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Martin Gühmann is offline Martin Gühmann
Emperor
Berlin, Germany
Mar 2001
time: 06:31
Post  Old Post 19-05-2004 21:04 Visit Martin Gühmann's homepage!
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#211 Report this post to a moderator
Got spare money?

quote:
Originally posted by Flinx
Going through the 2004.04.30 .RAR, the great library is not included for French, Italian or Japanese; the German version is ok as it includes both overcrowding and maxpop; the Spanish version is the same as the English except the value is missing so it says:


Well obviously I wasn't so careful for the English version then for the German version, but nevertheless we should remove the line with the zero value in the German version as well.

quote:
Originally posted by Flinx
OK, this I am able to fix, and post the corrected files for each language if you would like. Could I get a French GL from someone? Are there any Italians or Japanese around?


For the French version your could ask Tamerlin, and maybe also for the rest of the French files, I know he already offered them, for the other languages I don't know, espeacilly for the Japanese version it's a pain.

-Martin

Tamerlin is offline Tamerlin
King
Toulouse (South-western France)
Apr 2002
time: 06:31
  Old Post 19-05-2004 22:42
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#212 Report this post to a moderator
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Here is the modified French Great Library (with the correct text for the Hospital) .

Though it did not hold the same mistake the text was incomplete.

The new text is:

code:
[IMPROVE_HOSPITAL_STATISTICS] Résultat : Réduit l'effet de ATABASE_CONCEPTS,CONCEPT_OVERCROWDING>surpopulation de {BuildingDB(Building[0]).RaiseMaxPopulation} Accroît la taille maximale des villes


Attachment: french_great_library.zip
This has been downloaded 8 time(s).

Tamerlin is offline Tamerlin
King
Toulouse (South-western France)
Apr 2002
time: 06:31
  Old Post 19-05-2004 23:14
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#213 Report this post to a moderator
Support Apolyton, buy GURPS/ Alpha Centauri

Sorry Flinx I should have read your post better, the French version of the Great Library I have just sent is wrong as I have copied and pasted the text from the post displaying the original (and wrong) text for Martin's use.

[NEW AND CORRECT TEXT]

code:
[IMPROVE_HOSPITAL_STATISTICS] Résultat : Réduit l'effet de la <L: DATABASE_CONCEPTS,CONCEPT_OVERCROWDING>surpopulation<e> de {BuildingDB(Building[0]).RaiseOvercrowdingLevel} Accroît la taille maximale des villes


[/NEW AND CORRECT TEXT]


[EDIT]Didn't remember I had to use the code and not the character itself for the code to be displayed properly.
Now I understand why there is a space between the ":" and the "D" in all your posts. [/EDIT]

Last edited by Tamerlin on 20-05-2004 at 04:31

Martin Gühmann is offline Martin Gühmann
Emperor
Berlin, Germany
Mar 2001
time: 06:31
Post  Old Post 23-05-2004 03:51 Visit Martin Gühmann's homepage!
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#214 Report this post to a moderator
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2004.05.22
..\ctp2_code\gs\gameobj\CityEvent.cpp
..\ctp2_data\default\gamedata\script.slc
..\ctp2_data\XXXXXX\gamedata\info_str.txt

Where XXXXXX is english, german and french, the needed strings for the English and German version are added to the according info_str.txt, there are also strings added to the French version of the info_str.txt unfortunatly in English in the lack of a French translation. The Italian, Japanese and Spanish version of the info_str.txt are missing. And therefore even English text for these versions of CTP2 are missing.

CTP1 reimplementation by Martin Gühmann: During conquest there is now a chanche of 0.5 accoriding to our const.txt that the attacker takes an advance, given the victim has any advances that the attacker does not have. Both the attacker and the victim get a message about the stolen advance.


2004.05.23
..\ctp2_code\gs\dbgen\RecordDescription.cpp
..\ctp2_code\gs\newdb\*Record.cpp
..\ctp2_code\gs\newdb\*Record.h
..\ctp2_code\gs\newdb\*Record.stamp

The * stands as usual for very combination of letters, meaning every in that directory with Record in its name is included so that no one has to build a debug version before the release version.

