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stankarp is offline stankarp
Prince
australia
Feb 2002
time: 05:34
  Old Post 19-07-2004 18:14
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Slic Suffering from ads?

Wonder if I could get a little advice on SLIC please.

Have ben doing a bit for myself but cant get this bit to work. Curiously, it works sometimes but not others.

I have incorporated Locutu's repair code into a cradle mod expansion. Works fine for cities. Have developed a new unit, the supply train, wanted the code to work for units stacked with a supply train.
Code-

for (a = 0; a < player[0].armies; a = a + 1) {
GetArmyByIndex(player[0], a, tmpArmy);
army[0] = tmpArmy;
i = 0;
while(i < army[0].size && success == 0) {
GetUnitFromArmy(army[0], i, tmpUnit);
if(tmpUnit.type == UnitDB(UNIT_SUPPLY_TRAIN)) {
success = 1;
//}
}
i = i + 1;
}
if(success == 1) {
tmpLoc = tmpUnit.location;
for (k = 0; k < GetUnitsAtLocation(tmpLoc); k = k + 1) {
GetUnitFromCell(tmpLoc, k, tmpUnit);


Then the repair code goes here, have declared all things, returns no errors, just does not work most of the time.

I hope the line format comes across ok in the post.

Martin Gühmann is offline Martin Gühmann
Emperor
Berlin, Germany
Mar 2001
time: 06:34
Post  Old Post 19-07-2004 22:31 Visit Martin Gühmann's homepage!
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The only thing I can think of is that there might be a problem with the army array. There is a bug with built in arrays, for instance if you assign a variable to a field of it and you used this it loses its value. Therfore you should better use this code:

code:
for (a = 0; a < player[0].armies; a = a + 1) { GetArmyByIndex(player[0], a, tmpArmy); i = 0; while(i < tmpArmy.size && success == 0) { GetUnitFromArmy(tmpArmy, i, tmpUnit); if(tmpUnit.type == UnitDB(UNIT_SUPPLY_TRAIN)) { success = 1; } i = i + 1; } if(success == 1) { tmpLoc = tmpUnit.location; for (k = 0; k < GetUnitsAtLocation(tmpLoc); k = k + 1) { GetUnitFromCell(tmpLoc, k, tmpUnit);


In theory your code should work, but it might not work, however this way, you also save an assignement.

-Martin

stankarp is offline stankarp
Prince
australia
Feb 2002
time: 05:34
  Old Post 20-07-2004 02:36
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Thanks Martin, I will give that a try.:-)))

stankarp is offline stankarp
Prince
australia
Feb 2002
time: 05:34
  Old Post 22-07-2004 09:42
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I tried the above and it did not work so in frustration I deleted it all and started again. Copied the repair code again, deleted the 3 lines that referred to cities and changed two others where it said tmpCity to tmpUnit then went back to IW's introduction to SLIC.

Inserted-
for (i = 0; i < player[0].units; i = i + 1) {
GetUnitByIndex(player[0], i, tmpUnit);
if(tmpUnit.type == UnitDB(UNIT_SUPPLY_TRAIN)){

And, hey presto it has worked half a dozen times in tests using cheat mode.

stankarp is offline stankarp
Prince
australia
Feb 2002
time: 05:34
  Old Post 22-07-2004 12:05
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New Problem.

Cant figure out how to write into this bit of code the following. I am using this to give an advance if I build a colony on a good (iron ore). It works fine.


elseif (HasGood(ColonyLoc)==ResourceDB(TERRAIN_WHITE_MOUN
TAIN_GOOD_TWO)){ //iron ore
if(HasAdvance(tmpPlayer, ID_ADVANCE_BRONZE_WORKING)) {

Event:GrantAdvance(tmpPlayer, AdvanceDB(ADVANCE_METAL_WORKING),0);
}
else {
Event:GrantAdvance(tmpPlayer, AdvanceDB(ADVANCE_BRONZE_WORKING),0);
}
}
What I wanted to do is -
Check for Bronze Working and give it to the player if he does not have it,
else give metal working if the player already has bronze working,
else give iron working if the player already has metal working.

