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Tamerlin is offline Tamerlin
King
Toulouse (South-western France)
Apr 2002
time: 06:36
  Old Post 18-05-2004 18:00
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CtP Unit Updater Avatar Enlargement: We've got the solution

Madd_Mugsy has designed a Unit Updater for his home made mod. I am currently working on the unit arrays in order to adapt them to the Original Game and to the Apolyton Pack.

I have finished working on the Update Paths for the Original Game but as I am new to CtP, I would like to read the opinion of the veterans.

Here are the update paths for the original game:

Spy > Cyberninja

Hoplite > Legion > Pikeman > Musketeer > Machine Gunner > Marine > Plasmatica

Archer > Mounted Archer > Cavalry

Knight > Cavalry > Tank > Fusion Tank

Cannon > Artillery > Mobile SAM > War Walker

Fighter > Interceptor > Stealth Fighter

Bomber > Stealth Bomber

Trireme > Longship > Troop Ship

Greek Fire Trireme > Ship of the Line > Battleship > Plasma Destroyer

Destroyer > Plasma Destroyer

Submarine > Stealth Submarine

Paratroopers > Swarm


Should the Stealth Bomber upgrade to the Space Bomber?



Before designing the update paths of the Apolyton Packs I have a few questions. I have noticed that there are new units and that some of them even bear the same name as units from the original game:


UNIT_GREEK_FIRE_TRIREME "Fire Galley"
UNIT_TROOP_SHIP "Transport"
UNIT_SPY_PLANE "Spy Satellite"
UNIT_SPACE_MARINES "Space Marine"
UNIT_FUSION_TANK "Hovertank"
UNIT_NOBLE "Noble"
UNIT_SIEGE_ENGINE "Siege Engine"
UNIT_HORSE_ARCHER "Horse Archer"
UNIT_CRUISE_MISSILE "Cruise Missile"
UNIT_HELICOPTER "Helicopter"
UNIT_MISSILE_CRUISER "Missile Cruiser"
UNIT_ALPHA_TRANSPORTER "Alpha Transporter"


Could someone confirm me if those units are coming as a replacement (like it seems to be the case with the "Hovertank" replacing the "Fusion Tank") or as an addition to the original units (like the "Horse Archer" and the "Siege Engine")?

Last edited by Tamerlin on 20-05-2004 at 04:38

Tamerlin is offline Tamerlin
King
Toulouse (South-western France)
Apr 2002
time: 06:36
  Old Post 19-05-2004 16:16
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Wow!

0 "view" and 0 "reply" so far... is no one caring for a unit updater? Is the forum dead?

Martin Gühmann is offline Martin Gühmann
Emperor
Berlin, Germany
Mar 2001
time: 06:36
Post  Old Post 19-05-2004 18:44 Visit Martin Gühmann's homepage!
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quote:
Originally posted by Tamerlin
Wow!

0 "view" and 0 "reply" so far... is no one caring for a unit updater? Is the forum dead?


In that case your decision about the update paths is correct. For your second question, it is obvious that these units were replaced the only question is, if you just have to do it with different names, or also with different units with different properties.

-Martin

J Bytheway is offline J Bytheway
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Jul 2001
time: 05:36
  Old Post 19-05-2004 20:50 Visit J Bytheway's homepage!
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Re: CtP Unit Updater Remove this text

quote:
Originally posted by Tamerlin
Should the Stealth Bomber upgrade to the Space Bomber?


Certainly not. Otherwise, your upgrade paths look fine.

This forum is always very slow. I think there's only a handful of people who check it regularly (e.g. I only look every 3 or 4 days, usually...). If you want responses you could go post a link to this thread in the CTP multiplaying cafe.

Tamerlin is offline Tamerlin
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Apr 2002
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  Old Post 20-05-2004 04:46
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Remove this text

Thanks Martin & J Bytheway, your opinion is welcomed... and much appreciated.

The next step is... the arrays.

Tamerlin is offline Tamerlin
King
Toulouse (South-western France)
Apr 2002
time: 06:36
  Old Post 21-05-2004 20:00
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Inflate your Upload Space

I have finally made the unit arrays for the original game and the Apolyton Pack. I now have to test the Updater to track down the bugs and/or typos.

Though I don't know if it is related to the Original game, the Apolyton Pack or the French version only the triggers are not correctly written as they are returning STRING and SLIC errors.