The pupose of this is to stop .NET to complain about the fact that all these Init functions in these files don't have a reurn type, the return type void was added to that function. Odd that dbgen did not generated all of the new Record files, well some hand editing solved that problem.

-Martin

Attachment: 2004.05.23.takeadvace.incr.zip
This has been downloaded 7 time(s).

Fromafar is offline Fromafar
Prince

May 2003
time: 06:31
  Old Post 25-05-2004 00:52
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#215 Report this post to a moderator
Full PM-box? Change here!

Bug fixes:

gs\gameobj\PlayerEvent.cpp
Corrected the index of the 'cause' argument in the GrantAdvanceEvent handler.

gs\slic\SlicFunc.cpp
Added input checks and an optional 'cause' argument to the GrantAdvance SLIC handler.
Added reading of the 'army' argument of the ArmyIsValid SLIC handler, instead of returning 0 always - even when the army would have been valid.

gs\slic\SlicStack.cpp
Prevented crashes that may occur when SLIC argument values are invalid.


Notes for SLIC writers:

The crashes could occur with seemingly harmless constructs like:

code:
if (IsValid(x) && AssumeValidUsage(x))

When using C/C++, the AssumeValidUsage(x) part would not have been evaluated when the IsValid(x) part is false, but with SLIC, the AssumeValidUsage(x) part is evaluated regardless of the IsValid(x) result.

With the new SlickStack.cpp code, invalid usage should not cause a CtD anymore. There is a catch, however: invalid expressions may now return 0. When guarded as in the code example above, this is not a problem - after full evaluation, the expression in the if will become false. When unguarded, as in a
code:
if (AssumeValidUsage(x) == 0)

naive test to find out whether the Barbarian player is involved, the result may not be what you expect.

[Edit: link removed. Included in the 2004.06.05 source collection.]

Last edited by Fromafar on 13-06-2004 at 19:43

Fromafar is offline Fromafar
Prince

May 2003
time: 06:31
  Old Post 28-05-2004 02:35
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#216 Report this post to a moderator
Remove this text

Support for the added built-in Slic data members as accessors.

gs\slic\SlicBuiltIn.cpp
AddMember changed to AddAccessor for g.last_player, g.max_player, g.num_of_players, and player[].government. This file is part of the 2004.05.19 playtest release, and has not been changed.

gs\slic\SlicStruct.h
gs\slic\SlicStruct.cpp
Implementation of accessor functionality. These files have been modified to correct problems with the player[].government access as reported by BureauBert.

[Edit: link removed. Included in the 2004.06.05 source collection.]

Last edited by Fromafar on 13-06-2004 at 19:44

Fromafar is offline Fromafar
Prince

May 2003
time: 06:31
  Old Post 31-05-2004 19:42
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#217 Report this post to a moderator
Support Apolyton, buy Civilization: The Boardgame

Activision patch reimplementation: keep the embargo and declare war buttons enabled when the user cancels the action.

ui\interface\diplomacywindow.cpp
ui\interface\intelligencewindow.cpp

[Edit: link removed. Included in the 2004.06.05 source collection.]

Last edited by Fromafar on 13-06-2004 at 19:45

Fromafar is offline Fromafar
Prince

May 2003
time: 06:31
  Old Post 01-06-2004 02:43
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#218 Report this post to a moderator
Enter the AD-FREE zone

Bug fix: corrected the ArmyIsValid function once more.

gs\slic\SlicFunc.cpp

[Edit: link removed. Included in the 2004.06.05 source collection.]

Last edited by Fromafar on 13-06-2004 at 19:45

Locutus is offline Locutus
ACS CTP1/2 Manager & Civ4 Co-Manager
Hengelo, The Netherlands
Nov 1999
time: 06:31
  Old Post 01-06-2004 15:41 Visit Locutus<br><img src=/forums/images/staff-icon.gif>'s homepage!
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#219 Report this post to a moderator
Remove this text

The very latest version of the credits file.

Attachment: credits.txt
This has been downloaded 17 time(s).

maddogmpe01 is offline maddogmpe01
Settler
Husky zone Maine
Jun 2004
time: 00:31
  Old Post 02-06-2004 23:06
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#220 Report this post to a moderator
mss.h, Mss32.dll Support Apolyton, buy Civilization III: Complete

I can not get these files, from

Top of post one links for:
..\ctp2_code\sound\mss.h
..\ctp2_code\libs\miles\mss.lib

pointing to -> http://users.tpgi.com.au/jonwil/mss32.lib,
http://users.tpgi.com.au/jonwil/mss.h

These are no longer valid.

