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Martin Gühmann
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Berlin, Germany
Mar 2001 time: 06:36
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quote: Originally posted by BureauBert
Mayors always used to do that - maybe you didn't experience this behaviour due to poor PW reserve  |
Or they were just disabled. Usually I never engange a mayor, because I can manage my cities better.
quote:
// really odd: != does not work in the above statements
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To make it work you have to replace all the || by &&.
And another piece of code you can improve:
code:
int_f TileHasFacility(location_t theLoc) {
location_t tmpLoc;
tmpLoc = theLoc;
if(TileHasImprovement(tmpLoc, TerrainImprovementDB(TILEIMP_FORTIFICATIONS))
|| TileHasImprovement(tmpLoc, TerrainImprovementDB(TILEIMP_AIR_BASES))
) {
return 1;
}
return 0;
}
TileHasImprovement(tmpLoc, TerrainImprovementDB(TILEIMP_FORTIFICATIONS))
|| TileHasImprovement(tmpLoc, TerrainImprovementDB(TILEIMP_AIR_BASES)
That above is a boolean expression and is evaluated to true or false, in terms of slic 1 or 0.
So this piece of code should do the same:
code:
int_f TileHasFacility(location_t theLoc) {
location_t tmpLoc;
tmpLoc = theLoc;
return TileHasImprovement(tmpLoc, TerrainImprovementDB(TILEIMP_FORTIFICATIONS))
|| TileHasImprovement(tmpLoc, TerrainImprovementDB(TILEIMP_AIR_BASES));
}
Of course this is the theory, but I remember to encountered some strange effects once, but I don't remember if it was this or something else.
-Martin
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BureauBert
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Vienna, Europe
Apr 2003 time: 06:36
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quote:
Usually I never engange a mayor, because I can manage my cities better.
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quote:
// really odd: != does not work in the above statements
To make it work you have to replace all the || by &&.
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Actually this is Pedrunn's comment and supposedly corresponds to his experience in testing - I didn't test it myself, it works, though it isn't extremely elegant this way.
code:
return TileHasImprovement(tmpLoc, TerrainImprovementDB(TILEIMP_FORTIFICATIONS))
|| TileHasImprovement(tmpLoc, TerrainImprovementDB(TILEIMP_AIR_BASES));
quote:
Of course this is the theory, but I remember to encountered some strange effects once, but I don't remember if it was this or something else.
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Must have been something like this, since all of the similar functions in GoodMod for checking tile improvements, terrain etc. are written using the explicit assignment of 0 and 1. But of course in theory you are right and I will eventually give the shortened version a try (maybe something will work differently with the AE playtest build).
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Zaphod Beeblebrox
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aachen, germany
Aug 1999 time: 05:36
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well, normally i use mayors only in lategame when i just get too bored by micromanagement AND it gets irrelevant whether to use all cities most effectively.
if i see that right, that piece of slic would prohibit myself to turn the fields into farms as well? actually thats what i did 2 turns later after my border had moved quiet a bit.
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Peter Triggs
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Gone Fishin, Canada
Jan 2000 time: 05:36
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In the thread on Coding conventions and standards, Lui2 tracked down the assert failure re
NO_CONTACT_DECLARE_WAR in the Diplomat:: DeclareWar function and wrote:
quote:
By the way: If anyone has some suggestions what to do, to change this assert or the dependant code so that
only in real wrong situations a assert message pops up, i'm really interested to hear.
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In Diplomat::SetDiplomaticState a number of tests are performed before DeclareWar(foreignerId) is
called. How about adding:
code:
declare_war = declare_war && g_player[m_playerId]->HasContactWith(foreignerId);
The DeclareWar function is also called in Diplomat::LogViolationEvent but this is as a result of a
ceasefire being broken and so presupposes contact. There is another function ArmyData::ThisMeansWAR
(calls Player::ThisMeansWAR) which calls DeclareWar but it is, AFAIK, unused.
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Lui2
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Saarbruecken
May 2004 time: 06:36
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The length of the two last lines from the extended options of the german translation are too long to fit.
Best would be to extend the width of the window becaus it's hart to shorten the text without loosing the sense.
Attachment: options.jpg
This has been downloaded 240 time(s).
Last edited by Lui2 on 17-06-2004 at 11:31
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mnbryan37
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I have a problem with the game crashing, only when I play under X/P (see "Game Crashes" thread). I noticed in GordonF's post towards the bottom of page 1, that he references an "X/P patch". Is there such a thing?
Also, since this problem does not occurr under the original game and Activision patch, I would assume that it has not surfaced in the play testing covered in this thread.
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mnbryan37
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I'm sorry Martin, I was not very clear on where GordenF's quote was. It's towards the end of page one of this thread (Playtest II).
I have not experienced the crash you explain above, but then I have never changed the maxplayers value in my userprofile.
I have just converted an older computer back to Windows ME, from X/P, and will play my next game there to see if I get the same type of crash.
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J Bytheway
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England
Jul 2001 time: 05:36
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It's been nearly a month, so I guess it's time for a new version. Lots of little changes this time.
The change which removes the blank age buttons from the MP setup screen might cause problems with mods, but I included it anyway. Complain if you want it removed.
[file removed]
[This version is obsolete. The next version is available here.]
Changes:
Added: Implementation of chance of gaining an advance through conquest
Fixed: Various SLIC bugs
Fixed: Bug which would inappropriately disable the embargo and declare war buttons
Fixed: Miscellaneous sprite-related bugs
Fixed: Possible crash (may be related to Solaris project bug)
Fixed: Memory leak in the wonder movie window
Changed: Score from city sizes to reasonable values
Changed: Things to improve .NET compatibility
Changed: Naming convention for autosaves
Fixed: Blank age boxes in MP setup
Added: More automatic focus changes for cities to standardize behaviour
Fixed: Bug causing incorrect production when pressing F3 after end of turn
Fixed: Possible rounding errors on science calculations
Fixed: Incorrect display in keymapping dialog
Added: New commands in keymapping dialog
Added: New credits
Last edited by J Bytheway on 18-05-2005 at 05:12
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