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ushhan
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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
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ushhan
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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
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ushhan
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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?
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ushhan
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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
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ushhan
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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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