Not experienced enough to write it.

Help appreciated.

Martin Gühmann is offline Martin Gühmann
Emperor
Berlin, Germany
Mar 2001
time: 06:34
Post  Old Post 22-07-2004 22:57 Visit Martin Gühmann's homepage!
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quote:
Originally posted by stankarp
What I wanted to do is -
Check for Bronze Working and give it to the player if he does not have it,
else give metal working if the player already has bronze working,
else give iron working if the player already has metal working.

Not experienced enough to write it.

Help appreciated.


You should do something like this:

code:
if(!HasAdvance(tmpPlayer, ID_ADVANCE_BRONZE_WORKING)) { Event:GrantAdvance(tmpPlayer, AdvanceDB(ADVANCE_BRONZE_WORKING),0); } else if(!HasAdvance(tmpPlayer, ID_ADVANCE_METAL_WORKING)){ Event:GrantAdvance(tmpPlayer, AdvanceDB(ADVANCE_METAL_WORKING),0); } else if(!HasAdvance(tmpPlayer, ID_ADVANCE_IRON_WORKING)){ Event:GrantAdvance(tmpPlayer, AdvanceDB(ADVANCE_IRON_WORKING),0); }


For the other code you should check the retuen value of GetUnitByIndex so that you new if the function filled the tmpUnit variable with a value:

code:
for (i = 0; i < player[0].units; i = i + 1) { if( GetUnitByIndex(player[0], i, tmpUnit)){ if(tmpUnit.type == UnitDB(UNIT_SUPPLY_TRAIN)){


-Martin

stankarp is offline stankarp
Prince
australia
Feb 2002
time: 05:34
  Old Post 23-07-2004 03:42
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Thanks Martin, will give that a try.

stankarp is offline stankarp
Prince
australia
Feb 2002
time: 05:34
  Old Post 30-07-2004 17:01
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Sorry, forgot to update and thank Martin.

Code now working fine, thanks:-))

stankarp is offline stankarp
Prince
australia
Feb 2002
time: 05:34
  Old Post 05-08-2004 04:02
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Hi, wondering if I could get someone to verify this will work. My programming ability doesnt match my big ideas, its from the disasters number generator.
tmpPlayer = player[0];
if((g.year >= 3) && (g.year <= 150)) {
PlagueChance = random(80);
}
elseif((g.year >= 151) && (g.year <= 300)) {
PlagueChance = random(120);
}
elseif((g.year >= 301) && (g.year <= 1000)) {
PlagueChance = random(80);
}
The idea is that the chance of the event starts of higher, drops back then gets greater again. It does not return any errors but because of the nature of the code, it is hard to check accurately.

Help much appreciated.

stankarp is offline stankarp
Prince
australia
Feb 2002
time: 05:34
  Old Post 05-08-2004 07:27
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Another small one, this one returns no errors but does not work as it should.

I have a new tileimp, Outpost. I want to prevent the human player pillaging his OWN Outposts but not other players Outposts.

HandleEvent(CutImprovements)'Stan_PillageOutpost' pre {
location_t tmpLoc;

if(IsHumanPlayer(player[0])){
if (TileHasImprovement(tmpLoc, TerrainImprovementDB(TILEIMP_OUTPOST))){
if(CellOwner(tmpLoc)){
return STOP;
}
}
}
}

I can prevent any Outposts being pillaged but cant work out the correct code to limit it to pillaging your own Outposts.

Maquiladora is offline Maquiladora
Emperor

Jun 2001
time: 05:34
  Old Post 05-08-2004 08:46 Visit Maquiladora's homepage!
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Silly question time: Wouldnt the human just know not to pillage their own outposts?

stankarp is offline stankarp
Prince
australia
Feb 2002
time: 05:34
  Old Post 05-08-2004 12:22
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Bit more to it.

I am working on a code that gives an advance to the human if he disbands a nomad type and spends 300-600 pw on a particular good to create a new tile improvement-OUTPOST, eg, on copper, you get copper smelting, a different way of treating strategic goods.

If you already have copper smelting you get bronze working. Iron is better, with 6 potential advances from copper smelting to paper (after Barracks).