They are not around. could some one post these in an accessable area, so I can get a clean first compile.

Flinx is offline Flinx
Prince
Toronto, ON CANADA
Nov 2001
time: 00:31
Angry  Old Post 03-06-2004 01:06 Visit Flinx's homepage!
Edit/Delete Message Reply w/Quote
#221 Report this post to a moderator
Put an end to popups!

The same question in three threads!? One right below a post with the answer!?!

In the PROJECT: Altered source files thread people post altered files to be included in the next playtest version of the game. Peridocally a zip of all the updated files is posted. You can find the files you are looking for in one of these.
2004.01.31 can be found at the bottom of the first post.
2004.03.28
2004.04.18 was the last time this all-inclusive zip was made. you will need to download the changes one-by-one from that point on

Last edited by Flinx on 03-06-2004 at 01:26

maddogmpe01 is offline maddogmpe01
Settler
Husky zone Maine
Jun 2004
time: 00:31
  Old Post 03-06-2004 05:00
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#222 Report this post to a moderator
Brain Fart Put an end to popups!

Opps, dat was a stinker weren't it.

Yep Can't read, but can still code, magic it is.

Fromafar is offline Fromafar
Prince

May 2003
time: 06:31
  Old Post 04-06-2004 21:38
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#223 Report this post to a moderator
Lose 30 kilos (of popups)

Bug fixes

gfx\spritesys\BattleViewActor.cpp
gfx\spritesys\TradeActor.cpp
gfx\spritesys\UnitActor.cpp
Prevented some possible crashes. Not sure that these are really useful. I got one of these - after clicking away a GC000.spr not found in asset tree message - when loading a CTC save file with the original game setup selected in the ModManager.

gs\gameobj\CityEvent.cpp
Prevented a possible crash. Untested, but might solve the Solaris project bug.

ui\interface\wondermoviewindow.cpp
Repaired a memory leak with the wonder movie pop-up window.

[Edit: link removed. Included in the 2004.06.05 source collection.]

Last edited by Fromafar on 13-06-2004 at 19:47

Lui2 is offline Lui2
Chieftain
Saarbruecken
May 2004
time: 06:31
  Old Post 05-06-2004 21:45
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#224 Report this post to a moderator
Calculating score Help yourself to an AD-FREE life

Code fix

I changed the used values in the game score calculation to the proper (as I mean) limits to value the owned cities and there sizes .

Changed:
300.000 to 30.000
1.000.000 to 100.000
5.000.000 to 500.000

Changed also the text in the text files to the newly setted limits.

2004.06.04
..\ctp2_code\gs\gameobj\Score.cpp
..\ctp2_data\XXXXXX\gamedata\exp_str.txt


Where XXXXXX is english, german, spanish, italian and french. The Japanese version of the exp_str.txt i had not changed but needs a change probably also.

Attachment: 2004.06.04.incr.score.rar
This has been downloaded 4 time(s).

Martin Gühmann is offline Martin Gühmann
Emperor
Berlin, Germany
Mar 2001
time: 06:31
Post  Old Post 06-06-2004 00:42 Visit Martin Gühmann's homepage!
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#225 Report this post to a moderator
Support Apolyton buy from Amazon

quote:
Originally posted by Lui2
I changed the used values in the game score calculation to the proper (as I mean) limits to value the owned cities and there sizes .


Well the limits you think, are these really the proper limits? I guess every modmaker has his own ideas about proper limits, therefore it would be better to expose these limits to DiffDB.txt, yes for each level of difficuilty a set of limits. However until someone implements this in a more modder friendly way Your solution is ok.

2004.06.05
..\ctp2_code\ui\aui_common\tech_wllist.h

Fix by Martin Gühmann to make sure that tech_wllist.h copiles on copilers which do not support implecit typenames.

-Martin

Attachment: 2004.06.05.tech_wllist.incr.zip
This has been downloaded 4 time(s).

