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SlowThinker
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homeless, Praha, Czech Republic
Jan 2000 time: 06:17
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quote: Originally posted by yaroslav
I'm trying to stop the 'various movement in a turn' problem |
Don't forget this:
quote: Originally posted by SlowThinker in Everything about Hex-Editing - UPDATED
9th byte (counted from 1) represents depleted movement (in relation to movement on roads): with standard Civ2 a unit that moves on road gets 1 on 9th byte; a unit that moves out of road gets 3. |
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yaroslav
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Madrid, Spain, Europe
Jun 2001 time: 06:17
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Ok. Done! 
The system of exchanging units... Well, let's see an example with three civs that move in this order:
1) Rusia
2) USA
3) British
Giving an unit to a civ that moves BEFORE For instance, British giving units to USA or Rusia, or USA giving units to Rusia. It's very easy: you use the program, generate the offer and, if your ally acepts the offer, the units are of him. In this case, a unit moving twice in a turn doesn't happen.
Giving an unit to a civ that moves AFTER For instance, Rusia to USA or British, USA to British. In this case, you do the same that before, but when your ally acepts the unit, the program does this:
A) It transfers the units to your ally
B) It puts the units in a mode that make the units NOT mobile - ever.
C) It generates a second offer. Your ally stores the second offer. This offer is scheluded to be accepted the next turn. Your ally wait until his next turn and loads the second offer. Accept again that second offer.
D) After accepting the second offer the units are made mobile again 
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SlowThinker
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homeless, Praha, Czech Republic
Jan 2000 time: 06:17
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quote: Originally posted by yaroslav
Giving an unit to a civ that moves BEFORE For instance, British giving units to USA or Rusia, or USA giving units to Rusia. It's very easy: you use the program, generate the offer and, if your ally acepts the offer, the units are of him. In this case, a unit moving twice in a turn doesn't happen. |
Nooo! The year switch is only an artificial point of time, but AFAIK it has no practical meaning (except some details like caravans bring less after turn 200 and so). There is 8 civs (7 + barbs) that rotately play, that's all.
If British give a unit to Rusia then it may move twice between two USA turns - that's the problem: Each unit must be able to run only once between two successive turns of any civ.
quote: A) It transfers the units to your ally
B) It puts the units in a mode that make the units NOT mobile - ever.
C) It generates a second offer. Your ally stores the second offer. This offer is scheluded to be accepted the next turn. Your ally wait until his next turn and loads the second offer. Accept again that second offer.
D) After accepting the second offer the units are made mobile again |
Another solution:
The player that accepts the barter can't accept it directly, but only when it is his turn: so he loads the save of his predecessor, starts his civ, saves the game and applies the barter on this new save. Civ2Dip adds unit(s) and sets the 9th byte to maximum (I don't know if there is some maximum of movepoints or you have to check rules.txt for each kind of unit).
(You may force this sequence only when the barter contains unit giving.)
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SlowThinker
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homeless, Praha, Czech Republic
Jan 2000 time: 06:17
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quote: Originally posted by Henrik
Just "near portland" or near San Fransisco would seem better imho |
quote: Originally posted by SlowThinker
I would prefer 'Near Portland'. It is like Civ2 messages. |
SlowThinker is a plagiator!
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SlowThinker
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homeless, Praha, Czech Republic
Jan 2000 time: 06:17
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quote: The "another solution" that you tell me about it's a good solution. In fact, I've considered the same solution and some others, but they go against the standard use of Cidvip that I'd like to mantain as clear as possible |
Did you consider a possibility to let it be and only to warn player that he shouldn't move with a new unit?
You know, the unit exchange by online (multiplayer) connection brings the same problem, players should remember not to move with a new unit.
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germanos
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behind a firm ****, Rotterdam, NL
Apr 2002 time: 06:17
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Hmmm,
ST informed me about the Beta version...
I have a few issues with that program. Should I post them here or mail you, Yaroslav?
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SlowThinker
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homeless, Praha, Czech Republic
Jan 2000 time: 06:17
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Barter window
>And demmands from you Great Leader,
demands - one 'm' only
>an unit: Caravan at <134,56>
I suggest to omit 'an' completely
I propose one blank line between 'offer' and 'demand' sections
and to omit the line with gold if 0 gold
'Next' icon
'Please select your leader name', 'Please select the leader name' sections:
It is hard to enable the 'next' button. If I click the first (default) option again and again, nothing happens. I must click on another option, then reclick the wanted one.
Unit giving
Some explaining text in the window would be good: for example it is not clear if the user is offering or demanding units.
City giving
An unimportant thing:
the program offers too much of info fot the user: the order in which opponent cities were built. The Find City feature of Civ2 lists cities in alphabetical order only.
Documents folder as default
I hate the fact that the Documents folder is the default one. If Java don't allow to change this, can't you allow to use .net and .dat files as parameters? Only .net file (one parameter) - make barter, both .net and .dat files (two parameters) - view barter.
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yaroslav
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Madrid, Spain, Europe
Jun 2001 time: 06:17
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Thank you, ST. BTW, I've made a little update, but it doesn't cover your points. Let's see your points one by one 
quote: Originally posted by SlowThinker
Barter window
>And demmands from you Great Leader,
demands - one 'm' only
>an unit: Caravan at <134,56>
I suggest to omit 'an' completely
I propose one blank line between 'offer' and 'demand' sections
and to omit the line with gold if 0 gold
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Yes. It will be corrected in the next BETA/the release if there is no more BETAs.
quote:
'Next' icon
'Please select your leader name', 'Please select the leader name' sections:
It is hard to enable the 'next' button. If I click the first (default) option again and again, nothing happens. I must click on another option, then reclick the wanted one.
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That was the interface bug I told you, the betatesters, in the original .txt document. I'm working at solving it 
quote:
Unit giving
Some explaining text in the window would be good: for example it is not clear if the user is offering or demanding units.
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Ok... In fact, there is a label that says "Unit given" but it doesn't display correctly. I'll try to fix it.
quote:
City giving
An unimportant thing:
the program offers too much of info fot the user: the order in which opponent cities were built. The Find City feature of Civ2 lists cities in alphabetical order only.
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Is that important for any reason? I mean, is that info useful for anything excep hex-editing?
quote:
Documents folder as default
I hate the fact that the Documents folder is the default one. If Java don't allow to change this, can't you allow to use .net and .dat files as parameters? Only .net file (one parameter) - make barter, both .net and .dat files (two parameters) - view barter. |
I can't change it - it's a JAVA thing... I don't understand your second point though (about the .NET and .DAT files). Could you clarify it, please?
Thank you, thank you, thank you for your help and to the others betatesters too 
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SlowThinker
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homeless, Praha, Czech Republic
Jan 2000 time: 06:17
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A small problem, probably for next version:
I must express some doubts to the automap feature and to exchange of a map of a single civ (I would prefer to see exchanging rectangles in place of it). A player get some additional info:
For example, if I get Babylonian map and I see a square on the Babylonian border is at distance 15 from the nearest Babylonian city, then I know there is no city (of any civ) at distance 14 or lower from that square.
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