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  • oh ! i see ...

    i quite understand how small seems the mac community here and i really imagine it's a hard stuff to check and compile files but if it's possible, is there some people around who'd really be interested in that kind of project, even if that's never been attempted yet ???
    Last edited by blackgryffin; August 8, 2004, 08:56.
    • slytherin forever •
    http://www.wizardworkingonweb.net/

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    • Anyone notice the Hall of Fame/tournaments link they added today.

      Cool
      ·Circuit·Boi·wannabe·
      "Evil reptilian kitten-eater from another planet."
      Call to Power 2 Source Code Project 2005.06.28 Apolyton Edition

      Comment


      • Yeah its a pretty useful feature. Why dont you join the tournament then?
        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.

        Comment


        • Originally posted by Maquiladora
          Yeah its a pretty useful feature. Why dont you join the tournament then?
          Ack! I need to hang out in the other forums more

          Question:
          Is a fix for the scenario problem (that caused us to use mods and not scenatios) included in the playtest builds? It would be nice to have functioning scenarios rather than switching between mods. Did Peter fix it?
          ·Circuit·Boi·wannabe·
          "Evil reptilian kitten-eater from another planet."
          Call to Power 2 Source Code Project 2005.06.28 Apolyton Edition

          Comment


          • Hey, guys. A little heads-up: maybe a little bit short-notice, but in two weeks time there will be a Poly Meet in Paris, anyone interested in attending? I almost certainly will be there (still have to arrange transportation but I'm sure I'll manage) and Gilg and Tamerlin already expressed an interest, as did LDiCesare (could you both still provide an update if you're reading this?)

            Anyone else interested in coming? I always love meeting fellow Apolytoners, especially CtP2ers...

            The thread is here: http://apolyton.net/forums/showthrea...hreadid=119742
            Administrator of WePlayCiv -- Civ5 Info Centre | Forum | Gallery

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            • Whats the future for CtP2?

              Seems the patch is coming along many problems being fixed .A new Apolyton version of CtP2 would be a great selling point for someone at Activision maybe to take another look at the game. I know the odds are not good. Put a update version using CtP2 as a base with mods would sell-I think many of the Civ3 fans would even run out to buy out.

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              • hi folks

                im moving to a new apartment tomorrow and that means that i will be without internet for 5 weeks.

                i hope to be able to "borrow" some wireless internet but that is a bit unsure.

                until later

                klaus

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                • I was looking at

                  Code:
                   IMPROVE_FACTORY {
                     DefaultIcon ICON_IMPROVE_FACTORY
                     Description DESCRIPTION_IMPROVE_FACTORY
                     EnableAdvance ADVANCE_INDUSTRIAL_REVOLUTION
                     ProductionCost 2025
                     Upkeep 8
                     ProductionPercent 0.15
                     [b]AllowGrunts[/b]
                  }
                  What does "allowgrunts" do? or what is it supposed to do? I guess its supposed to allow labourers in a city once a factory is built but it doesnt work? or does it do something else and works already?
                  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.

                  Comment


                  • searching for references to 'AllowGrunts' in the code there are 8 instances, 7 of them in
                    ...\gs\newdb\BuildingRecord .cpp or .h
                    the other one is in
                    ...\gs\outcom\C3BlgDB.cpp
                    The interesting entry seems to be line(679) of BuildingRecord.cpp. It is one of many cases in a single switch block.

                    case k_Token_Building_AllowGrunts

                    shares the same switchblock with

                    case k_Token_Building_PreventConversion
                    case k_Token_Building_NoRushBuyPenalty
                    case k_Token_Building_FoodVat
                    case k_Token_Building_IncreaseMaxPopulation

                    and many other cases

                    The BuildingRecord code is automatically generated by the ctp_database code, and the reference in C3BlgDB.cpp is in the middle of an #if(0), #endif block

                    AllowGrunts appears to be the name of a bit flag in the BuildingRecord maintained for each city. Building a factory would turn the flag ON, but there doesn't seem to be any check for the flag's status anywhere else in the code.

                    The code for CityData::ProcessProduction is in

                    ...\gs\gameobj\CityData.cpp(1402)

                    This is where building production bonus, feat production bonus, wonder production bonus, etc are accumulated.
                    Code:
                    if(m_specialistDBIndex[POP_LABORER] >= 0) {
                    		gross_production += LaborerCount() *
                    			g_thePopDB->Get(m_specialistDBIndex[POP_LABORER])->GetProduction();
                    }
                    appears to be the Laborer contribution, but there is no check for the 'AllowGrunts' flag...

                    I guess the check here could be moot if the UI does the flag check before it enables the button on the city specialist tab. That way, until the button is enabled, the number of laborer specialists would always be 0 for the above quoted code.

                    Comment


                    • Thanks drulius. So obviously its not "broken", they decided to enable labourers with advances only instead? which is easier for the AI to get along with.

                      So can we add these options to pop.txt or building.txt or something? so that specialists can (optionally to advances) require buildings in cities?
                      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.

                      Comment


                      • Like drulius said, all the machinery is in place to use this flag, but in the current code it is completely unused.

                        Based on the name, I would expect it to trigger some kind of unhappiness (complaints because of the monotone work in factories?). Could it be a leftover from CtP1?

                        Comment


                        • Based on the name? It sounds like a flag to turn on labourers in that city to me (grunts being slang for the factory labourers). Do you mean its more likely to be a flag for something other than labour specialists because labour specialists are already taken care of with an enabling advance?

                          Am i confusing this whole thing?
                          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.

                          Comment


                          • Originally posted by Fromafar
                            I would expect it to trigger some kind of unhappiness (complaints because of the monotone work in factories?).
                            or perhaps it could indicate a type of "modern" slavery, half wage/ same labor... enabled by building one of the newly allowed Gov_Modified buildings instead of a vanilla factory.

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                            • IIRC the 'AllowGrunts' flag was used in CTP1
                              ·Circuit·Boi·wannabe·
                              "Evil reptilian kitten-eater from another planet."
                              Call to Power 2 Source Code Project 2005.06.28 Apolyton Edition

                              Comment


                              • Flinx is right it appears in improve.txt in CtP1 here

                                Code:
                                 IMPROVE_FACTORY	{ 	
                                IMPROVEMENT_PRODUCTION_COST	2025	
                                IMPROVEMENT_UPKEEP	20	
                                IMPROVE_DEFAULT_ICON	ICON_IMPROVE_FACTORY	
                                IMPROVE_DESCRIPTION	DESCRIPTION_IMPROVE_FACTORY	
                                ENABLING_ADVANCE 	ADVANCE_INDUSTRIAL_REVOLUTION	
                                OBSOLETE_ADVANCE 	NULL	
                                ### FLAGS HERE		
                                IMPROVEMENT_FLAG_PRODUCTION_PERCENT	PRODUCTION_TYPE_PRODUCTION	50
                                IMPROVEMENT_FLAG_POLLUTION_BONUS	1	
                                IMPROVEMENT_FLAG_ALLOW_GRUNTS		
                                }
                                and of course in CtP1 and 2 the specialist is

                                Code:
                                 POP_FACTORY_GRUNT				"Laborer"
                                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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