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Maquiladora
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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
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Maquiladora
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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).
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J Bytheway
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England
Jul 2001 time: 05:34
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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.
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Maquiladora
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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
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Maquiladora
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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.
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Maquiladora
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What about city sprites changing from summer to winter, is that possible?
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Maquiladora
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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.
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Maquiladora
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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.
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Maquiladora
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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...
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Maquiladora
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Right, I assume no one knows so Ill plunge ahead with it in any old order.
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All times are GMT. The time now is 05:34. Apolyton Time is 00:34. |
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