Martin Gühmann is offline Martin Gühmann
Emperor
Berlin, Germany
Mar 2001
time: 06:31
Post  Old Post 06-06-2004 02:13 Visit Martin Gühmann's homepage!
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#226 Report this post to a moderator
Enter the AD-FREE zone

2004.04.21
..\ctp2_data\gs\gameobj\CityData.h
..\ctp2_data\gs\gameobj\CityData.cpp
..\ctp2_data\ai\CityManagement\Governor.cpp

AI improvement by Fromafar: Make the governor take the CTP2 style partial worker utilisation into account when placing tile improvements around a city.


2004.04.22
..\ctp2_data\gs\slic\SlicFrame.cpp
..\ctp2_data\gs\gameobj\UnitData.cpp
Bug fixes by Fromafar:

SlicFrame.cpp: Changed reporting of modulo 0 errors to match division by 0 error reporting.
UnitData.cpp: (Activision 1.1 patch reimplementation) Corrected active defense movement type check.


2004.04.27
..\ctp2_code\gs\gameobj\gaiacontroller.cpp

Bug Fix by Martin Gühmann: Neutral pillage tile improvement bug, the game doesn't crash anymore when a tile improvement is pillaged that noone owns.


2004.04.30
..\ctp2_code\gs\slic\SlicFrame.cpp
..\ctp2_code\gs\slic\slicif.cpp

Games that uses slic database access can now be reloaded without the need to /reloadslic to prevent a crash, unfortunatly this applies only to games that are saved with this version of the slic database access, games saved with Activision's patch v.1.1 and with slic code that uses database access may not be continued without a /reloadslic.


2004.04.30
..\ctp2_code\ctp\civapp.cpp

Bug fix by Martin Gühmann: A memory leak that occured in the Great Libary when a saved game was loaded, only regular saves with the ranking and world map *.rim, not the quicksave.


2004.05.08
..\ctp2_code\ui\interface\GreatLibrary.cpp
..\ctp2_code\gs\database\ProfileDB.cpp
..\ctp2_code\gs\database\ProfileDB.h
..\ctp2_code\ctp\civapp.cpp

User profile option and repaired memory leaks by Fromafar.

Repaired more memory leaks that were caused by reloading the great library data.

Added a "ColorSet" option to userprofile.txt, to make variation between the colors##.txt files easier.

Note: Some previous changes by Martin Gühmann in civapp.cpp were undone. Those are no longer needed now that the great library memory leaks have been repaired at the root.


2004.05.09
..\ctp2_code\gs\newdb\terrimprove.cdb
..\ctp2_code\gs\world\cell.cpp

Bug fix by Fromafar: tile improvements without Freight cost modification no longer have 0 Freight cost for the trade route computation. This should prevent funny paths from being computed.


2004.05.15
..\ctp2_code\gs\newdb\CTPDatabase.cpp
..\ctp2_code\gs\newdb\CTPDatabase.h
Bug fixes
Repaired memory leaks and cleaned up the government modification code somewhat.

2004.05.09
..\ctp2_code\ui\interface\sci_advancescreen.cpp
Activision patch 1.1 reimplementation by Fromafar: Start the "change research" screen with the current research selected.


2004.05.16
..\ctp2_code\gs\gamedata\ArmyData.cpp

Activision patch 1.1 reimplementation by Fromafar: Corrected a check that prevented sueing of franchises.


2004.05.18
..\ctp2_code\gs\gameobj\GameSettings.cpp

Activision patch 1.1 reimplementation by Fromafar: Use the difficulty and barbarian risk level as selected by the user when starting a new (scenario) game.


2004.05.22
..\ctp2_code\gs\gameobj\CityEvent.cpp
..\ctp2_data\default\gamedata\script.slc
..\ctp2_data\XXXXXX\gamedata\info_str.txt

Where XXXXXX is english, german and french, the needed strings for the English and German version are added to the according info_str.txt, there are also strings added to the French version of the info_str.txt unfortunatly in English in the lack of a French translation. The Italian, Japanese and Spanish version of the info_str.txt are missing. And therefore even English text for these versions of CTP2 are missing.

CTP1 reimplementation by Martin Gühmann: During conquest there is now a chanche of 0.5 accoriding to our const.txt that the attacker takes an advance, given the victim has any advances that the attacker does not have. Both the attacker and the victim get a message about the stolen advance.


