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Gilgamensch
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France
Jun 2002 time: 06:34
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I haven't thought it completly through yet.
But my idea was, that CTP2 would read the data (values like price/HP/AP/whatever) out of the 'normal' txt-files (being used by the game itself) and then having just one txt file with the description of it, just plain text.
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Peter Triggs
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Gone Fishin, Canada
Jan 2000 time: 05:34
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quote:
B) a few hundred gl text files to change/search instead of one.
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Mr Baggins remembers what CTP1 was like. It was because people complained about what a pain it was to deal with all those GL files that they changed to the current system.
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MrBaggins
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quote: Originally posted by Gilgamensch
I haven't thought it completly through yet.
But my idea was, that CTP2 would read the data (values like price/HP/AP/whatever) out of the 'normal' txt-files (being used by the game itself) and then having just one txt file with the description of it, just plain text. |
Thats nice... but a bit of a nightmare to program... particularly with some of the changes coming up.
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Gilgamensch
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France
Jun 2002 time: 06:34
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that was kind of my idea: making it easier for moders.
So you would have the normal units.txt file which is what really determines the values. But instead of having 'double' entries in the GreatLibrary.txt CTP2 shall read the values from units.txt and take the text for it, out of GreatLibrary.txt.
So if somebody changes something you could at least trust the values in CTP2 when you access the Library. The text (meaning explanation) might not be correct, but at least the rest.
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MrBaggins
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quote: Originally posted by Gilgamensch
that was kind of my idea: making it easier for moders.
So you would have the normal units.txt file which is what really determines the values. But instead of having 'double' entries in the GreatLibrary.txt CTP2 shall read the values from units.txt and take the text for it, out of GreatLibrary.txt.
So if somebody changes something you could at least trust the values in CTP2 when you access the Library. The text (meaning explanation) might not be correct, but at least the rest. |
I'll say it again... thats nice... but a bit of a nightmare to program... particularly with some of the changes coming up.
It might be possible, but I don't see it being given a lot of time any time soon... particularly since any Great Library can be done perfectly, and fixed already...
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Martin Gühmann
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Berlin, Germany
Mar 2001 time: 06:34
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quote: Originally posted by MrBaggins
I'll say it again... thats nice... but a bit of a nightmare to program... particularly with some of the changes coming up.
It might be possible, but I don't see it being given a lot of time any time soon... particularly since any Great Library can be done perfectly, and fixed already... |
It would be a nightmare if we have to do it from scratch, in fact for units the statics are already correct, here is an example:
code:
[UNIT_LONGSHIP_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
Max HP: {UnitDB(UnitRecord[0]).MaxHP}
Costs: {UnitDB(UnitRecord[0]).ShieldCost}
Upkeep: {UnitDB(UnitRecord[0]).ShieldHunger} Shields
Food Hunger: {UnitDB(UnitRecord[0]).FoodHunger}
[END]
You see for units none of the values are hard encoded into the Great Libary they are all taken from the unit.txt.
You see this is the example for the Longship, but this same entry can also be used for other units you just have to alter the uniticon.txt:
quote:
ICON_UNIT_LEVIATHON { FirstFrame "UPUP077L.TGA" Movie "NULL" Gameplay "UNIT_LEVIATHON_GAMEPLAY" Historical "UNIT_LEVIATHON_HISTORICAL" Prereq "UNIT_LEVIATHON_PREREQ" Vari "UNIT_LEVIATHON_STATISTICS" Icon "UPUP077A.TGA" LargeIcon "UPUP077L.TGA" SmallIcon "UPUP077B.TGA" StatText "UNIT_LEVIATHON_SUMMARY" } |
quote:
ICON_UNIT_LONGSHIP { FirstFrame "UPUP016L.TGA" Movie "NULL" Gameplay "UNIT_LONGSHIP_GAMEPLAY" Historical "UNIT_LONGSHIP_HISTORICAL" Prereq "UNIT_LONGSHIP_PREREQ" Vari "UNIT_LONGSHIP_STATISTICS" Icon "UPUP016A.TGA" LargeIcon "UPUP016L.TGA" SmallIcon "UPUP016B.TGA" StatText "UNIT_LONGSHIP_SUMMARY" } |
Replace 'Vari "UNIT_LEVIATHON_STATISTICS"' by 'Vari "UNIT_LONGSHIP_STATISTICS"' and text under UNIT_LONGSHIP_STATISTICS is used for the Leviathon, too. Exept that the variables are replaced by other values.
The only problem is that we don't have it for substructures. Something like this is invalid:
{TerrainDB(terrain[0]).BaseEnv.Gold}
But this can be summed under slic database access, and we want this for slic, too. When we have it for slic or for the Great Libary then, it is not a big deal to implement into the other language.
-Martin
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MrBaggins
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Don't forget that GovernmentModified alters unit (and other object) data too... would you use the base or the current Government of the player value... or?
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MrBaggins
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quote: Originally posted by Martin Gühmann
That's indeed a big problem, but so far the Great Libary only reflect the unmodified versions.
How would I access them is the syntax you implemented treated as a name as an additional database index? If yes then this would not be a big deal first unmodified values and then government specific values.
-Martin |
We need to overload the access, so that it uses g_whateverDB->Get(whateverIndex, governmentIndex), essentially...
you could either virtually overload the SLIC function or create a new SLIC access method...
I.E.
UnitDBGM(index,govIndex)
as well as
UnitDB(index)
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MrBaggins
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sounds great... problem solved I guess... of course.. we still have to decide how we deal with the GL...
the default value should probably be used though, I guess.
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