Instead of being written like this:

code:
trigger 'IronWorking_trigReplaceUnits' when (HasAdvance(g.player, ID_IRON_WORKING) )


Each trigger needs to be written this way:

code:
trigger 'IronWorking_trigReplaceUnits' when (HasAdvance(g.player, ID_ADVANCE_IRON_WORKING) )

Tamerlin is offline Tamerlin
King
Toulouse (South-western France)
Apr 2002
time: 06:36
  Old Post 21-05-2004 20:10
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Here are the Update Paths for the Apolyton Pack :

Spy > Cyberninja

Hoplite > Legion > Pikemen > Musketeers > Machine Gunner > Marines > Plasmatica

Archer > Musketeers

Mounted Archer > (Horse Archer) > Cavalry

Knight > Cavalry > Tank > (Hovertank)

(Siege Engine) > Cannon > Artillery > Mobile SAM > War Walker

Interceptor > Stealth Fighter

Bomber > Stealth Bomber

Trireme > Longship > (Transport)

(Fire Galley) > Ship of the Line > Battleship > Plasma Destroyer

Destroyer > Plasma Destroyer

Submarine > Stealth Submarine

Paratroopers > Swarm


Note: The new units of the Apolyton Pack are those in brackets.

Grandpa Troll is offline Grandpa Troll

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Jul 2000
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  Old Post 22-05-2004 02:01
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I am a regular visitor/monitor to CTP Creation as I love modding and scenario making

I have been away in Honduras building a church for my Lord as well as the primary reason of establishing relationships for HIM!

Glad to be back and look forward to your posts

I will comment on as many as I see!

I love CTP and yes I have a small problem and looks like you are addressing it!

I enjoy how in CIVII your units become updated...

The only resolve I had was to disband and get some of the production back in a city..

Keep up great work!

Peace

Grandpa Troll

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Tamerlin is offline Tamerlin
King
Toulouse (South-western France)
Apr 2002
time: 06:36
  Old Post 22-05-2004 06:36
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I hope I will meet your expectations Grandpa... but it is not yet ready.

Mad_Mugsy, I would need some help as I am not sure how the Updater is working.

It seems that the "[" and "]" keys are not working properly. Can a unit be upgraded after it has received an order. Can a unit be upgraded after the turn you discovered the advance triggering the update process?

May be I have not fully understood how the updater is working.

It seems that the AI is not upgrading its units before you upgrade at least one of yours.

The message box does not seem to display the informations properly...

Here is the message:

Attachment: unitupdater.jpg
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Tamerlin is offline Tamerlin
King
Toulouse (South-western France)
Apr 2002
time: 06:36
  Old Post 22-05-2004 06:41
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Mad_Mugsy, could you have a look at the SLIC code... perhaps have I made a mistake.

I know I have to change the order of the unit arrays so that the older units are upgraded first.

Attachment: originalupdate2_scr.slc
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J Bytheway is offline J Bytheway
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  Old Post 22-05-2004 15:15 Visit J Bytheway's homepage!
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Have you changed DebugSlic from No to Yes? You need to do that for the messages to work properly.

(I know, it's confusing because it's the opposite of CTP2, but we just have to live with it...)

Tamerlin is offline Tamerlin
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  Old Post 22-05-2004 16:20
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No, I haven't.

Tamerlin is offline Tamerlin
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  Old Post 22-05-2004 16:58
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Thanks J Bytheway, I have started a new game with DebugSlic=Yes and that's far better as the messages are now correctly displayed.

Madd_Mugsy is offline Madd_Mugsy
Settler
Vancouver, Canada
Feb 2001
time: 21:36
Arrow  Old Post 22-05-2004 23:18
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quote:
Originally posted by Tamerlin

It seems that the "[" and "]" keys are not working properly. Can a unit be upgraded after it has received an order. Can a unit be upgraded after the turn you discovered the advance triggering the update process?



By default, upgrade messages are turned off. So you'll need to press "[" or change the code from:

code:
trigger 'trigStartUp' when (IsHumanPlayer(g.player) && (g.year == 0)) { DisableMessageClass(987); DisableMessageClass(789); SetActionKey(1,"["); SetActionKey(2,"]"); }


to:

code:
trigger 'trigStartUp' when (IsHumanPlayer(g.player) && (g.year == 0)) { EnableMessageClass(987); EnableMessageClass(789); SetActionKey(1,"["); SetActionKey(2,"]"); }


Also, pressing either key only takes effect on the next turn. It will not remove an existing notification/message.

