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ushhan is offline ushhan
Settler

Aug 2005
time: 05:37
  Old Post 28-08-2005 11:45
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CTPII GameState information Support Apolyton, buy Civilization III: Complete

Hello,

I was trying to understand the CTPII interface, so as to connect it to a decision system. I wanted to know how the GameState and player information is transmitted. Is it sent out on demand or is it broadcast over the network every cycle? Could you please guide me to the files/functions that I need to look at? I was looking at the civ3_main.cpp and the civapp.cpp, but could not track the exact place this is done. I have also had a look at the network.cpp and the GameWatch.cpp files.

Thanks

Martin Gühmann is offline Martin Gühmann
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Berlin, Germany
Mar 2001
time: 06:37
Post  Old Post 28-08-2005 20:40 Visit Martin Gühmann's homepage!
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So you want to know how multiplayer works?

At first all these net_* files are a good choice to look at. All these files contain classes derived from the class Packetizer. Each of these classes contain methods called Packetize and Unpacketize. I think these methods are used to send the data over the net. Or better to make the data ready for sending and to interpret the received data.

So these Packetize and Unpacketize methods determine what is sent over the net.

These Packetize and Unpacketize methods are called from a place I don't know. However the order for Packetizing is put into a queue, these packetize stuff is called from various places of the code.

-Martin

ushhan is offline ushhan
Settler

Aug 2005
time: 05:37
  Old Post 31-08-2005 00:44
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Thanks Martin.

Are there any AI script files that are used to control the Game? If there are, where can I look for them and is there some kind of documentation available to help me understand?

From what I understand, the Game AI seems to be controlled by using strategies and personalities settings for the different players.

Thanks

Martin Gühmann is offline Martin Gühmann
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Mar 2001
time: 06:37
Post  Old Post 31-08-2005 05:02 Visit Martin Gühmann's homepage!
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quote:
Originally posted by ushhan
Are there any AI script files that are used to control the Game? If there are, where can I look for them and is there some kind of documentation available to help me understand?


There are no scriptfiles that controll the AI, well you can do it by slic but that is more fore mods and scenarios.

quote:
Originally posted by ushhan
From what I understand, the Game AI seems to be controlled by using strategies and personalities settings for the different players.


These settings are loacated in database files check out:

..\ctp2_data\default\aidata\strategies.txt
..\ctp2_data\default\aidata\personalities.txt

- Martin

ushhan is offline ushhan
Settler

Aug 2005
time: 05:37
  Old Post 08-09-2005 02:44
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Thanks Martin for the info. I have CPT2 set up and running on VS 6.0. The problem is that when I start the game in Debug mode and it hits a break point, it does not give the screen control back to VS. Is there a way so that we could start the game in windowed mode rather than the full screen mode, thereby allowing me to use breakpoints and stuff?

Martin Gühmann is offline Martin Gühmann
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Mar 2001
time: 06:37
  Old Post 08-09-2005 20:47 Visit Martin Gühmann's homepage!
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quote:
Originally posted by ushhan
Thanks Martin for the info. I have CPT2 set up and running on VS 6.0. The problem is that when I start the game in Debug mode and it hits a break point, it does not give the screen control back to VS.


Well so far I just used the logs via DPRINTF, not very useful for some task.

quote:
Originally posted by ushhan
Is there a way so that we could start the game in windowed mode rather than the full screen mode, thereby allowing me to use breakpoints and stuff?


No windowed mode, however you could try the command line options. nonexclusive and runinbackground should be the most interesting ones.

-Martin

ushhan is offline ushhan
Settler

Aug 2005
time: 05:37
  Old Post 13-09-2005 02:32
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Hi Martin,

Thanks. I tried the 'nonexclusive' command line option and it does give the control back to VS, enabling me to use break points. Just wanted to let everyone know

Cheers,
Ushhan

ushhan is offline ushhan
Settler

Aug 2005
time: 05:37
  Old Post 23-09-2005 05:04
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I was looking at the main game loop, specifically the beginTurn() func in the ctpai.cpp code. There are functions in SLIC which allow us to manually control units and player actions. Is it possible to use SLIC commands in the code itself? If not, how could we control manual unit movements/actions? Are there some high level commands that can be used for the same?

Thanks

Cheers,
Ushhan

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