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DEBUG: Slic Dtabase Access

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  • #16
    Originally posted by Peter Triggs
    I'm not having any luck with this Slic Database code. I put the following simple Slic script into the Activision World Map scenario and can't get it parsed. Am I missing something?
    Obviously I plugged it into the main scenario.slc started the latest playtest version of the game and the code ran fine. To verify this I added a message box, nothing unexpected happend.

    So did you installe the latestest source code pack Peter?

    The files that should be modified are these ones:

    ..\ctp2_code\gs\slic\slic.y
    ..\ctp2_code\gs\slic\y.tab.c
    ..\ctp2_code\gs\slic\y.tab.h
    ..\ctp2_code\gs\slic\slicif.h
    ..\ctp2_code\gs\slic\slicif.cpp
    ..\ctp2_code\gs\slic\SlicFrame.cpp
    ..\ctp2_code\gs\slic\SlicDBConduit.h

    If these files should be at the place then you could compile the whole project again or just delete the according *obj files in the debug/release folder, to force the compiler to build these files again. I had strange effect by just letting it recompile the files, especeally files that were not altered by myself.

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

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    • #17
      I re-installed all those files, compiled the ones I could, and now it works. I'll keep testing as I work on patching SLIC.

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      • #18
        What are you working on currently, Peter? The SLIC files for AI functionality?

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        • #19
          I filled in most of the AI SLIC functions a while back but haven't properly debugged them yet. Now that the database access is going I want to get CTC working as a scenario. It's a first step towards getting the mods converted back to scenarios, which is what they should have been in the first place.

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          • #20
            Even if the slic functions aren't debug properly you could post them nevertheless so that we have them and no one would be tempted to do the work twice. By the way did you added more databases like AgeDB, CityStyleDB, and other DBs?

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

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            • #21
              I put in personalityDB, AgeDB, and SpriteDB. Most of the others have strings, which aren't a lot of use to us yet.

              I'm in the process of organizing my stuff so that I can post it, hopefully, later tonight.

              Another thing I've done is to add two new buildlists to strategy.ctb so that you get:

              Code:
               // Unit Percents must total to 1 (100%)
              	OffensiveUnitsPercent 0.20
              	DefensiveUnitsPercent 0.40
              	RangedUnitsPercent    0.30
              	BombardUnitsPercent   0.10
              	FlankerUnitsPercent   0.0
              	SeaUnitsPercent       0.0
              	AirUnitsPercent       0.0
              
              ...
              
              // Types of standard units that should be built
                  OffensiveUnitList   UNIT_BUILD_LIST_OFFENSE
                  DefensiveUnitList   UNIT_BUILD_LIST_DEFENSE
                  RangedUnitList      UNIT_BUILD_LIST_RANGED
                  BombardUnitList	UNIT_BUILD_LIST_BOMBARD
                  FlankerUnitList     UNIT_BUILD_LIST_FLANKER
                  SeaUnitList         UNIT_BUILD_LIST_SEA
                  AirUnitList         UNIT_BUILD_LIST_AIR
              I also expanded the garrison count categories:

              Code:
                // minimum number of units to keep in cities as a garrison
                  OffensiveGarrisonCount  0
                  DefensiveGarrisonCount  1
                  RangedGarrisonCount     1
                  BombardGarrisonCount    0
                  FlankerGarrisonCount    0
              One of the first things that WesW wanted when the game was released was a more flexible unit building system. The question is: Should I include this stuff at this point?

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              • #22
                I think we need to have a chat discussion about the AI. I spent spare time on Friday, looking over the AI code.

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                • #23
                  Of course we can add something to the databases, but as MrBaggins noted the question is whether these changes are in the final version, meaning whether we will remove them late because of a redesign of the AI, but for now it doesn't hurt to include them as they can be easily removed, or did you gave these new flags already functionality, Peter?

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

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                  • #24
                    Yes, so it will mean re-doing all the strategies. I've put some data in for the vanilla game and CTC but haven't done the Activision scenarios.

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                    • #25
                      Originally posted by Peter Triggs
                      I'm in the process of organizing my stuff so that I can post it, hopefully, later tonight.
                      Obviously you got some problems, Peter.

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

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                      • #26
                        Yup, I'm still debugging.

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