2004.05.23
..\ctp2_code\gs\dbgen\RecordDescription.cpp
..\ctp2_code\gs\newdb\*Record.cpp
..\ctp2_code\gs\newdb\*Record.h
..\ctp2_code\gs\newdb\*Record.stamp

The * stands as usual for very combination of letters, meaning every in that directory with Record in its name is included so that no one has to build a debug version before the release version.

The pupose of this is to stop .NET to complain about the fact that all these Init functions in these files don't have a reurn type, the return type void was added to that function. Odd that dbgen did not generated all of the new Record files, well some hand editing solved that problem.


2004.05.24
..\ctp2_code\gs\gameobj\PlayerEvent.cpp

Bug fix by Fromafar: Corrected the index of the 'cause' argument in the GrantAdvanceEvent handler.


2004.05.24
..\ctp2_code\gs\slic\SlicFunc.cpp

Bug fixes by Fromafar:
Added input checks and an optional 'cause' argument to the GrantAdvance SLIC handler.
Added reading of the 'army' argument of the ArmyIsValid SLIC handler, instead of returning 0 always - even when the army would have been valid.


2004.05.24
..\ctp2_code\gs\slic\SlicStack.cpp

Bug fix by Fromafar: Prevented crashes that may occur when SLIC argument values are invalid.


2004.05.27
..\ctp2_code\gs\slic\SlicBuiltIn.cpp
Modifications by Fromafar: AddMember changed to AddAccessor for g.last_player, g.max_player, g.num_of_players, and player[].government. This file is part of the 2004.05.19 playtest release, and has not been changed.


2004.05.27
..\ctp2_code\gs\slic\SlicStruct.h
..\ctp2_code\gs\slic\SlicStruct.cpp
Implementation of accessor functionality by Fromafar. These files have been modified to correct problems with the player[].government access as reported by BureauBert.


2004.05.31
..\ctp2_code\ui\interface\diplomacywindow.cpp
..\ctp2_code\ui\interface\intelligencewindow.cpp

Activision patch reimplementation by Fromafar: Keep the embargo and declare war buttons enabled when the user cancels the action.


2004.05.31
..\ctp2_code\gs\slic\SlicFunc.cpp
Bug fix by Fromafar: Corrected the ArmyIsValid function once more.


2004.06.01
..\ctp2_data\default\uidata\credits.txt

The credits from June the first, by Locutus.


..\ctp2_data\gfx\spritesys\BattleViewActor.cpp
..\ctp2_data\gfx\spritesys\TradeActor.cpp
..\ctp2_data\gfx\spritesys\UnitActor.cpp

Prevented some possible crashes by Fromafar. He is not sure that these are really useful. He got one of these - after clicking away a GC000.spr not found in asset tree message - when loading a CTC save file with the original game setup selected in the ModManager.


..\ctp2_data\gs\gameobj\CityEvent.cpp

Prevented a possible crash by Fromafar. Untested, but might solve the Solaris project bug.


..\ctp2_data\ui\interface\wondermoviewindow.cpp

Repaired a memory leak with the wonder movie pop-up window by Fromfar.


2004.06.04
..\ctp2_code\gs\gameobj\Score.cpp
..\ctp2_data\XXXXXX\gamedata\exp_str.txt

Where XXXXXX is english, german, spanish, italian and french. The Japanese version of the exp_str.txt i had not changed but needs a change probably also.

Bug fix by Lui2: City sizes for the score calculation are now in the current setup can now be reached.

New limits for score calculation are:
300.000 to 30.000
1.000.000 to 100.000
5.000.000 to 500.000

All numbers represent number of city inhabitants.


2004.06.05
..\ctp2_code\ui\aui_common\tech_wllist.h

Fix by Martin Gühmann to make sure that tech_wllist.h copiles on copilers which do not support implecit typenames.


Here is the latest source file pack:

[EDIT]Link removed see my next big post in this thread.[/EDIT]

-Martin

Last edited by Martin Gühmann on 01-08-2004 at 22:13

Lui2 is offline Lui2
Chieftain
Saarbruecken
May 2004
time: 06:31
  Old Post 06-06-2004 02:48
Edit/Delete Message Reply w/Quote
#227 Report this post to a moderator
Got spare money?

quote:
Originally posted by Martin Gühmann New limits for score calculation are:
300.000 to 30.000
1.000.000 to 100.000
5.000.000 to 500.000


Here is the text a little bit misleading. These values are not the new ranges, they are the original values and the changed to values.

