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  • #31
    I'll add it

    Thanks for your debugging work
    Formerly known as "E" on Apolyton

    See me at Civfanatics.com

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    • #32
      cap

      you're right I think there are still errors. i think disband has some (i found it when i was thinking about adding an upgrade entry)

      After the readme and other stuff I'd like to expand the great Library and add the new gameplay concepts from the AE to it. But I may need help from other people to get that finished and to do a good job. Maq, do you still have some stuff for the AE? maybe we should just make them great library entries?
      Formerly known as "E" on Apolyton

      See me at Civfanatics.com

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      • #33
        Disband does have bugs (incorrect link and incomplete sentence). I can take a look through the library in more detail (last one was mostly spelling errors) and see if there are any more bugs if you want.

        Slightly off topic - why is there a file called WAW_Great_Library.txt in English/Gamedata? It appears to be the GL for a mod (World at War?) but what is it doing in the sourcecode?

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        • #34
          Originally posted by E

          After the readme and other stuff I'd like to expand the great Library and add the new gameplay concepts from the AE to it. But I may need help from other people to get that finished and to do a good job. Maq, do you still have some stuff for the AE? maybe we should just make them great library entries?
          Some stuff like what E?
          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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          • #35
            I have no idea how WAW got in there but maybe it has some corrected stuff?

            Maq: IIRC you were working on an updated manual? If not then forget I thought maybe you were. But if you were maybe some stuff like concept changes and the terrain value changes should be updated into the GL?
            Formerly known as "E" on Apolyton

            See me at Civfanatics.com

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            • #36
              Originally posted by E

              Maq: IIRC you were working on an updated manual? If not then forget I thought maybe you were. But if you were maybe some stuff like concept changes and the terrain value changes should be updated into the GL?
              To be honest I completely forgot that I had offered to do it Seeing as noone else offered since though, I'll start it now.

              Reading through these threads:




              From what I've read the latest work is in the repository? It contains the merged work of Child of Thor and Locutus' template?

              If you can send/attach the current source of the manual from the repository, I'll continue work on that.
              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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              • #37
                I looked on the repository and saw .tex files. Not sure what they are done in. but they are here



                but if its possible I'd rather see them added to the great library that way its more accessible in game and more likely to be read.

                essentially these flags need to be added

                The Modding Knowledgebase for Call To Power II/Call To Power 2 and the Apolyton Edition


                and I still have a few to add and update. But I guess we can talk more on where to go with this. I am bit busy and slow on releasing a new build (and readme)
                Formerly known as "E" on Apolyton

                See me at Civfanatics.com

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                • #38
                  Ah, I didn't know the server had anonymous access.

                  Yeah, they were created using LaTeX. I'm gonna see what I can do with it now.

                  but if its possible I'd rather see them added to the great library that way its more accessible in game and more likely to be read.

                  essentially these flags need to be added

                  The Modding Knowledgebase for Call To Power II/Call To Power 2 and the Apolyton Edition


                  and I still have a few to add and update. But I guess we can talk more on where to go with this. I am bit busy and slow on releasing a new build (and readme)
                  Well anything useful (or more useful than whats in the current GL) related to gameplay can go in the GL aswell, but I'll continue it in a separate manual for now.

                  As for modding documentation, that should go only in the manual IMO.
                  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


                  • #39
                    This LaTeX format seems overly complex for what we need. I managed to produce a load of errors trying to output the current files to PDF, and I don't really have the time to investigate/learn a completely new format.

                    Also considering theres only one person here willing to write and collate the manual now, I'm just going to convert what we've got so far to HTML instead.

                    I'll put the manual online somewhere and update it as I go, so anyone that wants to can still keep the LaTeX version up to date quite easily.
                    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


                    • #40
                      excellent! thanks maq!
                      Formerly known as "E" on Apolyton

                      See me at Civfanatics.com

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                      • #41
                        One thing I've been looking at is adding an entry for the Longbowman (currently it is shared with Archer). I can see that I need to add the data to Great_Library.txt and it appears that I need to add the references to this in /Default/gamedata/uniticon.txt. I believe, however, that this would break the other languages' respective GLs, although I could just create copies of the Archer entry like present. I've also noted a description property in Units.txt. As this leads to junk_str.txt should this just be left as referring to the Archer?

                        Still fiddling with the existing GL entries (errors and clarity changes)

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                        • #42
                          The way we get around the language problem is to just paste the english (or whichever lang) into those language files and have it translated when we get someone to help out. French, German, and Spanish get updated periodically this way
                          Formerly known as "E" on Apolyton

                          See me at Civfanatics.com

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                          • #43
                            Originally posted by cap601 As this leads to junk_str.txt should this just be left as referring to the Archer?
                            As its name says junk_str.txt just contains junk, so you can leave it like it is.

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

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                            • #44
                              Longbowman GL entry - Draft 1
                              [UNIT_LONGBOWMAN_PREREQ]
                              Requires:
                              <LATABASE_ADVANCES,ADVANCE_FEUDALISM><e>
                              [END]

                              [UNIT_LONGBOWMAN_STATISTICS]
                              Attack: {UnitDB(UnitRecord[0]).Attack / 100}
                              Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
                              Defense: {UnitDB(UnitRecord[0]).Defense / 100}
                              Armor: {UnitDB(UnitRecord[0]).Armor / 100}
                              Damage: {UnitDB(UnitRecord[0]).Firepower}
                              Vision: {UnitDB(UnitRecord[0]).VisionRange}
                              Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
                              Max HP: {UnitDB(UnitRecord[0]).MaxHP}

                              Costs: {UnitDB(UnitRecord[0]).ShieldCost}
                              Upkeep: {UnitDB(UnitRecord[0]).ShieldHunger} Shields
                              Food Hunger: {UnitDB(UnitRecord[0]).FoodHunger}
                              [END]

                              [UNIT_LONGBOWMAN_SUMMARY]
                              Ancient <LATABASE_ORDERS,ORDER_RANGED_ATTACK>Ranged<e> unit
                              [END]

                              [UNIT_LONGBOWMAN_GAMEPLAY]
                              Improvements in bow design give the Longbowman a stronger offense and defense than the <LATABASE_UNITS,UNIT_ARCHER>Archer<e> with stronger offense and defense. Like its predecessor the Longbowman is an excellent unit to support slower moving footsoldiers by providing ranged attack.
                              [END]

                              [UNIT_LONGBOWMAN_HISTORICAL]
                              The English longbow was originally developed in Wales during the early Medieval period. By increasing the length of the bow to around six feet and using high quality yew the longbow was able to have a range of up around 200m and a rate of up to 20 aimed shots per minute. An army of longbowmen could thus create a cloud of arrows, inflicting massive casualty rates on their targets. This tactic was most famously used by the English against French at Crecy, Poitiers and Agincourt during the Hundred Years' War and the longbow became one of the most feared weapons of the period. To become effective, however, a longbowman needed years of training leading to its being replaced in the 16th century by the less effective, but easier to use, musket.
                              [END]
                              I probably also need to change the current Archer and Ballistics entries which refer to the longbow.

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                              • #45
                                Another bug - Cargo Helicopters are set to transport only Medium sized land units rather than the Small (i.e. infantry) ones they are meant to. Added to this the old bug with Tanks being Small sized is still present.

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