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GENERAL: E-Cafe III

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  • I'd say override like cities, gives you more control.
    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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    • hmmm, should I add backwards compatibilty?
      Code:
      if(IsCity)
            CityHealRate
      elseif(IsTileImprovement && HasHealRate)
            TileImprovementHealRate
      elseif(IsTileImprovement && Isfort)
            CityHealRate
      else
            NormalHealRate
      I don't like it, but it would make alot of mods work properly if I did that.
      "

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      • What does Isfort check?
        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


        • Right now, a fort heals like a city. I can keep that check in there after it checks if the tile improvement heals. So if you have the HealRate flag for a fort it will heal at that rate, otherwise it will heal like a city.

          I've found some other issues too. What if there are two improvements that heal? Do they add together or should it use the highest one? What if the Normal heal rate is higher than the tile improvement heal rate? Which does it use?
          "

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          • Originally posted by EPW View Post

            What if there are two improvements that heal? Do they add together or should it use the highest one?
            Add together sounds more intuitive to me.

            What if the Normal heal rate is higher than the tile improvement heal rate? Which does it use?
            The tile imp.
            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


            • So:

              CityHealRate
              Sum of TileImpHealRates
              baseHealRate
              "

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              • Yes, in a city should always be the city heal rate, even if the city is built on a tile imp with any heal rate.
                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


                • I think i'll drop the isfort check, it only takes one line in tileimpe.txt to fix it.
                  "

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                  • It works.

                    The only improvement that heals is the fort right?
                    "

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                    • WAIT MARTIN!!!!
                      "

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                      • Too slow...
                        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


                        • Nope, just made it in!
                          "

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                          • I do hope forts are the only improvements that heal.
                            "

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                            • So that was the last one, unless I find something in the next 200 turns AI only test.

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

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                              • Originally posted by EPW View Post
                                I do hope forts are the only improvements that heal.
                                A quick search for "heal" in the code tells me it's just tile imps that have a defence bonus that heal. Or with the new "Fort" flag that Ekmek added.
                                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

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