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  • #46
    that is weird because now it can carry artillery. I'll try to fix it today. I also found that we lost three lines in ldl.txt that I've started to restore.
    Formerly known as "E" on Apolyton

    See me at Civfanatics.com

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    • #47
      Originally posted by E
      I also found that we lost three lines in ldl.txt that I've started to restore.
      No E, we haven't. I moved those lines to info_str.txt to all those other message strings.

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

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      • #48
        Another bug - Using cheat mode I set up a civ with all the techs and 1,000,000 gold. If I then tried upgrading an Archer (move onto city and sleep) it upgrades to a Marine. Sleeping again upgrades to a Hover Infantry. This also happens to all the upgradable infantry units I tested but not the cavalry. Siege units, however, suffer from a similar and must upgraded through all the stages up to War Walker (Catapults are an exception in that they miss out Cannon when upgraded).

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        • #49
          Originally posted by cap601
          Another bug - Using cheat mode I set up a civ with all the techs and 1,000,000 gold. If I then tried upgrading an Archer (move onto city and sleep) it upgrades to a Marine. Sleeping again upgrades to a Hover Infantry. This also happens to all the upgradable infantry units I tested but not the cavalry. Siege units, however, suffer from a similar and must upgraded through all the stages up to War Walker
          Not a real bug, I made the upgrade unit selection simple, it upgrades to the first unit from the list. And actually I added to the revision report how this worked, so that it was no problem to put them into the right (reverse) order. Of course I could change the for loop to run in reverse. However I see that it seems not to check for obsolete units.

          Originally posted by cap601
          (Catapults are an exception in that they miss out Cannon when upgraded).
          Maybe the Cannon is missing from the upgrade path.

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

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          • #50
            Thanks for that explanation. I think all of it can be explained by the fact that the upgrading automatically skips obsolete units: Marines are the first infantry unit in the chain not to obsolete; all cavalry obsolete; and only catapults and cannon obsolete in the siege branch.

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            • #51
              Originally posted by Martin Gühmann


              No E, we haven't. I moved those lines to info_str.txt to all those other message strings.

              -Martin
              the slic error says it cant find these three messages (missing string). restoring them in the ldl lets the game start

              Code:
              CANT_ATTACK_HAVE_TREATY "This action will break our treaty with the {player[0].civ_name_plural}.  Are you sure you wish to continue?"
              AT_LEAST_ONE_COULDNT_BE_EXPELLED "The {player[0].civ_name_plural} were not able to find accomodations for all their armies in our territory.  They pledge to remove their units as soon as possible."
              ATTACK_WARNING "This action is an act of war! Do you REALLY want to declare war on the {player[0].civ_name_plural}?"
              Formerly known as "E" on Apolyton

              See me at Civfanatics.com

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              • #52
                Originally posted by E


                the slic error says it cant find these three messages (missing string). restoring them in the ldl lets the game start

                Code:
                CANT_ATTACK_HAVE_TREATY "This action will break our treaty with the {player[0].civ_name_plural}.  Are you sure you wish to continue?"
                AT_LEAST_ONE_COULDNT_BE_EXPELLED "The {player[0].civ_name_plural} were not able to find accomodations for all their armies in our territory.  They pledge to remove their units as soon as possible."
                ATTACK_WARNING "This action is an act of war! Do you REALLY want to declare war on the {player[0].civ_name_plural}?"
                Well all three messages are there where they are supposed to be. So you shouldn't get any slic errors.

                So when exactly do you get the slic errors? And by the way I asked you to add the missing *.ldl files to the repository, so that I could test the game in English.

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

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                • #53
                  the ldl on the svn for english is the current one that gives me errors
                  Formerly known as "E" on Apolyton

                  See me at Civfanatics.com

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                  • #54
                    Originally posted by E
                    the ldl on the svn for english is the current one that gives me errors
                    What do you mean by that? All I want is the full set of files that can be found in your ..\ctp2_data\english\uidata\layouts\ folder. Those files have the extension ldl. So what is the problem of uploading all of them to the respository?

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

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                    • #55
                      oh I see, i thought they were already identical
                      Formerly known as "E" on Apolyton

                      See me at Civfanatics.com

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                      • #56
                        I seem to only be able to build one wonder per city. This is the original game at rev 735. This appears to be a code bug as Const.txt has MAX_CITY_WONDERS 1000 (I assume that's the relevant line).

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                        • #57
                          damn...well then its kind of working then... I'll see what the deal is
                          Formerly known as "E" on Apolyton

                          See me at Civfanatics.com

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                          • #58
                            E, did I tell you that you should test your code, didn't I.

                            In fact I don't understand what your problem is to compile the game, to start the game taking an existing save game and see whether you can build wonders and buildings.

                            If this seems to work what is the problem to go to const.txt and set MAX_CITY_WONDERS to 1 and see then whether you can build another wonder in a city with one wonder already present?

                            Actually it is a one looker to see that your code does anything else than you want to do.

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

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                            • #59
                              i did test but i set it to 2 then put two wonders in a city and couldnt build any more. based on the code it appeared to work
                              Formerly known as "E" on Apolyton

                              See me at Civfanatics.com

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                              • #60
                                Originally posted by E
                                i did test but i set it to 2 then put two wonders in a city and couldnt build any more. based on the code it appeared to work
                                That might work if you put the right wonders into the city but if you put other wonders into the city, may just build one of them.

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

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