The original value of 300.000 was set to 30.000 ,
the 1.000.000 to 100.000
the 5.000.000 to 500.000.

Easier said, all values were diveded by 10. As it seems, it was originally intended in this way (for the unmodded version).

Last edited by Lui2 on 06-06-2004 at 03:18

Lui2 is offline Lui2
Chieftain
Saarbruecken
May 2004
time: 06:31
  Old Post 06-06-2004 03:14
Edit/Delete Message Reply w/Quote
#228 Report this post to a moderator
StartingAge and EndingAge Enter the AD-FREE zone

The selection boxes for StartingAge and EndingAge in the multiplayer setup window have missing and empty entries.

This is caused by non corresponding entries in the ns_strings.ldl and ldl_str.txt files.

These are the lines in the ldl_str.txt files.
#Age Names#
AGE_NAME_ANCIENT "Ancient"
#AGE_NAME_CLASS "Classic"
#AGE_NAME_MEDIEVAL "Midieval"
AGE_NAME_RENAISS "Renaissance"
#AGE_NAME_INDUST "Industrial"
AGE_NAME_MODERN "Modern"
#AGE_NAME_COMPUTER "Computer"
AGE_NAME_GENETIC "Genetic"
AGE_NAME_DIAMOND "Diamond"
#AGE_NAME_FUTURE "The Future"

And these are the lines in the ns_strings.ldl files.
startagestrings {
string string0 "AGE_NAME_ANCIENT"
string string1 "AGE_NAME_CLASS"
string string2 "AGE_NAME_MEDIEVAL"
string string3 "AGE_NAME_RENAISS"
string string4 "AGE_NAME_INDUST"
string string5 "AGE_NAME_MODERN"
string string6 "AGE_NAME_COMPUTER"
string string7 "AGE_NAME_GENETIC"
string string8 "AGE_NAME_DIAMOND"
string string9 "AGE_NAME_FUTURE"
}


I changed now all the ns_strings.ldl files to this values.
startagestrings {
string string0 "AGE_NAME_ANCIENT"
# string string# "AGE_NAME_CLASS"
# string string# "AGE_NAME_MEDIEVAL"
string string1 "AGE_NAME_RENAISS"
# string string# "AGE_NAME_INDUST"
string string2 "AGE_NAME_MODERN"
# string string# "AGE_NAME_COMPUTER"
string string3 "AGE_NAME_GENETIC"
string string4 "AGE_NAME_DIAMOND"
# string string# "AGE_NAME_FUTURE"
}

2004.06.05
..\ctp2_data\XXXXXX\uidata\layouts\ns_strings.ldl


Where XXXXXX is english, german, spanish, italian, japanese and french.

As it seems to me, that these values for the additional ages come from a mod version of the game, it would be probably best to remove them completely in both files.

Attachment: 2004.06.05.incr.ns_strings.rar
This has been downloaded 5 time(s).

Tamerlin is offline Tamerlin
King
Toulouse (South-western France)
Apr 2002
time: 06:31
  Old Post 06-06-2004 03:16
Edit/Delete Message Reply w/Quote
#229 Report this post to a moderator
Get a bigger avatar today!

quote:
Originally posted by Martin Gühmann


Well the limits you think, are these really the proper limits? I guess every modmaker has his own ideas about proper limits, therefore it would be better to expose these limits to DiffDB.txt, yes for each level of difficuilty a set of limits. However until someone implements this in a more modder friendly way Your solution is ok.


Well... I don't think this is OK, at least I don't think it is OK to the point of including these changes into the next Playtest build. Though Lui2 idea is certainly good, I don't think that it should be hardcoded into the original game. IMO, this kind of changes have their place in the Creation section of the CtP2 forum rather than in the SourceCode part. At least not before they have been discussed and approved in the thread...

Of course if these changes are correcting a bug I agree that they should be included into the Playtest build. If not...

