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PROJECT: To Do List for Patch v1.2

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  • #61
    Originally posted by Martin Gühmann


    It is a mod not a patch. Well it has features of a patch, but that is all. I had my reasons to add the question about the difference between a patch and a mod to the CTP2 FAQ. It confuses me espeacilly since the source code release and since we started to relase playtest versions.

    Well for adding CityMod2 I would like to see it in our patch, unfortunatly some rework need to be done, so I have to postpone it a little bit, the diplomacy photos on the civ parchments must be replaced by adequate ones with a new diplomanager, and then only slic and some text file changes are left that should be incoorperated on source level for the slic and on the text file level for the text files, given these changes are good.

    -Martin
    Cool, Martin. Actually as I finish my terrain tiles I was thinking about embarking on converting a lot of Civ3 cities (and RoN and AoK) to make a lot of new city graphics (mainly since a lot of ctp2 players are returning from civ3 like those graphics) but i'll talk later in the other thread.

    As fgor diplomacy photos we can "borrow" from civ3 fans that have created good flag graphics and make those the new "parchments." I can help with the graphics if interested.

    aAs for the Slic does this mean you are thinking about adding more slic functions?
    Formerly known as "E" on Apolyton

    See me at Civfanatics.com

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    • #62
      Originally posted by E
      As fgor diplomacy photos we can "borrow" from civ3 fans that have created good flag graphics and make those the new "parchments." I can help with the graphics if interested.
      I don't know if we need new parchments, I plan to start in summer on working on this new diplomanager, maybe I should present first a beta version, however we already have the basic design discussed.

      Originally posted by E
      aAs for the Slic does this mean you are thinking about adding more slic functions?
      In this case I mean code that does certain stuff in that mod should be moved to the source code itsself. For instance I made a sound fix, well that is now in the exe itsself, slic that deals with placing certain tile improvements for AIs. Dale as some kind of air unit slic in, FrenzyAI or Diplomod, a slic script that should improve the AI but this is at least questionable.

      Of course you can propose any slic function that should be implemented, and of course if you implement these slic functions on your own they are very fast in.

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

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      • #63
        Something crossed my mind as I was going into cheat mode...do we always have to have the disclaimer pop-up? can we get it to start in cheat mod (for modders...)
        Formerly known as "E" on Apolyton

        See me at Civfanatics.com

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        • #64
          Originally posted by E
          Something crossed my mind as I was going into cheat mode...do we always have to have the disclaimer pop-up? can we get it to start in cheat mod (for modders...)
          I have no problem with that, the problem I see with that is that you can use the cheat editor, save your game, exit CTP2 and load this game again in which you have previously cheated and you have to accept the disclaimer again. That means that the game forgets after a reload that it is a cheat game. And that is definatly a bug.

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

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          • #65
            /bump

            this thread was about to fall off the edge

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            • #66
              Bug #12 has been resolved.

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              • #67
                Bug #4 has been resolved.

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                • #68
                  Originally posted by Locutus
                  [...]
                  34. * Fixed message tab to always show newest messages


                  Has anyone ever noticed this NOT being the case?
                  [...]
                  When playing with a more original version for a couple of days, I noticed something odd. When something (e.g. construction complete) triggers a message at the start of your own turn, the slider is always moved to the bottom to display the new message. However, when nothing happens during your turn, but something (e.g. the AI starting to build a wonder) did happen during an AI turn, the slider is moved to the top! This will display the oldest messages.

                  I had been playing for quite a while with an unpublished modification that stacks all new messages at the top. So I never encountered this problem before .

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                  • #69
                    Originally posted by Martin Gühmann


                    I have no problem with that, the problem I see with that is that you can use the cheat editor, save your game, exit CTP2 and load this game again in which you have previously cheated and you have to accept the disclaimer again. That means that the game forgets after a reload that it is a cheat game. And that is definatly a bug.

                    -Martin
                    Has it been decided to add this to the debug list?
                    Formerly known as "E" on Apolyton

                    See me at Civfanatics.com

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                    • #70
                      Originally posted by E
                      Has it been decided to add this to the debug list?
                      Why adding this to the debug list of this thread, it just contains all the necessary changes, so that we can call any version something above 1.1, so feel free to look into it. However a save file version increment is needed for that, if there is no space reseved for it in the save file format. And in addition we should have a lot of more whishes we should add to the save file format. That should be well considered so that we don't need to update the save file version every day or something like this.

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

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                      • #71
                        bump

                        could this thread be put on sticky?
                        i seem to use it a lot but i seldom write anything in it.

                        -klaus

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                        • #72
                          You can always find it using the My Threads link at the top of every page...
                          ·Circuit·Boi·wannabe·
                          "Evil reptilian kitten-eater from another planet."
                          Call to Power 2 Source Code Project 2005.06.28 Apolyton Edition

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                          • #73
                            Not sure where else to post this but does anyone know for sure if DefenseCoef in govern.txt actually works? I adjusted it higher and higher and it seemed to have no effect on city defence values in that government at all.
                            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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                            • #74
                              It should do something: "DefenseCoef" appears only in:

                              Code:
                              double CityData::GetDefendersBonus() const
                              { 
                                  return m_defensiveBonus * g_theGovernmentDB->Get(g_player[m_owner]->m_government_type)->GetDefenseCoef();
                              }

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                              • #75
                                Stupid question, but....

                                is the function GetDefendersBonus() called anywhere?

                                [aside]
                                Peter I take it you are somewhat settled in Winnipeg now...?
                                [/aside]
                                ·Circuit·Boi·wannabe·
                                "Evil reptilian kitten-eater from another planet."
                                Call to Power 2 Source Code Project 2005.06.28 Apolyton Edition

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