The obvious cheat is that the human keeps disbanding nomads on the same good which is not what I had in mind. I have altered the code so that if you disband a nomad type on an existing outpost, you get nothing.

But the loophole is you pillage the Outpost away and then disband the nomad. Thats why I want to prevent the human from pillaging his own Outposts, so he has to find another good of the type to get the next advance.

The code also collects gold and/or pw from the outpost, so every good on the map can be used in theory. Some also fight plague and famine in my disasters code variation.

E is offline E
King
July 24,2005 Ctp2 Tiles in sig!
May 1999
time: 21:34
  Old Post 06-08-2004 02:03 Visit E's homepage!
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Sounds cool Stankarp (can the AI handle it?) maybe another option is that you have to upgrade to a different unit to get the next advance. like after nomad you get colonist and a colonist has to disband. colonists would be available in a diffferent age so it will keep the players from advance to fast by goods.


If you need graphics I'd like to help, alas my stuff is in storage until october

stankarp is offline stankarp
Prince
australia
Feb 2002
time: 05:34
  Old Post 06-08-2004 03:30
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Hi E,

To some extent it starts to cost more for advances because in Cradle, nomads become obsolete at Tribunal Empire and the new settler costs heaps, so by then you really think about disbanding such units for an advance. Especially as the code only gives you early advances.

Normally a player would not pillage a valuable tilimp of theirs but Iron is such a valuable resource, it might be worth it to get to phalanx quickly before the AI.

The ai does not build outposts on resources. It does build it as a normal tileimp. It already gets heaps of pw and gold from a cheat slic code and tilimp as well so it is always well ahead on tech. My code was a way of keeping pace for a while.

BTW E, did you see my comment re bad shadow files in the sprite editor thread? I am sure the bad shadows come from running makespr in win XP.

Martin Gühmann is offline Martin Gühmann
Emperor
Berlin, Germany
Mar 2001
time: 06:34
Post  Old Post 08-08-2004 00:29 Visit Martin Gühmann's homepage!
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quote:
Originally posted by stankarp
Hi, wondering if I could get someone to verify this will work. My programming ability doesnt match my big ideas, its from the disasters number generator.
tmpPlayer = player[0];
if((g.year >= 3) && (g.year <= 150)) {
PlagueChance = random(80);
}
elseif((g.year >= 151) && (g.year <= 300)) {
PlagueChance = random(120);
}
elseif((g.year >= 301) && (g.year <= 1000)) {
PlagueChance = random(80);
}
The idea is that the chance of the event starts of higher, drops back then gets greater again. It does not return any errors but because of the nature of the code, it is hard to check accurately.

Help much appreciated.


I would do it rather like this:

code:
PlagueRan = Random(100); if((g.year > 150) && (g.year <= 300)){ PlagueChance = 80; } else{ PlagueChance = 40; } if(PlagueRan < PlagueChance) //Do something }


This code does something in 80 of 100 cases from turn 151 to turn 300, while the other turns the chance is only 40%. Your code is a little bit different, probably you have a threshold as well, but as it is not part of the code you posted I assume it is fixed. Let's say your threshold is 60 and if the PlagueChance is bigger a plague happens, this means in that case the plague chance is 50% when it is high and 25% when it is low. And that leads me two the conclusion that your code works as well, but might be not so obvious what it does as my code.

For your second problem replace the line:
code:
if(CellOwner(tmpLoc)){

by
code:
if(CellOwner(tmpLoc) == player[0].owner){


And you should be fine.

-Martin

stankarp is offline stankarp
Prince
australia
Feb 2002
time: 05:34
  Old Post 08-08-2004 07:04
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Thanks Martin,

The first bit, disasters is followed by if statements that give a 1 in (PlagueChance) of events happening each turn. There are 3 good and 2 bad events based on the old disatsers code and also involve a spec effect on your capital that looks like a wonders size avi. So there is a 1/80 or 1/120 chance of plague in turn depending on the game year.

It sems to be working ok as is but I will have to play the current test for a while to gauge.

I will change the sencond line as suggested, knew it was something obvious that i overlooked.
Many thanks.

