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PROJECT: Playtest (the 4th Thread)

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  • For the city captured options popup just add to ldl_str.txt in your ..\ctp2_data\english\gamedata\ folder the line:

    CAPTURED_CITY_OPTIONS ""

    This will give you one alert box with empty text, but no popup.

    However I should redesign E's city capture message so that it looks to the ApolytonPack version more similar.

    And for the other popups: I don't get these maybe I have disabled DebugSlic. You can do this from the advance options. But of course the errors should be examinated.

    For the proposal dialog I need to have a closer look.

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

    Comment


    • Yeah ive found a quick solution, just edited the info_str file and added a nice city.name stuff (forgot the name, im pretty far away from home)

      I havent found a scrambled proporsal window, nor the "out of bounds" error, however, I have a savegame with the movement problem, it seems that you cant move from a certain tile to another, but you can to the other ones..

      Ill post that in here, tomorrow

      Comment


      • Sorry guys I was rushing out the door and was out all day saturday and got back this evening (sunday)

        I've uploaded 589 in my sig. it has Martin's latest revision and the updated info_str.txt (that I forgot) but it's in english. Translate as you see fit and please post them so we can update...

        the feature freeze begins...now...
        Last edited by Ekmek; June 11, 2006, 22:48.
        Formerly known as "E" on Apolyton

        See me at Civfanatics.com

        Comment


        • That's got the CAPTURED_CITY_OPTIONS taken care of, still getting the array index errors, with units, cities and wonders (twice with the last).

          Edit: Getting 8 messages (4 pairs) on 4 civ's (not all) now (so 32 dialogs plus -->), but still getting the scrambled diplomacy dialog at the end. Oh, and I forgot to mention, completely crashes the game after that dialog no matter what I do (except using the Task manager to end ctp2).

          And yes, I did /reloadslic, several times. Even saved it then shut down the game, reloaded it, etc.
          Last edited by percuno; June 12, 2006, 06:42.

          Comment


          • did you change debug slic in your profile.txt (i think its in ctp program\ctp) to NO. if it yes it does a hard check on slic (since it is for debuging slic). When mine is at yes it throws up a lot of errors too.

            I think the other way is like Martin said
            And for the other popups: I don't get these maybe I have disabled DebugSlic. You can do this from the advance options. But of course the errors should be examinated.

            I used this 589 in my ctp2 playtest folder and didn't get the proposal scramble either did you copy some of my diplomod with pictures and not copy all the files?
            Formerly known as "E" on Apolyton

            See me at Civfanatics.com

            Comment


            • Originally posted by E
              When mine is at yes it throws up a lot of errors too.
              And this is a problem, there should be no slic errors.

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

              Comment


              • I've never changed anything in any files except for buildings.txt, governments.txt (sp?) and one other that I can't recall at the moment, but definitely not profile.txt. I am paranoid about changing anything in my files, due to the mess I made the first time I did any ctp2 hacking, so unless it came in a build pack there are no changes to profile.txt.

                Comment


                • Actually the file is called userprofile.txt and modifying it shouldn't be a big harm. But anyway since I added the DebugSlic option to the advance options menu, there is no need to edit userprofile.txt for disabling SlicDebug since you can now do it in game.

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

                  Comment


                  • All fixed, if you count the Chinese asking me to lift an embargo I don't have with them fixed...

                    *sigh*

                    Comment


                    • Ok, heres the knight movement bug

                      Try moving into the river tile (I think thats the tile, but its a tile you can move in but cant move out to another one)

                      and my game freezes next turn using 587 (yes, this game was started using 587)


                      Originally posted by percuno
                      All fixed, if you count the Chinese asking me to lift an embargo I don't have with them fixed...

                      *sigh*
                      Or asking a cease-fire (seems like this leads to war declaration when you request Peace Treaty)

                      ... someone kill the diplomat´s translator

                      EDIT: When you open again the game it seems fine, however, it needs to be checked.
                      Last edited by LemurMadness; June 14, 2006, 19:22.

