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Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Call To Power II > CtP2-Creation/AI/Mods/Scenarios > A Project: Creating Cpt. Nemo's Red Front for CtP2
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CapTVK is offline CapTVK
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Voorburg, the Netherlands, Europe
Jan 1970
time: 05:34
  Old Post 29-03-2005 02:20 Visit CapTVK's homepage!
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#31 Report this post to a moderator
Got spare money?

Good progress on the units so far. How are you going to handle the events. Does CtP2 use scripts similar to Civ2?

Maquiladora is offline Maquiladora
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Jun 2001
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  Old Post 29-03-2005 02:41 Visit Maquiladora's homepage!
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I cant write SLIC (CtP2 scripting language) with any kind of speed so ill be in a purely advisory position, hopefully documenting everything, finding locations etc and anything else that needs to be done beforehand. Peter (or anyone else, its a big job) will hopefully have some time to help me with the SLIC when the time comes.

Check this thread for a little comparison between SLIC and civ2 events:

http://apolyton.net/forums/showthre...&threadid=55971

Also contains a nice quote by IW i forgot about :

quote:
The one real pain translating Civ2 code to SLIC is the locations, which are bound to be different in the two games. God help whoever does Red Front.


Last edited by Maquiladora on 29-03-2005 at 02:51

Immortal Wombat is offline Immortal Wombat
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  Old Post 30-03-2005 06:24 Visit Immortal Wombat's homepage!
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Haha, yes. IIRC Peter had mentioned the possibility of a RF conversion some time prior to that, and the conclusion was that yes it was possible, but a lot of fairly tedious work.

child of Thor is offline child of Thor
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Jan 2002
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  Old Post 30-03-2005 13:52
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looking very good Maq - a worthy project
One of my longtime fav wargames was EasternFront(Atari).
Needless to say the work you've done on those sprites looks way better

E is offline E
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July 24,2005 Ctp2 Tiles in sig!
May 1999
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  Old Post 01-04-2005 03:10 Visit E's homepage!
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Maq

I know you are pretty astute at finding this stuff, but just in case:

http://forums.civfanatics.com/showt...46&page=1&pp=20

Maquiladora is offline Maquiladora
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Jun 2001
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  Old Post 01-04-2005 03:36 Visit Maquiladora's homepage!
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Thanks E, already put three of those to use. Didnt see a couple of them before, though I do have sprites for those already.

Theres 9 infantry sprites left to make, ive got all the basic graphics for those so theyll be done soon, which means I can start working towards a workable save in the next couple of days, if i dont get bored and play Xbox.

Maquiladora is offline Maquiladora
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Jun 2001
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  Old Post 04-04-2005 06:33 Visit Maquiladora's homepage!
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A question: what would be the best way to go about swapping the files for the summer/winter changes?

The civ2 version uses a .bat file to swap files for summer and winter when you reach those months you save, exit, use the bat file to swap files then reload the game.

I thought about using multiple folders like scen0000 for summer 1941, scen0001 for winter 1941-1942, scen0002 for summer 1942 etc etc folders in the scenario folder, but this means you have to save and exit, which means you cant load a different scenario folder with the saved game (AFAIK).

I also considered changing the texts that need changing (unit stats, terrain values etc) while still in the game, but im not sure if this is possible, or even practical, for game stability at least. For a start it would be tricky to change all the terrain and unit sprites in one turn, not to mention a headache to set up the texts and tiles.

The last and perhaps best option is making it just like a mod and using the civ2 method of a bat file to switch files (or manually) after each season OR using modswapper with options for each period and you choose the next season then load your saved game. A few doubts i have with this way is, can you use just the same scripted events as you would in a scenario folder? I assume so. Also can you use turnlength.txt in the regular gamedata folder? I would test these but im only brainstorming right now while i carry on with the tedious work.

Anyway heres the map so far:

Attachment: map1.png
This has been downloaded 112 time(s).

The Big Mc is offline The Big Mc
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Of the universe / England
Oct 2001
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  Old Post 04-04-2005 14:12 Visit The Big Mc's homepage!
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I could convert the map in to a winter map by using slic.

I would then use slic to change all units to there winter version the next time the move.

J Bytheway is offline J Bytheway
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Jul 2001
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  Old Post 04-04-2005 14:56 Visit J Bytheway's homepage!
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quote:
Originally posted by Maquiladora
I thought about using multiple folders like scen0000 for summer 1941, scen0001 for winter 1941-1942, scen0002 for summer 1942 etc etc folders in the scenario folder, but this means you have to save and exit, which means you cant load a different scenario folder with the saved game (AFAIK).


Indeed, I think that it wouldn't be easy to migrate savegames from one scenario to the next. It would require, at the least, hacking the savegame files.

quote:
I also considered changing the texts that need changing (unit stats, terrain values etc) while still in the game, but im not sure if this is possible, or even practical, for game stability at least. For a start it would be tricky to change all the terrain and unit sprites in one turn, not to mention a headache to set up the texts and tiles.