Lui2 is offline Lui2
Chieftain
Saarbruecken
May 2004
time: 06:31
  Old Post 06-06-2004 03:36
Edit/Delete Message Reply w/Quote
#230 Report this post to a moderator
Support Apolyton, buy Civilization 2

quote:
Originally posted by Tamerlin
I don't think that it should be hardcoded into the original game.


It already was hardcoded in the original game. Only with unrealistic values. Because these values are obvious only inadvertently multiplied by 10, I corrected this.

IMO, its a good idea to externalize theses ranges to the DiffDB like Martin already suggested and also it's worth a discussion to change them to totaly different numbers.

But it seems to me a bad solution, to let the values any time longer on there original, mostly useless values. Every time I look to the original score screen, it makes me a bit angry, how could it happen, that activision could not fix this obvious problem immediately. And it's a real pleasure now, to look at the score window! :-)

Tamerlin is offline Tamerlin
King
Toulouse (South-western France)
Apr 2002
time: 06:31
  Old Post 06-06-2004 04:42
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quote:
Originally posted by Lui2


It already was hardcoded in the original game. Only with unrealistic values. Because these values are obvious only inadvertently multiplied by 10, I corrected this.


Are you sure about it? Though your intentions are good perhaps does it boil down to preferences. OK, I am playing the role of the devil's advocate in this case, though you are certainly right my only concern is about the fact that it opens the door to personal preferences included into the SourceCode without any previous discussion.

quote:
But it seems to me a bad solution, to let the values any time longer on there original, mostly useless values. Every time I look to the original score screen, it makes me a bit angry, how could it happen, that activision could not fix this obvious problem immediately. And it's a real pleasure now, to look at the score window! :-)


I must admit I don't pay much attention to the end score as I always look for the Science Victory. Reaching this goal is in itself my definition of victory in a CtP2 game.

Flinx is offline Flinx
Prince
Toronto, ON CANADA
Nov 2001
time: 00:31
  Old Post 06-06-2004 04:59 Visit Flinx's homepage!
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quote:
Originally posted by Lui2
The original value of 300.000 was set to 30.000 ,
the 1.000.000 to 100.000
the 5.000.000 to 500.000.


Tamerlin, Martin and Lui2 have all raised good points here with respect to these values.

Currently, you get score points based on these values. For each city with
pop <300,000 ≡ 30 gets 10 points
pop <1,000,000 ≡ 100 gets 25 points
pop <5,000,000 ≡ 500 gets 50 points
pop >5,000,000 ≡ 500 gets 100 points

The points awarded are externalised in the DiffDB.txt file

code:
CITIES0TO30_FACTOR 10.0 CITIES30TO100_FACTOR 25.0 CITIES100TO500_FACTOR 50.0 CITIES500PLUS_FACTOR 100.0

The suggestion to externalise the limit values is a good one, and they should probably go in DiffDB.txt

Cities can only grow to size 60 in the un-modded game, based on the limits in citysize#.txt files
code:
CITYSIZE_SIX { Population 60 SquaredRadius 20 IntRadius 4 MaxWorkers 60 GrowthRate 75 MinGrowthRate 20000 MaxSurplusFood 2000 BaseOvercrowding 4 BaseMaxPop 18 VisionRadius 4.472 }
and the
code:
RaiseOvercrowdingLevel # RaiseMaxPopulation #
modifiers of all buildings in buildings.txt

Based on a max city size of 60 I think the numbers Lui2 choose are logical.

I have made a mod where the max city size is around 120 and it would be good to be able to change the three limits correspondingly.

Martin Gühmann is offline Martin Gühmann
Emperor
Berlin, Germany
Mar 2001
time: 06:31
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quote:
Originally posted by Lui2
As it seems to me, that these values for the additional ages come from a mod version of the game, it would be probably best to remove them completely in both files.


Yes they come from a mod but as I like to see CityMod2 sometimes in it shouldn't be removed altogether at least not without moving it to a better place. If I can add ages then no refferences to ages should be placed into an *.ldl file. The strings should go into gl_str.txt and their names should correspondent to the ages names. However AGE_ONE, AGE_TWO etc. are not good internal names for ages.

quote:
Originally posted by Tamerlin
Are you sure about it? Though your intentions are good perhaps does it boil down to preferences. OK, I am playing the role of the devil's advocate in this case, though you are certainly right my only concern is about the fact that it opens the door to personal preferences included into the SourceCode without any previous discussion.