                      Comment


                      • Well I gave the new playtest with build 589 and E diplomod a try.About 200 turns.Plus new tiles.
                        Reloaded CtP2 then add the rest. Also I changed the debug slic to No in profile file, just to see If it would stop the diplomacy problems.
                        It didnt work. In the diplomacy information screen it showed I had a science pact with China which I just met and didnt even have a embassy with them yet.
                        Note : E-diplomod- I placed each file in by hand so as not have any problems.All pictures for diplomacy worked fine. Never had any CTD.s . Other than that the AI is working well and building away at a good pace.

                        Comment


                        • Is there any way for me to get tundra or desert terraforming back?

                          Comment


                          • I looked into the tileimp.txt on 12/6/2000 and there was no tundra terraforming there either so it looks like you'll have to add it

                            in tileimp.txt I see this:

                            Code:
                            ## 26 ##########################################################
                            
                            TILEIMP_TERRAFORM_DESERT {
                               Icon ICON_TERRAIN_DESERTS
                               Tooltip TOOLTIP_TILEIMP_SELECT_DESERT_BUTTON
                               Statusbar STATUSBAR_TILEIMP_SELECT_DESERT_BUTTON
                               TerraformTerrain TERRAIN_DESERT
                               Sound SOUND_ID_ROAD_1
                               Level 3
                               Column 0
                               Class:Terraform
                               GLHidden
                            
                               ConstructionTiles 1
                               ConstructionTiles 1
                               ConstructionTiles 1
                            
                               CantBuildOn TERRAIN_WATER_BEACH
                               CantBuildOn TERRAIN_WATER_DEEP
                               CantBuildOn TERRAIN_WATER_KELP
                               CantBuildOn TERRAIN_WATER_REEF
                               CantBuildOn TERRAIN_WATER_RIFT
                               CantBuildOn TERRAIN_WATER_SHALLOW
                               CantBuildOn TERRAIN_WATER_SHELF
                               CantBuildOn TERRAIN_WATER_TRENCH
                               CantBuildOn TERRAIN_WATER_VOLCANO
                            
                               Excludes:ATM
                               Excludes:Farm
                               Excludes:LandDetector
                               Excludes:Mine
                               Excludes:OceanATM
                               Excludes:OceanDetector
                               Excludes:OceanFarm
                               Excludes:OceanMine
                               Excludes:OceanRoad
                               Excludes:Road
                               Excludes:Structure1
                               Excludes:Structure2
                            
                               TerrainEffect {
                                  Terrain TERRAIN_DESERT
                            
                                  EnableAdvance ADVANCE_AGRICULTURAL_REVOLUTION
                                  TilesetIndex 1
                               }
                            }
                            and in terrain.txt
                            Code:
                            TERRAIN_DESERT {
                               TilesetIndex 5
                               HutTilesetIndexA 160
                               HutTilesetIndexB 151
                               Icon ICON_TERRAIN_DESERTS
                               InternalType: Desert
                               CanDie
                            
                               AddAdvance ADVANCE_SUBNEURAL_ADS
                               TransformAdd {
                                  Time 5
                                  Materials 800
                               }
                            
                               RemoveAdvance ADVANCE_AGRICULTURAL_REVOLUTION
                               TransformRemove {
                                  Time 7
                                  Materials 800
                               }
                            So desert I'd sayou have to get replace the SUBNEURAL-ADS part in terrain.txt and add a different tech


                            Likewise with TUNDRA in terrain.txt
                            Code:
                            TERRAIN_TUNDRA {
                               TilesetIndex 2
                               HutTilesetIndexA 150
                               HutTilesetIndexB 151
                               Icon ICON_TERRAIN_TUNDRA
                               InternalType: Tundra
                               CanDie
                            
                               AddAdvance ADVANCE_SUBNEURAL_ADS
                               TransformAdd {
                                  Time 5
                                  Materials 800
                               }
                            
                               RemoveAdvance ADVANCE_ADVANCED_COMPOSITES
                               TransformRemove {
                                  Time 5
                                  Materials 400
                               }
                            But thats my best guess I never messed with terraforming much. Actually now that I think about it you might have to add a TUNDRA one to tileimp.txt. Huang or Maquiladora or stankarp might give more info.

                            anyways mess with those files. and welcome to Ctp2 modding
                            Formerly known as "E" on Apolyton

                            See me at Civfanatics.com

                            Comment


                            • What scares me is that I actually understood that.

                              Comment


                              • oh I can do that

                                what advances enablesn tundra terraforming?

                                can I add the water terraforming option?

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