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Huysmans_666
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Somewhere over the Rainbow ........
Jan 2001 time: 05:14
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HI Y'all ! 
Did you like those barbboats in CIV1 very much, I know I did, just when you where about to land your trireme on uncharted land a little red boat would appear and sink your fleet !
Isn't that fun 
what I want to do is bring them back, I want to see barb battleships roam the sees, but I NEVER EVER programmed even a word in SLIC so I need your help !!
Everyone who has suggestions about what should be in this mod and everyone who would like to give me some pointers as to programming in SLIC would be greatly appreciated 
Here r a few things I thought of :
- To see what kind of boats you could ginve the barbs first look to see how the players r advancing...you might want to take the strongest player (AI or not) and go from there.
So if AI player 1 has battleships but the others have trireme give the barbs battleships, it makes things more exiting !
- Second, how many boats would be wise to generate and must we keep count of how many are destroyed, when the number of boats reaches 10, generate new ones OR do we generate new boats each 20 turns or so ?
-Third, but this is a long shot, how do I create barb transports and carriers with payload, and do we want to give the brabs subs with nukes ????? I think not because they are bound to fire them wich in turn creates uncontrollable pollution ! But if you guys want that ........
GIVE me some ideas to work with, what would you like to see happening ! Please let me know !
Can't wait to hear from Y'all !
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Steve5304
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Racine ,WI USA
Jan 2001 time: 05:14
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its fairly simple....Right click on your Slic File and hit "open with" ......Then find Notepad or Wordpad...And figure it out from there....I think your gonna need an entire new slic...I think it may be impossible to edit that attribute to this game.And yes i remember the stupid Barbarians from Civ2.Always come and Land near your capitol. Coming on Trimes nd Cravals if i remember correctly.....
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Steve5304
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Racine ,WI USA
Jan 2001 time: 05:14
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its fairly simple....Right click on your Slic File and hit "open with" ......Then find Notepad or Wordpad...And figure it out from there....I think your gonna need an entire new slic...I think it may be impossible to edit that attribute to this game.And yes i remember the stupid Barbarians from Civ2.Always come and Land near your capitol. Coming on Trimes nd Cravals if i remember correctly.....
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Locutus
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ACS CTP1/2 Manager & Civ4 Co-Manager
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Hengelo, The Netherlands
Nov 1999 time: 06:14
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Good to see you picked this up, Huysmans 
Actually, barbarian player is player 0, not player[0]. The difference may seem trivial but it isn't. player[0] is a variable that will change throughout the game (just as the rest of the player[] array) and it is the value 'inside' this array-element that determines the actual player. So to use the barbarians, simply use 0 where you'd normally use player[0]. However, if you need properties of the barbarians, such as how many units they have, you'll have to put them in one of these variables first, like this:
player[3] = 0; // barbarians (3 could be any number)
tmpValue = player[3].units;
Hope this helps,
Wouter
PS Vacation? What's that? I vaguely seem to recall the term but it's been such a long time, I don't even remember what it was... 
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Huysmans_666
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Somewhere over the Rainbow ........
Jan 2001 time: 05:14
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Locutus, Dale : Great to see such great minds help out a little SLIC programmer.
I'm currently in the proces of just spawning a barb unit in the sea but even that doesn't work.
I use the makelocation, where the location is combined of a x and y.
I randomize the x and y between certain values ex 25
So I'm left with tmp_loc but then I have to check if the newly created tmp_loc is a water square...this is not a problem.
If it's not randomize another set of x and y and go over the loop once more.
BUT THE makelocation doesn't work it says out of bounds error !
No matter what I do !
I'll write your advice down, but first lets create a unit, that's the basic part, on water 
I think that I'll write the advance checking routine at the beginturn routine, then I can make a loop which checks all players, if that player has one of those advances....then set a global variable to 1 and use this in the barbsturn routine.
Is this any good ?
I'm thinking of how much units to spawn, in the beginning I think not so very many, but in the end when everone has a fleet, than it's ok to spawn whole fleets of barbs....what do you think ?
So you see, there's a lot of work to be done 
Locutus, don't you have springbreak ? (carnavalsvakantie) Sorry folks that was a dutch term and I don't know how to put it in english ! 
Well I'll hope to have a beta ready soon, I have some great ideas but this searching for water square doesn't work...GOe$#@@#$#$@#it !
See Y'all, I'll be on the forum a lot even though I have vacation !
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Huysmans_666
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Somewhere over the Rainbow ........
Jan 2001 time: 05:14
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Hi guys,
Wanted to say thanx for all the support on this one, and indeed like you said locutus, it gets easier if you practice a lot.
And now it's even fun to do, I WANT it to work, so eventually it will !
Well, I just heared I have to work next thursday so I'll hope to post a version then, but don't count on it !
Locutus, the beta code will be coming to you soon, I just worked out the rough edges so it should take form any day know.
Only problem is...I code at work where I don't have CTP2 to actually test the stuff so I'm going home now with the script to test it (Hope my computer doesn't blow up ! )
I see little ideas about the pirates....WHAT WOULD YOU the users like in my script, tell me and I'll see to it that it gets in ! 
If noone talks to me, I just made this script for myself and noone else...kinda sucks then !
Well hope to hear from you soon !
greetinx, Huysmans
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WesW
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Florence, Al., USA
Jan 1970 time: 23:14
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Myself, I would like the code to make the Pirates sea-based complements to the land Barbarians. I would like for them to start appearing about 125 turns into the game, and keep appearing until the end of the Renaissance age, about turn 400 in my mod.
They would be created outside the boundaries of civs, like the Barbarians.
Ideally, I would like for both warships and transports to be available to the Pirates, with the specific types the same as those available to the civs in the game at that time.
The transports would be supplied with a couple of land units, comparable to the land Barbarians available at that time, and these transports would then proceed to the nearest city and unload those land units on the shore there.
Warships would pirate trade routes, pillage improvements and attack any ships they came across.
Specific enough? 
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Huysmans_666
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Somewhere over the Rainbow ........
Jan 2001 time: 05:14
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Hi everyone,
Great to be back, I've been on a little vacation, actually 4 days of uninterrupted partying and doing whatever you like.
In my country they call that Carnaval ! it's great ! 
Thus my code hasn't gone that far, it worked for a short period of time, but now, I can't get it to work properly, while loading after a while it just hangs.
I think that it has an infinite loop somewhere but that's the weird part, there is none ! ?
I think that I mail the code to locutus and maybe he can check it out, error out the code, the rough material is there, now to edge it out a little.
Hope to have a beta out soon, but I won't have all the features that you like, patience now 
Well, gotta go, work to be done !
bye
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