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Locutus
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ACS CTP1/2 Manager & Civ4 Co-Manager
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Hengelo, The Netherlands
Nov 1999 time: 06:20
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As you say, the amount of SLIC code involved is minimal, could be coded in a few minutes once the basic setup is in place. The easiest way to do it is probably to have 1 unique starting advance for each race (ADVANCE_HUMAN, ADVANCE_ORC, etc) which has itself as prerequisite (so noone can research it) and is required for all other advances in the race tree. Then use SLIC to give the right starting advance to the right civ.
The only problems might occur with goody huts, trading and stealing of advances and stuff like that, but one could easily use the SLIC mod_* functions to prevent Human players from building Orc units/buildings/etc even if they do get their hands on the wrong advances. Would be slightly more work, but can probably still be done in one afternoon.
So, that just leaves you with the humongous job of creating all the units, buildings, advances, etc 
Oh, the only real problem would be in the limits of the game. As it is, you can only have 64 buildings and wonders, 200 (or 255 if you're using the AE) sprites per type (units, cities, goods, special effects, etc), 62 civs and there are probably 1 or 2 other limits that I'm forgetting about. But if you ask the AE programmers nicely they might be able to fix that for you...
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Mad Eye
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Theres a flag isn't there that will stop the AI trading certain technologies, eg nuclear power. If the base technology was protected in this way, or even all the race specific ones that would solve any problems. Wouldn't it?
Why would having the other race's technologies affect development and destroy your civ? Do you have you research all technologies in each age, or jsut the ones that will move your civ along the tech tree?
You might not need to develop entirely different trees for each race. Certain technologies should be univesal - hull making, masonry etc
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Locutus
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ACS CTP1/2 Manager & Civ4 Co-Manager
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Hengelo, The Netherlands
Nov 1999 time: 06:20
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quote: Originally posted by Deathstar
I would, but do not posses the slic editting capabilities, nor know how to manipulate the txt files without causing a massive amount of errors. |
I wouldn't mind doing any required SLIC code (won't be much), but I think if you want to have see this happening you'll have to do a good portion of the text file editing yourself. Developing 3 or more tech trees (including units, wonders, etc) is a HUGE amount of work, it's not like someone could throw that together in an afternoon to do anyone a favour -- it would be weeks, if not months of work.
As far as text file editing goes, that's not as hard as you might think. You can simply adapt files that already exist, it's not like you'll have to write them from scratch or anything. And if you ever run into any trouble, plenty of people here to help you out...
Of course, if you could get a handful of volunteers together that would considerably cut down on the amount of work involved per person. But of course you would have to agree on what the trees should look like first...
It seems to me LStanley, Deathstar and Mad Eye all three have an interest in this, maybe you guys can work something out? Don't count too much on veteran community members doing much of the work for you (though we're always here for 'tech support'), we all have our plates full as it is...
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stankarp
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australia
Feb 2002 time: 05:20
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"So or so, without slic it seems that you cannot, really prevent civs from getting the wrong advance. So the mod_CanPlayerHaveAdvance is the finest sollution.
-Martin".
Can I ask a couple of questions re the above.
I gather that this type of function is called automatically each turn-
int_f mod_CanPlayerHaveAdvance[COLOR=royalblue]
Can you put a condition in it like-
if (HasAdvance(tmpPlayer, ID_ADVANCE_MONARCHY)) {
if (theAdvance == AdvanceDB(ADVANCE_CALIPHATE)){
return 0;
} else {
return 1;
}
So a player with Monarchy cannot research Caliphate.
Thanks.
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Locutus
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ACS CTP1/2 Manager & Civ4 Co-Manager
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Hengelo, The Netherlands
Nov 1999 time: 06:20
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Yes, you can. You can use any SLIC code you want to do exactly those kinds of things, that's exactly what the function was designed to do.
BTW, I just had a few moments to test it and found out something which I never realized before: if you use mod_CanPlayerHaveAdvance to say someone can't have an advance, then they really cannot by any possible means get it. I tried obtaining it through goody huts, espionage, diplomatic exchange, nothing worked. In some cases I got messages that I had obtained certain the advances, but when checking the Science Manager and build queues and stuff, nothing was there. So using mod_CanPlayerHaveAdvance is 100% full proof 
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Locutus
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ACS CTP1/2 Manager & Civ4 Co-Manager
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Hengelo, The Netherlands
Nov 1999 time: 06:20
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I don't know if it would stop them from requesting it but it really wouldn't matter either: even if you accept to give it to them, they're still not getting it. The mod_ function blocks a player from actually obtaining the advance, it doesn't block him from closing a diplomatic deal or opening a goody hut with that advance or whatever.
E.g. I tested it by blocking all advances for the civ I was playing with and opened a few goody huts. One of the huts gave me the message that I'd gotten Writing, but when I checked the Science Manager, I hadn't. Same with diplomacy: the exchange seemed to normally and the opponent agreed to give me an advance, but when I checked it, I hadn't received anything. Same with me giving advances to AIs.
Of course, in theory a human player could exploit that: you could give the AI lots of advances as gifts and it would probably thinks it's getting loads of presents, while in reality it's not getting anything at all. I don't know if you could stop that by changing their advance list, that would have to be tested. But if not, I don't think it should be too hard to write SLIC code that intercepts diplomatic proposals and automatically rejects them if they include a 'bad' advance.
When you have different tech trees, you'll have to have different strategies and advancelists anyway, otherwise the AIs wouldn't know what to research...
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stankarp
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australia
Feb 2002 time: 05:20
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"Can I ask a couple of questions re the above.
I gather that this type of function is called automatically each turn-
int_f mod_CanPlayerHaveAdvance".
I gather the answer to this question is yes?
Lots of food for thought now, thanks.
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stankarp
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australia
Feb 2002 time: 05:20
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One more quick question, please,
Can you block access to the game editor with slic? If so, whats the command?
Thanks.
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Mad Eye
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No idea at all about this 'ere slic malarky, but why would you want to block the editor?
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stankarp
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australia
Feb 2002 time: 05:20
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Just an idea. I have developed an ingame scoring system like CIV3 which will end the game with a win if a certain level of points is reached.
The ready access to the editor has always been a bit of a weak point in CTP2, makes the hall of fame a bit meaningless. Despite what it says, it does keep the score and put you in the hall of fame even if you access the editor after the start.
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Mad Eye
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It must like you! When I last cheated it didn't even tell me my score lol
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stankarp
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australia
Feb 2002 time: 05:20
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Pretty sure about it.
After cheat mode, you still have a score and a ranking in the game.
I was fidling with the game with a happiness event (-10 for 15 turns) and took no precautions and my entire empire revolted in one turn and the game ended with the loss AVI and I now have a low score in hscore.txt ({Augustus} 7390).
If you go into the editor, you get the message that your score wont be kept. If you go back into editor in that same sitting, you dont get the message again. However, if you start another sitting or load the game again and use editor, you get the message again.
Conclusion, when you load the game again, the flag that records the use of the editor must reset.
Thats why I was looking to restrict the access to the editor or at least record that it was used and adjust the score.
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