Yes, a unit can be upgraded after receiving an order, thus allowing for extra movement. Not sure of a way around this w/out looping through all the units again - The CreateUnit function doesn't return the unit it created (I don't think - it's be a while since I looked into this). It'd be nice to replace the new units orders with the old units orders, thus automatically fortifying all your new pikemen, for example.

Yes, a unit can be upgraded the same turn you discover the advance. But, because of the fact that there are only global variables and that I didn't want to write a million lines of code to make separate upgrade functions for each unit/tech, you can only upgrade one type of unit each turn. If you choose not to upgrade, it will prompt you again next turn.

quote:
Originally posted by Tamerlin
It seems that the AI is not upgrading its units before you upgrade at least one of yours.


This is definitely not the case, as when I wrote and tested the AI upgrades, I did not myself perform any upgrades and the AI was still able to do so without difficulty. You can sometimes tell when it's upgrading, as there will be a loud death cry/explosion between turns as all it's old units are killed off. This probably screws up the score though

On a separate note, I found the other bug I initially mentioned but could not remember in the other thread. If you upgrade units that are together (part of an army) you will only get one new unit, and you will lose your whole army. It treats the army as a single unit. Ie: My army has three interceptors, two stealth bombers - I upgrade the interceptors to space fighter. Whoops, now instead of 5 units, I have one. So split up your armies before upgrading. Let me know if anyone finds a way around this, because it can be a pain in the ass, if you forget to split 'em up.

L8r.

Tamerlin is offline Tamerlin
King
Toulouse (South-western France)
Apr 2002
time: 06:36
  Old Post 23-05-2004 18:42
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quote:
Originally posted by Madd_Mugsy


By default, upgrade messages are turned off. So you'll need to press "[" or change the code from: ...

Also, pressing either key only takes effect on the next turn. It will not remove an existing notification/message.


Thanks a lot, I was actually afraid of having done something wrong.

quote:
Yes, a unit can be upgraded after receiving an order, thus allowing for extra movement. Not sure of a way around this w/out looping through all the units again - The CreateUnit function doesn't return the unit it created (I don't think - it's be a while since I looked into this). It'd be nice to replace the new units orders with the old units orders, thus automatically fortifying all your new pikemen, for example.


The problem is the same with the CtP2 Updater2, a new unit being created in the process, the said unit can receive a new order.

quote:
Yes, a unit can be upgraded the same turn you discover the advance. But, because of the fact that there are only global variables and that I didn't want to write a million lines of code to make separate upgrade functions for each unit/tech, you can only upgrade one type of unit each turn. If you choose not to upgrade, it will prompt you again next turn.


I was actually mislead by the fact the "[" and "]" keys only come into effect the turn after they are selected.

quote:
This is definitely not the case, as when I wrote and tested the AI upgrades, I did not myself perform any upgrades and the AI was still able to do so without difficulty. You can sometimes tell when it's upgrading, as there will be a loud death cry/explosion between turns as all it's old units are killed off. This probably screws up the score though


I was once again mislead by the way the Updater is working as it is as if it were creating a unit a few tiles away before moving it to the place where the older units was.

quote:
On a separate note, I found the other bug I initially mentioned but could not remember in the other thread. If you upgrade units that are together (part of an army) you will only get one new unit, and you will lose your whole army. It treats the army as a single unit. Ie: My army has three interceptors, two stealth bombers - I upgrade the interceptors to space fighter. Whoops, now instead of 5 units, I have one. So split up your armies before upgrading. Let me know if anyone finds a way around this, because it can be a pain in the ass, if you forget to split 'em up.


By splitting an army do you mean that "unlocking" the units in the same tile is enough?

Thanks for your help Madd_Mugsy.

Madd_Mugsy is offline Madd_Mugsy
Settler
Vancouver, Canada
Feb 2001
time: 21:36
  Old Post 24-05-2004 20:50
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Lose 30 kilos (of popups)

quote:
Originally posted by Tamerlin


By splitting an army do you mean that "unlocking" the units in the same tile is enough?



Yep, that'll do it

Tamerlin is offline Tamerlin
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Toulouse (South-western France)
Apr 2002
time: 06:36
  Old Post 25-05-2004 00:55
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quote:
Originally posted by Madd_Mugsy

Yep, that'll do it


Thanks for your reply...

Madd_Mugsy is offline Madd_Mugsy
Settler
Vancouver, Canada
Feb 2001
time: 21:36
Thumbs up  Old Post 26-05-2004 23:44
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Bug Put an end to popups!