Well, replacing all the units should be possible - after all, the unitupdater already does something similar. You might have to do something more to preserve the number of HP, and to ensure that armies remain appropriately grouped, but it should be doable.

Changing the tiles is a little more tricky. Actually terraforming the whole map would be a tough method - you'd have to replace all tile imps accurately afterwards, which would be non-trivial. Alternatively, you could use invisible tile imps to change the terrain values appropriately, or perhaps vibible ones that add a light dusting of snow...

quote:
The last and perhaps best option is making it just like a mod and using the civ2 method of a bat file to switch files (or manually) after each season OR using modswapper with options for each period and you choose the next season then load your saved game. A few doubts i have with this way is, can you use just the same scripted events as you would in a scenario folder? I assume so. Also can you use turnlength.txt in the regular gamedata folder?


Scripted events are fine, turnlength.txt won't work for mods. However, there's no reason not to have a scenario in which you switch the files around. If you're careful, you can even do this with Modswapper, and it should be easier with Modmanager.

The Big Mc is offline The Big Mc
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  Old Post 04-04-2005 15:10 Visit The Big Mc's homepage!
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Or use the big mc weather mod program. The only thing you would have to do is preserve the tile imps which would not be to bigger a modifaction.

Maquiladora is offline Maquiladora
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Jun 2001
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  Old Post 04-04-2005 18:19 Visit Maquiladora's homepage!
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Thanks guys.

quote:
Scripted events are fine, turnlength.txt won't work for mods. However, there's no reason not to have a scenario in which you switch the files around. If you're careful, you can even do this with Modswapper, and it should be easier with Modmanager.


How would this work? Or more specifically how would I load the scenario with the swapped files after exiting the game? When you reload a scenario savegame does it go looking back in the scenario folder where it was made? In this case finding the swapped files and using those?

EDIT: Just tried it and that is how it works, seems an odd way though, have the save seperated from the scenario, doesnt even tell you internally what scenario the save is associated with.

This seems like the best way then and as I said before i edited my post, this will be more manageable, to change things and not least to keep units.txt below 1mb.

Last edited by Maquiladora on 04-04-2005 at 18:40

The Big Mc is offline The Big Mc
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  Old Post 04-04-2005 19:58 Visit The Big Mc's homepage!
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maq i have a slic function that will turn a map into a winter wonder land . Which could be reprogram to turn the scenario back to summer again.

As for units you can use slic to alter them to the winter version the next time the move.

Maquiladora is offline Maquiladora
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Jun 2001
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  Old Post 04-04-2005 20:20 Visit Maquiladora's homepage!
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But does it keep the tile imps? Besides every terrain type theres alternative winter graphics for all the tile imps and some goods too, will it be able to change those too? Doing it this way will also mean ill have to add all the new tile graphics into same tile file and create new ones i gather.

As for the units you mention "next time they move" does this mean they wont change to the new unit (sprite and values) until they move? Or do they change dead-on the turn regardless if they move or not? And also keep their same hitpoints.

The Big Mc is offline The Big Mc
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Oct 2001
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  Old Post 04-04-2005 21:12 Visit The Big Mc's homepage!
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Lose 30 kilos (of popups)

theirs an event called ( BeginTurnUnit(unit_t)) which could be used to turn the unit's "dead - on ". we the do a line of code like

oldunithp = unit[0].hp;
killunit(unit[0]);
CreateUnit(unit[0].owner, unit[0].type), unit[0].location, 0,tmpunit);
tmpunit.hp = oldunithp;





As for goods there the

PlantGood(location)

we can also use

event:CreateImprovement(0,tmplocb ,7,0);
FinishImprovements(tmplocb);
for terrain imps

Oh and here is my firestorm map modification tool

Attachment: new text document (2).txt
This has been downloaded 1 time(s).

Maquiladora is offline Maquiladora
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Jun 2001
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  Old Post 04-04-2005 21:16 Visit Maquiladora's homepage!
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What about city sprites changing from summer to winter, is that possible?

The Big Mc is offline The Big Mc
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  Old Post 04-04-2005 21:56 Visit The Big Mc's homepage!
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Don't thinck it can be done.

Maquiladora is offline Maquiladora
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Jun 2001
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  Old Post 04-04-2005 23:06 Visit Maquiladora's homepage!
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I assume something could be added in the sourcecode to allow slic to change a city sprite mid-game?

For now anyway ill stick to the swapping files option, it also allows me to look at each of the files quicker if i need to change things, rather than one big file for all the seasons. I can go the all-in-one route later if i need to.

The Big Mc is offline The Big Mc
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  Old Post 05-04-2005 13:32 Visit The Big Mc's homepage!
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Sorry it can be done. You have to add a tech which alters the city style so you have ten techs. each one having a city style attached. You could then add the tech via slic which would do the job.