E is offline E
King
July 24,2005 Ctp2 Tiles in sig!
May 1999
time: 21:34
  Old Post 13-08-2004 04:58 Visit E's homepage!
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quote:
Originally posted by stankarp

BTW E, did you see my comment re bad shadow files in the sprite editor thread? I am sure the bad shadows come from running makespr in win XP.


I saw it and commented on it. I use xp and I didnt have that problem. I made them with makespr and saw the lines in sprite edit and it was a problem in the game. Once I fixed the pixels on the edges the problem was fixed. Are you working on new graphics, I might be able to help (but more so in a few months)

E is offline E
King
July 24,2005 Ctp2 Tiles in sig!
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time: 21:34
  Old Post 08-10-2004 01:00 Visit E's homepage!
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Stankarp,

How is the mod coming along? With some of the new changes coming out I'm itching to make a mod myself (but I got to do graphics first and learn SLIC better). Can you post some of the SLIC files you've made?

I'm looking to do some new SLICs:

RefugeesI'm thinking of taking the Patisian.slc if I can find it and have refugees made that if killed cost gold andd make people unhappy, something to complicate the modern age)

Guerrillas something for the modern age too, but just like Alex barbspawn where you have to hunt down the leaders. I'm looking to do the same for terrorists but have them create bombard units.

Resources i like what you did but I'm thinking of taking the point scoring from alex and have the system calculate the values but then modify the upgrade.slic so you can upgrade units to special units depending on your resource.
It should work like some of the abstracts on resources already talked about but it will have a small spreadsheet tracking each point and then when you upggrade it will deduct points based on the hungershield value per unit.
Code wise i'm thinking of using the hasgood and and the cityscore code and then linking it to the upgrade.slic. i may need a lot of help with this but one concern I have is how to create a button so the player can access the upgrade when they want to instead of the random pop-up in the upgrade text. I know Flinx added a new tab through the slic code, but I think I may have to beg to allow that ability to be available through SLICing.

I have a few other ideas that I'll post later, but I'm seeing if any experienced SLIC could comment on some ideas.

E is offline E
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July 24,2005 Ctp2 Tiles in sig!
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  Old Post 08-10-2004 01:17 Visit E's homepage!
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Stankarp,

How is the mod coming along? With some of the new changes coming out I'm itching to make a mod myself (but I got to do graphics first and learn SLIC better). Can you post some of the SLIC files you've made?

I'm looking to do some new SLICs:

RefugeesI'm thinking of taking the Patisian.slc if I can find it and have refugees made that if killed cost gold andd make people unhappy, something to complicate the modern age)

Guerrillas something for the modern age too, but just like Alex barbspawn where you have to hunt down the leaders. I'm looking to do the same for terrorists but have them create bombard units.

Resources i like what you did but I'm thinking of taking the point scoring from alex and have the system calculate the values but then modify the upgrade.slic so you can upgrade units to special units depending on your resource.
It should work like some of the abstracts on resources already talked about but it will have a small spreadsheet tracking each point and then when you upggrade it will deduct points based on the hungershield value per unit.
Code wise i'm thinking of using the hasgood and and the cityscore code and then linking it to the upgrade.slic. i may need a lot of help with this but one concern I have is how to create a button so the player can access the upgrade when they want to instead of the random pop-up in the upgrade text. I know Flinx added a new tab through the slic code, but I think I may have to beg to allow that ability to be available through SLICing.

I have a few other ideas that I'll post later, but I'm seeing if any experienced SLIC could comment on some ideas.

stankarp is offline stankarp
Prince
australia
Feb 2002
time: 05:34
  Old Post 08-10-2004 03:32
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Hi E,

My mod unfortunately is too big to publish on Apolyton. Cut down to its minimum, it would be nearly 100 meg. I have 50 meg in special effect sprites which are in effect, small AVI's that play when you get disasters, good events, a leader dies, you capture a capital or kill an AI and when Attila the Hun arrives or dies.

If you can help me with some graphics, I could post you a disk. I have a few sprites where I have those shadow lines and I have fixed some but have been concentrating on Slic. However, I am not so good at it (Slic) where I have to declare identities of players, still having trouble, thats where I want it to effect other than the human player.