So I looked into that stupid stacked units all getting scrapped when updated bug.

Replace the main function with this:

code:
messagebox 'msgReplaceUnits' { Title(ID_TITLE_upgrade_query); MessageType("TP_QUEUE_EMPTY_AFTER_UNIT"); MessageClass(789); i = 0; onecost = 0; oldunitcount = 0; while (i < player.totalunits) { SetUnitByIndex(1, g.player, i); if (unit.type == oldunittype) { oldunitcount = oldunitcount + 1; } i = i + 1; } if(oldunitcount>0) { if(IsHumanPlayer(g.player)) { onecost = (newunitcost) - (oldunitcost); if (onecost <= player.gold) { KillClass(g.player,987); MessageClass(987); privoldunittype=oldunittype; privnewunittype=newunittype; privoldunitcost=oldunitcost; privnewunitcost=newunitcost; privtotalcost = (privnewunitcost*oldunitcount) - (privoldunitcost*oldunitcount); privonecost = privnewunitcost - privoldunitcost; if (privtotalcost <= player.gold && oldunitcount>1) { Button(ID_BUTTON_Do_upgrade) { AddGold(player, -privtotalcost); i = 0; while (i < player.totalunits) { SetUnitByIndex(1, player, i); if (unit.type == privoldunittype) { oldunitlocation = unit.location; if(UnitsInCell(oldunitlocation)>1) { SetOrder(1, 13); AddOrder(unit, oldunitlocation); } SetOrder(1, 56); AddOrder(unit, oldunitlocation); CreateUnit(player, privnewunittype, oldunitlocation, 0); } else { i = i + 1; } } KillClass(g.player, 987); } } Button(ID_BUTTON_Do_one_upgrade) { AddGold(player, -privonecost); i = 0; while (i < player.totalunits) { SetUnitByIndex(1, g.player, i); if (unit.type == privoldunittype) { oldunitlocation = unit.location; if(UnitsInCell(oldunitlocation)>1) { SetOrder(1, 13); AddOrder(unit, oldunitlocation); } SetOrder(1, 56); AddOrder(unit, oldunitlocation); CreateUnit(player, privnewunittype, oldunitlocation, 0); KillClass(player, 987); message(g.player,'msgReplaceUnits'); } else { i = i + 1; } } } Button(ID_BUTTON_LibraryNew) { LibraryUnit(privnewunittype); } Button(ID_BUTTON_LibraryOld) { LibraryUnit(privoldunittype); } if (oldunitcount>1) { Text(ID_TEXT_upgrade_query); } else { Text(ID_TEXT_upgrade_one_query); } } else { Abort(); } } else { // AI Player KillClass(g.player,978); MessageClass(978); privoldunittype=oldunittype; privnewunittype=newunittype; i = 0; while (i < player.totalunits) { SetUnitByIndex(1, player, i); if (unit.type == privoldunittype) { oldunitlocation = unit.location; KillUnit(unit.1); CreateUnit(player, privnewunittype, oldunitlocation, 0); } else { i = i + 1; } } KillClass(g.player, 978); } } else { Abort(); } }



All I did was add a check to see if there were more than 1 unit in the cell and if there were to run the ungroup order before the disband order.

I'm also trying to come up with a way to make this updater work with a key press on a stack by stack / unit by unit basis, but I can't seem to get the unit context when I use the trigger

code:
trigger 'keytest' when (key.3.pressed && unit.selected) // where key.3 = "U" { //do stuff //in here the unit context is invalid? but it works if I remove the key.pressed part of the trigger }


Any ideas?

L8r.

Tamerlin is offline Tamerlin
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Toulouse (South-western France)
Apr 2002
time: 06:36
  Old Post 27-05-2004 00:23
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quote:
Originally posted by Madd_Mugsy
So I looked into that stupid stacked units all getting scrapped when updated bug.

Replace the main function with this...


Thanks Madd_Mugsy... I have to start again the game I was playing in order to test the Updater as I forgot to unlock the units in my armies... thus losing 20 units in the process.

quote:
I'm also trying to come up with a way to make this updater work with a key press on a stack by stack / unit by unit basis, but I can't seem to get the unit context when I use the trigger.

Any ideas?