What persional prefferences? Well the orignal values are probably persional prefferences, too. But they are totally unrealistic, deviding them by ten is definatly a good idea until we will have exposed them to the DiffDB.txt.

-Martin

Fromafar is offline Fromafar
Prince

May 2003
time: 06:31
  Old Post 09-06-2004 02:54
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Activision patch reimplementation?

gs\fileio\GameFile.cpp: use 6 (was 5) characters of the leader name when generating a scenario autosave directory name.

[Edit: link removed. Included in the 2004.08.01 source collection.]

Last edited by Fromafar on 04-08-2004 at 01:55

Lui2 is offline Lui2
Chieftain
Saarbruecken
May 2004
time: 06:31
  Old Post 10-06-2004 05:58
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Standardization of city selection and focus Get a bigger avatar today!

2004.06.10
..\ctp2_code\ui\aui_ctp2\SelItem.cpp
..\ctp2_code\ui\interface\CityControlPanel.cpp
..\ctp2_code\ui\interface\Citywindow.cpp
..\ctp2_code\ui\interface\EditQueue.cpp


Standardization of the behaviour for selecting and focus on a city.

Added the missing focus behaviour when selecting a city for the following cases:

1) CityControlPanel: next & prev button and the dropdown selection
2) CityWindow: dropdown selection
3) BuildManager: next & prev button and the dropdown selection

Also took care, that the user option "focus on the active unit or city" works as expected.

The focus handling from the national manager, to select and focus a city with a double mouse click, was not changed. Because considering here, the user option not to focus, makes no sense.

Attachment: 2004.06.10.incr.cityfocus.zip
This has been downloaded 7 time(s).

Last edited by Lui2 on 10-06-2004 at 06:12

Flinx is offline Flinx
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Is path finding for units and trade routes calculated by the same code? If not, the improvements Fromafar made to the unit path finding algorithm should be added to the trade route code as well.

Martin Gühmann is offline Martin Gühmann
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Mar 2001
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quote:
Originally posted by Flinx
Is path finding for units and trade routes calculated by the same code? If not, the improvements Fromafar made to the unit path finding algorithm should be added to the trade route code as well.


Well both path finding classes are derived from the same base so maybe it is the same code, but actual in comparision to unit path finding it is not such a big deal.

-Martin

Fromafar is offline Fromafar
Prince

May 2003
time: 06:31
  Old Post 10-06-2004 23:32
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Bug fix: prevent incorrect city production when pressing F3 after end of turn. Reported by Lui2 for MP. Only tested for SP, where it was reproducible as well.

ui\interface\interfaceevent.cpp
ui\interface\screenutils.cpp

OT: Yes, the pathfinding uses the same base code for the computation of trade and unit paths.

[Edit: file link removed. Included in the 2004.08.01 source collection.]

Last edited by Fromafar on 04-08-2004 at 01:56

Flinx is offline Flinx
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Trade Route Pathfinding Remove this text

quote:
Originally posted by Martin Gühmann
Well both path finding classes are derived from the same base so maybe it is the same code, but actual in comparision to unit path finding it is not such a big deal. -Martin


I brought it up because as I was testing various freight values, I noticed trade routes would cross tiles with higher freight cost when it should have crossed the next tile over with a lower freight cost. I no longer notice units talking strange paths, but the trade routes were clearly non-optimal.

Last edited by Flinx on 11-06-2004 at 00:56

Fromafar is offline Fromafar
Prince

May 2003
time: 06:31
  Old Post 13-06-2004 20:02
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Put an end to popups!

Possible Activision patch reimplementation:
Use the same code - round by adding 0.5 before converting from double to int - for all science percentage display occurrences.

ctp\ctp2_utils\c3math.h
gs\gameobj\GSLogs.cpp
ui\interface\CauseAndEffectTab.cpp
ui\interface\DomesticControlPanel.cpp
ui\interface\knowledgewin.cpp
ui\interface\sciencewin.cpp

[Edit: link removed. Included in the 2004.08.01 source collection.]

Last edited by Fromafar on 04-08-2004 at 01:56

 
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