The best updater is in Peter Trigg's CTC mod, I am using a copy of it. You simply click on the sentinel button if a unit is in a city or fortress and it upgrades if you have the advance and necessary gold. Great feature. You just change the data arrays to suit your game. When you see it, its obvious how to change it. There are data statements at the start in blocks of 4, giving the advance, old unit, new unit and cost, then further down the code is a list of the advances. You only need to change these.

E is offline E
King
July 24,2005 Ctp2 Tiles in sig!
May 1999
time: 21:34
  Old Post 08-10-2004 03:40 Visit E's homepage!
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stankarp,

Thanks for info. If anything I'd love to see only your slic files or a list of what you used.

I'd like to help with graphics but right now by resources are limited (I waiting on my townhome to be built and all my stuff is in storage) but after that I'll be happy to help. In fact I'm hoping Martin the Dane will release a new build of his sprite editor...


PS I saw the religion.slic and I think it would be great to modify it and make it like Nationality in Civ3. Except I'm going to make the refugees do the "converting" (when it gets to modern ages). But thats still a ways away, I'll work on graphics first (clean up my terrain stuff, then sprites) and SLIC a bit a long the way.

stankarp is offline stankarp
Prince
australia
Feb 2002
time: 05:34
  Old Post 08-10-2004 06:34
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OK,

When you are ready.

As a matter of interest, where is the "Religion.slic"?

stankarp is offline stankarp
Prince
australia
Feb 2002
time: 05:34
  Old Post 08-10-2004 06:36
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The slic files I used where Cradle 130B as a base.

Then I changed a heap. Give me your email address and I'll email you the readme.

E is offline E
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July 24,2005 Ctp2 Tiles in sig!
May 1999
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  Old Post 08-10-2004 23:39 Visit E's homepage!
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Religion SLIC is in the files section under mods.

mapfi is offline mapfi
Prince
Zurich, Switzerland
Jul 2002
time: 06:34
  Old Post 12-10-2004 01:41
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hey - cool if Pedrunn's and my work will be of use for you - if you need any help with the religion slics, just ask - I think I'll be able to remember what I did

E is offline E
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cool mapfi,

actually I'd like to just trim it to simulate Civ3-ish (but better) nationality concept. If you got any ideas please add...

stankarp is offline stankarp
Prince
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Feb 2002
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  Old Post 12-10-2004 02:28
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Actually, I was thinking about it and thought that there should be 4 religions, rather than 1 per starting player, this sort of includes a culture component as well. Too many religions would be a bit complicating.

Say East(hindu/budhism), West(chrisitanity), Middle(islam), and pagan (other). You select yours but ai is random.

I havnt read the code fully, but though it might be easy to trim it down to that. This would then have 2 ramifications-
1) civs of the same religion would be a little friendlier than normal frenzy, and
2) captured cities of a different religion would have an extra unhappiness until converted, either by a lot of gold or gradually by a cleric/prophet.

stankarp is offline stankarp
Prince
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Feb 2002
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  Old Post 12-10-2004 02:31
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Then of course you have to be able to build a religious war which when built, is a unit a bit like a diplomat and when it arrives at a ai of the same religion causes them to declare war on a nominated target of a diferent religion.

E is offline E
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That would be cool. If possible I'd like to see the Religion SLIC "split" to have more religion aspects and have a separte nationality SLIC as well.

I was also thinking abot having culture, but I wanted to make cultural buildings that created culture points and at a certain number of points it would randomly pick either: nothing, a special attribute, or a great leader.

the attributes would be kind of like Civ3, but better since ctp2 is so moddable, insteadof preset each civ gets an attribute at certain points and as time goes on it creates different bonuses. i.e. Agraria eventually goes to better farms in later ages, or sea faring better ships. Just to add a different feel.

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Hi E,

I always thought that the culture issue in civ 3 was unrealistic. Can anyone point out where people of different cultures voluntarily merged? History is riddled with examples of the opposite, and many wars were fought because if this difference. Cultural difference may lead to economic refugees going to a more prosperous culture, but not merging.

 
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