Maquiladora is offline Maquiladora
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Jun 2001
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  Old Post 05-04-2005 19:03 Visit Maquiladora's homepage!
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Yeah I just had the very idea when I was out of the house and came to post it now, dammit

E is offline E
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July 24,2005 Ctp2 Tiles in sig!
May 1999
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  Old Post 06-04-2005 04:46 Visit E's homepage!
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hmmm... I was thinking about this earlier today. Maybe we should look into added a bit in the CDB (probably a struct) that allows something like CityStyleOnly and then it selects a different sprite number, same with tiles but make it event linked...It'll take some digginginto the World, terrain, and sprite files in the code, but really I cant do it alone and I'm bogged dwn on my other stuff right now. But I don't think it would be that difficult to add for the units just a new flag that has to be looked at to show the sprite.

Maquiladora is offline Maquiladora
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Jun 2001
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  Old Post 06-04-2005 05:06 Visit Maquiladora's homepage!
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If i understand you right I dont think any adjustment for the unit changing would be necessary, since the units dont only need to change sprites, they need change their values too in winter, so a different unit from units.txt needs to be placed there, but still maintain the hitpoints of the previous.

As for the other stuff it looks like that can all be achieved with what we currently have in SLIC. I certainly wouldnt want to take time of the coders to add things we can already do. Although editable flags for each civ's units would be excellent

Immortal Wombat is offline Immortal Wombat
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  Old Post 06-04-2005 05:19 Visit Immortal Wombat's homepage!
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I don't have an installation here to test it out on, but I don't suppose terrain.txt and tileimp.txt are swappable mid-game are they? Save the file, do a .bat switch and reload. That would save a whole lot of trouble. Since you're only need to change the floating values rather than the DB entries, I don't think it'll be hard-saved into the save file, and so it might let you swap them.

Maquiladora is offline Maquiladora
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Jun 2001
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  Old Post 06-04-2005 05:26 Visit Maquiladora's homepage!
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Yeah I tested to make sure that worked first of all with a few different files, the saving, changing, reloading.

I think what mainly Bigmc is getting at is that there isnt any need to even save and reload the game, he wants to change everything "on-the-go" to perhaps be more immersive, which I would prefer, but as ive mentioned I have my reservations with the stability of it all happening on one turn. I wouldnt mind making the player save, exit, bat switch all the files needed then reload, in fact thats what I had planned originally.

Immortal Wombat is offline Immortal Wombat
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  Old Post 06-04-2005 06:02 Visit Immortal Wombat's homepage!
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I think you're right. Changing and reloading would be much easier for the game to handle. Terraforming an entire map would be a bastard, and keeping an array of tileimps to write for each tile would be a pain.

I quite liked the episodic nature of the original RedFront. Reloading the game would be much more visually impressive than spending 5 minutes waiting for the turn to refresh, terrain then units then cities. The other way is more like coming back to Act 2 of a play after the interval.
If you wanted to be really flashy, you could trigger intro movies or wondermovies to play dependant on season as well, to add to the After the Interval effect.

Maquiladora is offline Maquiladora
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Jun 2001
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  Old Post 06-04-2005 07:02 Visit Maquiladora's homepage!
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Yeah I like the sound of that, and its much easier to create that kind of effect than a flowing epic, otherwise i might have to create an autumn and spring, perhaps in the future but i dont much feel like its that important right now. Also the player might save and leave the game anyway for a rest, its a long scenario, so nothing is gained from it.

I thought about using movies (or static images as movies at least) when i saw the AoM screenshots a while ago, if I have time, or if anyone wants to make any for me (relevant to the scenario obhviously) ill definitely use them.

Maquiladora is offline Maquiladora
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Jun 2001
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  Old Post 06-04-2005 20:29 Visit Maquiladora's homepage!
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Some good short videos here http://www.blitzkrieg-portal.co.uk/...t.asp?content=4

Maquiladora is offline Maquiladora
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Jun 2001
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  Old Post 09-04-2005 02:39 Visit Maquiladora's homepage!
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Still chugging away. I missed some units in my desperation to get away from the boring sprite making, mostly Russian lend-lease units and some other spawned-only units, which is why I forgot them.

Anyway finished those mostly now, here's what im doing now, almost eye-candy, but not quite

Attachment: village.png
This has been downloaded 100 time(s).

E is offline E
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July 24,2005 Ctp2 Tiles in sig!
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  Old Post 12-04-2005 22:40 Visit E's homepage!
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Nice! improvements?

Maquiladora is offline Maquiladora
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Jun 2001
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  Old Post 18-04-2005 23:44 Visit Maquiladora's homepage!
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A question regarding the sprite numbers, should i be sticking to any kind of numbering system taking into account other sprites from other mods, scenarios and such? Im asking because i was thinking about the sprite database. If i were to give them new numbers in the database it would go over 400 and the limit is what 250? Or is the whole idea of concrete numbers for each sprite available obsolete now? If theres a plan id like to be sticking to it before i start is what im saying.

quote:
Nice! improvements?


Its the village tile imp, before and after...

Maquiladora is offline Maquiladora
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Jun 2001
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  Old Post 23-04-2005 18:02 Visit Maquiladora's homepage!
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Right, I assume no one knows so Ill plunge ahead with it in any old order.

 
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