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Pedrunn
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of Natal, Brazil
Jul 2001 time: 02:14
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I gave up of last code. I couldnt get further from sending proposals 
I started a code using messageboxes.
Locutus, I have seen you code and i got tell you that i got at most really confused with the level of you work. As you know the first time i sit in front of a PC to write any code was a couple of months ago. And when i looked the way you deal with arrays i got really scared. Although the biggest barrier is the understand of a code based on messagebox which your never know the paths a simple next button can send you unless you are the creator. But i understood the overall of you mod wich made me start my new code.
Now that i have finished my code i can understand much more of what was in yours (except those arrays ).
One of the things i am proud of how i used the CTP2 diplomatic screen to send proposals wich really is a big step from you click unit/city and button trigger.
but i have got to admit your code in gameplay has a really neat appearence while mine looks like some frankstein and has some dificulties to interact with the player. So i will probably use some of your interface in my coding.
I want to know your thoughts on giving/requesting advances too.
Not to mention the multiple proposals diplomacy.
I have finished the most difficult part. Wich is the sending-receiving-counter-threaten-accept-reject forth and back game with the messagebox.
It is more than 3:00 AM here and i have spend way too much time working on this. So i will post here what i have.
-How does it work?
The diplomacy starts with the regular diplomacy screen. As usual you send the emissary, then choose your tone, and get to the choosing proposal part. This is where the turn over starts! The regular diplomatic proposals are still there. But when you click on them a message pop up asking wich proposal do you want to send. If you are in the request tab the spinner for the request will appear, If you are in the offer tab the spinner for offers will be there and if you are in the treaties tab the spinner for the treaties will appear. then You select the proposal you want you want and send athe proposal as you would send in a normal game: In the proposal button. The diplomatic screen closes and a message is sent telling that your meesage was successfully sent.
The other player will receive a alertbox with the proposal you sent in the beggining of his turn. The alertbox will contain the accept, reject and counter button.
--->Counter: If he counters a message pop up telling him wich type of proposal he can choose to counter: buttons treaty, offer, request. Plus the buutton to accept and reject (he may change his mind ). If he chooses one of the proposals the list of proposals will appear show up. There is an unfinished part here, he cant send the proposal. if he chooses one the message gets killed and nothing happens I will get back here later.
--->Reject: If the player rejects in the turn of the player that started the diplomatic a message will pop up in the beginning of the turn. Telling him that his proposal was reject and asking him if he wants to threaten or not. There are two types of threats declare war and embargo. Destroy city is not here because there is no way a player can choose a city to do so. But the i will kill you threat will be added later. Unfortunetly theres is something wrong here and i am really to tired to look for bugs today. The message is not send to the player that should be threatened. I will look this later.
--> Accept: It does nothing since i havent implemented the make proposal effect. The function to do this is the but it is totally blank.
Comments:
- Dont send proposal to AI players. This will probably cause game freeze (The AI will get the message but cant respond). I know how to fix this dont worry.
-The AI dont send proposals too. I will implement in such a way that there will be no difference between human-human AI-Human, Human-AI diplomacy!!!
- There are 7 request and 7 offers. for both: give city, withdraw, give gold, give army, give map, declare war, end war. And the same 7 treaties of the regular game. One good part is that we can add as many proposal as we want to.
- Again! The prposal effects are not implemented!!! But i know how to implement them all.
- There is a cool gold spinner in the request/offer gold proposal 
-Dont send more than one proposal to an human player. Otherwise they may get mixed up. I already have an idea on how to fix this.
- I also have some ideas to make many changes in the UI so that my code works the best it can.
- do not replace any of your files with the ones in this zip. The content is to be added in the files with its names
-Dont mind the content of the messagebox. unworkin string variables, lack of good info, bad content. As i said it is just to show you guys what i have done
Here is the code

Attachment: pbemfix2.zip
This has been downloaded 15 time(s).
Last edited by Pedrunn on 11-09-2002 at 21:40
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Egg Robo X
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Come on people! Work those code-typing fingers! Please! I want to play hotseat effectively but cannot do all this codey nonsense. So I am at your feet praying for you great gods of Civ to bless me with an oracle of multiplayness.
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Maquiladora
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So player A controls civ 1 and 2(dummy civ), and player B controls civ 3 and 4(dummy civ).
Player A plays his turn with civ 1, ends turn, saves with civ 2, emails save to player B, player B plays turn with civ 3 ends turn, saves with civ 4, emails save to player A.
Am i missing something or would that not work?
Last edited by Maquiladora on 16-10-2002 at 01:23
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Maquiladora
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A barb might kill the dummy settler too throughout the game time. With only a vision range of 1 and no chance of exchanging maps though, it would be that classified until really late in the game.
I just tested it too, and it works perfectly with saving and restoring with a maximum of 8 players(4 dummies).
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Maquiladora
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Thats not so hard, just give every player one of these "super settlers" at game start, the normal players will likely build cities with them and the dummies can be protected by themselves. This would be inside some kind of Mod Lite of course.
I wouldnt know how to blank the screen though.
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Jambo
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Has anyone been looking into getting this to work for Hotseat games?
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Maquiladora
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quote: Has anyone been looking into getting this to work for Hotseat games? |
Do you mean the human-human diplomacy or the Hotseat fix for PBEM games?
I think the human diplomacy thing is on the backburner with the SLIC coder's, althoguh if we get the ctp2 source it looks good.
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Maquiladora
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At the moment theres a good chance of the source code being released, without getting too excited anyway. Check out this thread
http://apolyton.net/forums/showthre...&threadid=82253
Best now to wait and see how that unfolds before trying to fix diplomacy through modding (which is very tricky reading some posts above).
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