Unfortunately I can't help you on this ground as I know nothing about SLIC. You should have a look at Peter Trigg's Updater2 code for the CtP2 Super Apolyton Pack 2. In the APOL_Updater2 the "Sleep" button is used to upgrade the units. Though I know the CtP1 SLIC and the CtP2 SLIC are very different there might be some ideas to borrow...

J Bytheway is offline J Bytheway
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  Old Post 27-05-2004 02:57 Visit J Bytheway's homepage!
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quote:
Originally posted by Madd_Mugsy
I'm also trying to come up with a way to make this updater work with a key press on a stack by stack / unit by unit basis, but I can't seem to get the unit context when I use the trigger

code:
trigger 'keytest' when (key.3.pressed && unit.selected) // where key.3 = "U" { //do stuff //in here the unit context is invalid? but it works if I remove the key.pressed part of the trigger }


Any ideas?


The problem here is due to the slightly bizarre way SLIC triggers work. Based on the conditions you write in the trigger the game guesses which event the trigger should be tied to. Getting it right is something of an art (although there is a list of priorities somewhere).

With only unit.selected, the trigger will fire when a unit is selected, but with both the other part takes priority and the trigger fires on a keypress and so the only context you get is the key context.

It's better to trigger on a unit order like sleeping as Tamerlin suggests. I've done this with fortify for adding settlers to cities and it works fine. It also has the advantage that it works in multiplayer whereas code in buttons on messageboxes doesn't (as you discovered).

Madd_Mugsy is offline Madd_Mugsy
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Feb 2001
time: 21:36
  Old Post 27-05-2004 06:57
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kewl.

I'll give it a shot.

thx

Madd_Mugsy is offline Madd_Mugsy
Settler
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Feb 2001
time: 21:36
Thumbs up  Old Post 28-05-2004 01:33
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I got it working with the unit.fortified trigger - but i didn't see a unit.sleeping (or whatever) trigger to catch the sleep button - is there one?

This is what it looks like (early, early draft):

code:
trigger 'WarriorUpgrade' when (unit.fortified && HasAdvance(g.player, ID_ADVANCE_IRON_WORKING) && unit.type == UnitType("UNIT_WARRIOR")) { oldunitlocation = unit.location; if(UnitsInCell(oldunitlocation)>1) { SetOrder(1, 13); AddOrder(unit, oldunitlocation); } SetOrder(1, 56); AddOrder(unit, oldunitlocation); CreateUnit(player, UnitType("UNIT_LEGION"), oldunitlocation, 0); }


I made a quick modding tool to read and update all the advance & unit text files and GL files, and I'm going to add a function to write the updating script automatically too so there's not so much copy/pasting.

I can post it when it's closer to being done if you guys want.

L8r.

Grandpa Troll is offline Grandpa Troll

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  Old Post 28-05-2004 02:20
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PLEASE!!!

Thx

Grandpa Troll

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Tamerlin is offline Tamerlin
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Apr 2002
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  Old Post 28-05-2004 03:15
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quote:
Originally posted by Madd_Mugsy
I can post it when it's closer to being done if you guys want.

L8r.


It would be great!

Though I am not sure I will be able to figure out by myself how to use such a tool. :-(

Grandpa Troll is offline Grandpa Troll

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  Old Post 28-05-2004 04:41
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quote:
Originally posted by Tamerlin


It would be great!

Though I am not sure I will be able to figure out by myself how to use such a tool. :-(


Thats why we have this big old community family to help one another out...

I mean..4-Real..if the kind folks can teach me how to do some very elementary things..then we can ALL learn here!!

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Tamerlin is offline Tamerlin
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  Old Post 28-05-2004 05:26
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quote:
Originally posted by Grandpa Troll
Thats why we have this big old community family to help one another out...

I mean..4-Real..if the kind folks can teach me how to do some very elementary things..then we can ALL learn here!!




That is true!

1096 is offline 1096
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Aug 2004
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  Old Post 16-08-2004 19:51
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Hi, I'm more of a tweaker than I am a modder and I'm quite interested in having a unit updater for CTP. Could anyone show me how the files/SLICs above need to be implemented into the game? I'm sure there's quite a bit that you experts consider trivial that is well beyond me. If anyone could post a finished attachment or something to copy&paste, I would be grateful.

Edit: Ok, I read the other thread and it has helped although using that format, the game wouldn't load up and it said that "oldunitlocation" was a pre-existing symbol...or some such thing. Anyway, I just renamed it to "oul" for short and it seems to be working. I'll post again if I hit a wall.

Last edited by 1096 on 16-08-2004 at 21:17

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