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Keygen is offline Keygen
Emperor
Athens, Hellas
Jan 2000
time: 07:32
  Old Post 22-12-2003 06:09 Visit Keygen's homepage!
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#1 Report this post to a moderator
GENERAL: Patch 1.1/1.11 list of changes Full PM-box? Change here!

Below are the changes made in Activision's patch 1.1/1.11 and the files that had been altered to reflect those changes.

We can use this list as a guide to remake the patch on our own.

Keygen is offline Keygen
Emperor
Athens, Hellas
Jan 2000
time: 07:32
  Old Post 22-12-2003 06:10 Visit Keygen's homepage!
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#2 Report this post to a moderator
Inflate your Upload Space

These are the changes made in Activision's patch 1.1/1.11:

* Fixed corrupted save game bug
* Fixed random civ chooser for scenarios (world map)
* Fixed autosave directory name for scenarios to match normal directory.
* Increased animation queue to 12, making unit-in-wrong-place bug less likely
* Always terminate a unit's sound effects when it dies
* Set cell owner when cheating tile improvements
* UnitSpeed and MouseSpeed removed from advanced options (available elsewhere in options)
* Incremented save file version to force string reload for old games.
* Added missing contextual info to several messages
* Added auto-center for bombardment
* Fixed lawsuits against franchises
* Prevented cities from revolting twice in a row (so if you have the wonder that gives you revolting cities, you'll at least have a chance to hold onto them)
* Added sanity check on city styles (avoids crash when settling in Alexander)
* Fixed movement point propagation for settlers from disbanded cities in network games with 3+ players
* Can't rush buy capitalization/infrastructure
* Fixed feat propagation in network games
* Fixed difficulty choice in scenarios
* Setting research goal to something already researched clears the goal.
* Trade routes are revalidated when loading a saved game. Sort of fixes a problem seen only once where a city lost track of its routes. Unknown how it happened to begin with.
* Fixed active defense movement checks so that land defenders work.
* Added extra checks to disable science victory in network games
* Enabled access to database values from SLIC
* Added about 40 SLIC functions, mostly related to diplomacy (has no effect on any existing scripts)
* Fixed scenarios that allow players other than player 1 to be played
* Fixed crash bug caused by launching editor, generating goods, exiting, and moving a unit.
* Added check for clear queue actions from clients received after they lost the city to another player
* Fixed nuking cities in network games - sometimes left a stale reference to the dead city around.
* Fixed propagation of city defensive bonus in net games
* Made sure diplomatic proposals in network games execute at the same point on every machine.
* Network object bookkeeping gets cleared when exiting a game (exiting and rejoining occasionally left something lying around, resulting in a resync not long after joining)
* Disabled restart key in net games
* Fixed science tax being one percent lower than it was supposed to be (didn't happen on every machine)
* Fixed display of turns for cap/inf
* Fixed message tab to always show newest messages
* Leave embargo button enabled when cancelled
* Diplomatic proposals/responses sent from UI get the highest priority possible so that the AI won't override them
* Added version label to shell
* Fixed auto-selection of currently researching advance on science chooser

Keygen is offline Keygen
Emperor
Athens, Hellas
Jan 2000
time: 07:32
  Old Post 22-12-2003 06:13 Visit Keygen's homepage!
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Below are the files that had been altered in Activision's patch 1.1/1.11:

Units.txt scenarios\alexanderthegreat\scen0000\default\gamed
ata\
uniticon.txtctp2_data\default\gamedata\
uniticon.txt scenarios\alexanderthegreat\scen0000\default\gamed
ata\
tut2_str.txtctp2_data\english\gamedata\
tut2_main.txtctp2_data\english\gamedata\
tips_str.txtctp2_data\english\gamedata\
tileimp.txtctp2_data\english\gamedata\
SS_func.slc scenarios\magnificentsamurai\scen0000\default\game
data\
spnewgame.ldlctp2_data\english\uidata\layouts\
science.ldlctp2_data\english\uidata\layouts\
scenario.txtscenarios\alexanderthegreat\scen0000\
scenario.txtscenarios\magnificentsamurai\scen0000\
scenario.txtscenarios\nucleardetende\scen0000\
scenario.slc scenarios\alexanderthegreat\scen0000\default\gamed
ata\
scenario.slc scenarios\magnificentsamurai\scen0000\default\game
data\
scenario.slc scenarios\nucleardetende\scen0000\default\gamedata
\
profile.txtctp2_data\default\gamedata\
plasma2.dllctp2_program\ctp\dll\map\
keymap.txtctp2_data\default\uidata\
Great_Library.txt scenarios\alexanderthegreat\scen0000\english\gamed
ata\
geometric.dllctp2_program\ctp\dll\map\
fault.dllctp2_program\ctp\dll\map\
exp_str.txtctp2_data\english\gamedata\
diplomacy.slcctp2_data\english\gamedata\
ctp2patch.reg 
ctp2.exectp2_program\ctp\
credits.txtctp2_data\default\uidata\
Crater.dllctp2_program\ctp\dll\map\
CnBG.tgactp2_data\default\graphics\pictures
citystatus.ldlctp2_data\english\uidata\layouts\
buildings.txtctp2_data\default\gamedata\
anet.infctp2_program\ctp\
anet.inf 
Advance.txt scenarios\alexanderthegreat\scen0000\default\gamed
ata\
add_str.txtctp2_data\english\gamedata\
1_1readme.txt 

Last edited by Keygen on 22-12-2003 at 15:01

Keygen is offline Keygen
Emperor
Athens, Hellas
Jan 2000
time: 07:32
  Old Post 22-12-2003 06:19 Visit Keygen's homepage!
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It's so beautiful to watch how vBulletin renders tabels

Does enyone know how to solve this huge space between the first sentence and the table?

