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Fromafar
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quote: Originally posted by Tamerlin
Has the line been commented out in the current playtest build? |
No, it has not. The 04.18 and 04.30 file formats should be identical, as long as you do not have any database related Slic functions used. When you do, the files are incompatible.
quote: Originally posted by Martin Gühmann
Actual it is a must, because noone want to lose his savegames, and those savegames provide us with valuable information about bugs. So tell me how do you want to reload the database support from an patch 1.1 file without reloading slic, the only way to do this is to know how Activision designed the database support, how many SOP_*s did they use, in which order, how they made they sure that at run time even after a reload the necessary information like the database and the member is available.
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It looks like a hopeless situation then. If you do a /reloadslic, you will reset all variables - so the game state is destroyed, and it just isn't a continuation of the saved game any more. But if you don't do a /reloadslic, stored references (indices in arrays, probably) become incorrect, and anything may happen.
But, how bad is this? If you really want to finish it, the saved game can be continued with the original game. It would be nice if we could offer the possibility to continue an old save game with our modified version, but I don't consider this a must.
To find out about the new Activision Slic codes, we could generate save games with the 1.1 patch, and Slic-disassemble these with the debugger. Not a job to look forward to, though. Just a shame that we didn't get the patched code.
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drulius
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Lubbock, Tx USA
Jan 1970 time: 23:32
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quote: Found a new bug ( I think )
You can place tile imps on unexplored squares near your cities . |
I found you can place Fortresses on any square outside your borders (and not inside someone else's borders) that one of your units can see. I don't recall ever being able to place Fortresses outside my borders before.... But then again, I've never really had much use for Fortresses.
Last edited by drulius on 09-05-2004 at 23:25
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Martin Gühmann
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Berlin, Germany
Mar 2001 time: 06:32
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quote: Originally posted by drulius
I found you can place Fortresses on any square outside your borders (and not inside someone else's borders) that one of your units can see. I don't recall ever being able to place Fortresses outside my borders before.... But then again, I've never really had much use for Fortresses. |
That's the sense behind Fortresses to extend your empire without the need to build cities.
quote: Originally posted by Tamerlin
I can mod the CARAVAN_COEFF (thanks for the tip ) but this is nonetheless something we should think about at this is not good IMO. |
Well you could figure out what the best value for the CARAVAN_COEFF, or I can hardencode the change. However we should lower the costs to build a Caravan.
quote: Originally posted by Tamerlin
It looks like a hopeless situation then. If you do a /reloadslic, you will reset all variables - so the game state is destroyed, and it just isn't a continuation of the saved game any more. But if you don't do a /reloadslic, stored references (indices in arrays, probably) become incorrect, and anything may happen. |
Most slic code I know can handle this, FrenzyAI starts from scratch to rebuild its state, maybe Diplomod with its Embassy code might be a problem, but the code itsself is a problem as well, it makes the game scrash when a civ is added to the game, and even if wouldn't make the game crash its embassy matrix would be totally screwed up. My GoodMod considers a /reloadslic and also Peter's CTC considers a /reloadslic. And if I look on the ConsiderProposal function in Diplomod then I must see that this has to be rewritten with Peter's changes.
For scenarios, if it is done at the beginning of the game then it should be ok, actual the slic should be reloaded with the start of a scenario anyway. It shouldn't be taken from the scenario file that may have some buggy slic that doesn't match with the slic you find in the scenario folder. However I am just talking about reloading slic onces or twice for a whole game and not everytime when the game is reloaded.
-Martin
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Fromafar
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quote: Originally posted by Martin Gühmann
Most slic code I know can handle this
[...]
For scenarios, if it is done at the beginning of the game then it should be ok, actual the slic should be reloaded with the start of a scenario anyway. It shouldn't be taken from the scenario file that may have some buggy slic that doesn't match with the slic you find in the scenario folder. However I am just talking about reloading slic onces or twice for a whole game and not everytime when the game is reloaded.
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I agree with the beginning of the game. In that case, you will lose nothing.
From any other point, it will depend on the specific Slic code. If you have no real state variables (e.g. only random, recomputable, or periodic events), doing /reloadslic is relatively harmless. But when you have some variable storing cumulative battle wounds, or a flag storing some essential achievement, resetting it will cause the game to change completely.
quote: Originally posted by Tamerlin
I think I will wait for the next playtest build before playing with the CARAVAN_COEFF
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In my current game the only trade road I have seen was between two cities that were linked by a 4 tiles long road. |
Don't bother building roads. In the current playtest build, you should connect cities with farms and mines to make the caravan cost go down .
However, don't count on this strategy to still work in the next release.
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