplomatic "special attacks", and sadly reported that "Hear Gossip" didn't work. Even so, yesterday evening - on a hunch - I added the HearGossip attribute to the Diplomat entry in "units.txt". To be clear, that is not a listed attribute and no units have it, but it did appear in a text file search of the executable. So I ran a quick playtest and parked a Greek Diplomat next to several foreign capital cities, and - voila - Gossip messages appeared! Unfortunately the code for the civ names didn't work, but eventually the problem was solved by moving the message text from "cut_str.txt" over to "info_str.txt" AND using a different format for the civ identifier code. The messageicon originally defaulted to the "red exclamation point", but it was possible to create a new one using an "ear" icon borrowed from CtP1. The messages themselves were rather boring and generic, so those were spiced up as well, and you see the result in the attachment.

    Per the earlier review, there should be a chance to HearGossip when a Diplomat uses the ThrowParty attack, or passively when a Diplomat is positioned outside a capital city. So far it does NOT work as an adjunct to ThrowParty (possibly something to do with stringing two attributes together) and it's worth noting that Diplomats parked outside a non-Capital city will never hear gossip. But in this one specific instance it DEFINITELY works, and that includes the sound (whispering) and the sprite (blue puff of smoke).

    As a result, this attribute will be added to the other "diplomat-type" units (Ambassador and Empathic Diplomat), and I'll drop the percent chance in "const.txt" from .9 (used for testing) down to .05 since it should not be a common occurrence (the AE default was .02). In addition, I'll add some references to the Great Library so players are aware of the mechanism.
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  • Kull
    replied
    Originally posted by Cyberguy View Post
    Thanks for the info. I am running Apolyton version of CTP2 under Win7 and will now look to ad the Cradle v3 mod & give that a go.
    Super, you are well ahead of the curve! Since you are already running the Apolyton edition, the good news is the Cradle3 scenario is already installed. It should work OK, but please look at the first post in this thread for the two "workarounds" needed in order to select Cradle Civs and to re-activate the Great Library every time you load a save game. Selecting a civ is particularly annoying, since the menu forces you to choose from the AE list, and there's no obvious correlation to Cradle. To help you out, look at this attachment. As an example, if you wanted to play as Assyria, choose the Turks.
    Click image for larger version  Name:	Cradle-to-AE-civ list.JPG Views:	1 Size:	59.0 KB ID:	9445622

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  • Cyberguy
    replied
    Thanks for the info. I am running Apolyton version of CTP2 under Win7 and will now look to ad the Cradle v3 mod & give that a go.

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  • Kull
    replied
    This is a "mod of a mod", and is still under active development, so unfortunately no - not available for download yet. However, you might want to try your hand at the Cradle Scenario which is included with the Source Code update. If you don't have CtP2 loaded (and working) on your PC (and maybe even if you do), I highly recommend that you follow the installation process laid out in this thread. CtP2 is a very old game, but I've had ZERO problems running it in Windows 10 using that method. Once you have the game up and running (to include the Source Code Team's patch), then you'll be able to run Cradle as a scenario. There are a few tricks to get it running properly, so if you have any problems just open a new thread in the main CTP2 forum and I'll help you work through them.

    To be clear, that is the original "Cradle v3", and not the version I'm working on here. But even so, it's a fun mod and playing around with it will be good preparation for this new version, once it's finally released (still quite a few months away, unfortunately, as I'm still deeply embedded in the special attacks sub-project).

    Edit: The main link for the Source Code download is broken, but the first link in Post #3 is still active.
    Last edited by Kull; October 9, 2022, 12:26.

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  • Cyberguy
    replied
    The mod looks great. Is this available for use now, where is the download link and how is it installed?

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  • Kull
    replied
    Military Special Attacks (4): I completed this group a while ago, but let's take a look at them in more detail. I won't share the full autopsy results, just the more interesting findings. Also, there's far more than four orders that apply primarily to military units, but most of them are simple and obvious, like "Fortify" or "Sleep" or even "Attack". They work as expected and aren't worth digging into.