Keygen is offline Keygen
Emperor
Athens, Hellas
Jan 2000
time: 07:32
  Old Post 22-12-2003 06:29 Visit Keygen's homepage!
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#5 Report this post to a moderator
Full PM-box? Change here!

It also breaks long strings into two lines... interesting...

Locutus is offline Locutus
ACS CTP1/2 Manager & Civ4 Co-Manager
Hengelo, The Netherlands
Nov 1999
time: 06:32
  Old Post 22-12-2003 07:00 Visit Locutus<br><img src=/forums/images/staff-icon.gif>'s homepage!
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quote:
Originally posted by Keygen
Does enyone know how to solve this huge space between the first sentence and the table?


Yes, remove all end-of-line characters (Enters) from your table code. Very ugly and awkward, but the only way...

Keygen is offline Keygen
Emperor
Athens, Hellas
Jan 2000
time: 07:32
  Old Post 22-12-2003 15:05 Visit Keygen's homepage!
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How stupid of me, I forgot to delete the new lines.

Thanks Loc

Still, I can't figure out why the long strings are broken into two lines...

Peter Triggs is offline Peter Triggs
Prince
Gone Fishin, Canada
Jan 2000
time: 05:32
  Old Post 11-01-2004 20:16
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Remove this text

quote:

* Added about 40 SLIC functions, mostly related to diplomacy (has no effect on any existing scripts)


I've filled in most of those diplomacy functions but they haven't been completely debugged. Also, some of the existing functions weren't working properly, so I've tried to fix them. This means that some existing scripts (Diplomod, NewDiplomod, and Call to Conquest) will have to be modified, but I think the necessary changes are pretty trivial.

quote:

* Enabled access to database values from SLIC


Anybody got any ideas on this?

Martin Gühmann is offline Martin Gühmann
Emperor
Berlin, Germany
Mar 2001
time: 06:32
Post  Old Post 14-01-2004 19:14 Visit Martin Gühmann's homepage!
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quote:
Originally posted by Peter Triggs
Anybody got any ideas on this?


I looked into it, unfortunatly I was busy the last weeks so that I wasn't able to test my ideas, so far I know that this feature was not implemented in v.1.0. And it has to do with one of the slic functions, it looks like I just need to put the right stuff on a stack. Maybe I can to it until the weekend but I can't pronmise anything.

-Martin

Peter Triggs is offline Peter Triggs
Prince
Gone Fishin, Canada
Jan 2000
time: 05:32
  Old Post 14-01-2004 19:37
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My files are a total mess. Until I clean them up, I'll post here.

=================================
quote:

* Diplomatic proposals/responses sent from UI get the highest priority possible so that the AI won't override them


Added to DipWizard::SendCallback

code:
//for counters response.priority = 9999; // for new proposals prop.priority= 9999; // for threats resp.priority = 9999;



=================================
quote:

* Can't rush buy capitalization/infrastructure


Added to CityData::BuyFront()

code:
if(m_buildInfrastructure || m_buildCapitalization ) return FALSE;


===============================

quote:

* Trade routes are revalidated when loading a saved game. Sort of fixes a problem seen only once where a city lost track of its routes. Unknown how it happened to begin with.



I think we should leave this one for awhile. IIRC, there were a lot of complaints about how when you loaded a saved game, your trade would often dramatically decline. Maybe this fix was the cause of that.

==================================

quote:

* Added auto-center for bombardment


Added to ArmyData::Bombard

code:
if (defender.GetOwner() == g_selected_item->GetVisiblePlayer()) g_director->AddCenterMap(point);


===================================

Also, Ahenobarb similarly put an AddCenter on a location being pirated but complained:

quote:

However, the game shifts focus from one unit to another quite fast, so you have under a second to see the unit (this is the same amount of time to observe all of the other units that are moving during a turn).


I had a look at this and, IMO, the whole ArmyData::InterceptTrade() function was not well organized. So I've re-arranged it. Again, it hasn't been tested yet.

Martin Gühmann is offline Martin Gühmann
Emperor
Berlin, Germany
Mar 2001
time: 06:32
Post  Old Post 14-01-2004 20:04 Visit Martin Gühmann's homepage!
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Well you should clean up you files Peter, or do you have a lot of experimental changes in them, if yes you could just post the files that contain the code you posted here, of course it would be good to clean up these files at least.

-Martin

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