    1) Pillage: The pillage attack is pretty straightforward. Military units with the CanPillage attribute in "units.txt" use this to destroy Tile Improvements - usually those belonging to an enemy, but it's also one of the rare attacks you can direct at your own assets. The main finding is that a successful attack features a sprite (trumpets) and sound (trumpet fanfare), and BOTH are hardcoded. More specifically they use the "General Success" sprite and sound, so if you altered that for this attack it would also apply in all other cases where "General Success" is used. Not a big deal, but it limits the ability to customize this attack.

    2) Intercept Trade: This is the "Piracy" attack (hijacks profits of the Trade Route for 1-turn) performed by all units which have the CanPirate attribute (primarily military). Has a Button icon (pirate flag), Cursor (pirate flag), Sprite (pirate flag) and Sound (slaver whooshing net). There are no messages for pirating trade routes, either as attack or victim. There are two messages in "script.slc", but neither is listed in the exe, so they can't be made to work. Accordingly, there's no Messageicon either. The interesting finding here is that Piracy is not listed in "specattacks.txt" and thus the sprite and the sound are hardcoded by file name. That's not a problem for the sprite (pirate flag is perfectly appropriate) but the sound is a different story. It uses the file linked to SOUND_ID_SLAVE_RAIDS (in sounds.txt) and there's no way to change it.

    That's a problem because it's also the sound used in a successful city slaver attack. On the surface that might not seem like a big deal, but one of the really neat features of CtP2 is that even though much of the map is obscured by Fog-of-War (FOW), you can still hear the sounds of AI-on-AI special attacks during the "end-turn" gameplay. But in this case you wouldn't know WHICH attack is happening sight unseen. Are slavers at work, or is the AI busy pirating trade routes? For me it's quite important since - among many other things - I'm trying to determine which special attacks the AI is using, and when.

    Fortunately there was a solution. The city slaving attack is listed in "specattacks.txt", and that allowed me to change the sound file link from SOUND_ID_SLAVE_RAIDS to a piece of unused code called SOUND_ID_RAILLAUNCH. That new code was then linked to the "slavernet" sound file (GXXX14.WAV) while the old code - now used only by the Piracy attack - was linked to the "evil laugh" file from CtP1 (guax09.wav). Sounds complicated but it's not, and the end result is that each special attack now has a different and unique sound. And sure enough, during the next playtest there were a lot of whooshing sounds in the early game, but later on - once Trade Routes had been established - you began to hear the evil laugh. Very nice.

    3) Expel: Units with the CanExpel attribute are able to "boot" certain foreign units back to their nearest city (used against units which have the CanBeExpelled attribute - mostly civilians). As with "Pillage", the main finding is that once again the successful attack utilizes a hardcoded sprite (trumpets) and sound (foghorn). Not really a problem, but once again it limits the ability to customize this attack. An interesting discovery is that you can expel units from neutral territory as well as your own land.

    4) Bombard: This is an interesting feature, as it allows units to attack those in an adjacent hex, and it's used by land, sea, and air units to represent such diverse weapons as rock throwers, anti-air missiles, torpedoes, and modern artillery. The attack can only be launched by units which have one of four CanBombard attributes (Land, Mountain, Water & Air). But that alone is not enough. Units also need settings for BombRounds (usually 5) and BombardRange (typically 1), while those with the CanCounterBombard attribute are able to respond in kind. This is one of the few instances in which combat between units does not take place on the "battleboard"

    I bring this up because 4 of the Ancient-era naval units (Trireme, Heptireme, Longship, and Dromon) have the CanBombard attribute, but they do NOT have BombRounds or BombardRange. So if you click the Bombard button on these units and place the target icon over an adjacent unit, they move into that hex and conduct a standard battleboard-type attack (see attached). Historically three of these units did not have ranged attacks, so the solution for them is very simple - remove the CanBombard attribute. By contrast, the Dromon used an attack which spewed Greek Fire from a tube and immolated target vessels, so - even though the range of that attack was limited - it's reasonable to retain it here. In this case the solution involves adding the necessary BombRounds and BombardRange values.
    Click image for larger version  Name:	Bombard doesn't work.JPG Views:	1 Size:	133.0 KB ID:	9445401
    Last edited by Kull; October 6, 2022, 18:24.

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