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Doc Paradox
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Alexandria, VA
Jul 2001 time: 00:14
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Can someone help a newbie to modding files? I have the 1.1 patch installed and Modswapper and when I put the APv1.0 Pack in & try to start a game I get:
"APOL_capturecity.slc:26:No function named DestroyBuilding", the same with ln. 47,
"APOL_diplomod.slc:97:No function named GetPersonalityType", same for lns. 276 & 560, "No function named GetStopResearchAdvance"& "No function named GetAgreementDuration", respectively,
and "APOL_airunit.slc:75:No function named TileHasImprovement"
the files were put into my default/gamedata file.
while i was able to begin a game, i don't want to get hundreds of turns in before finding that these errors crash the program or something.
Any suggestions? So far the only mod I've been able to install successfully is the Frenzy AI which has made the Dutch delightfully agressive.
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Chris Horscroft
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Canberra, Australia
Sep 2000 time: 05:14
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Thanks Guys - you'll be happy to know that the advice given was very helpful...
(Thought about thanking y'all by name, but stumbled over whether to address The Immortal Wombat as "Wombat", "Immortal" or "The" - all three at once seemed over the top)
Have now got the Med Mod II working, and am a little embarressed about the reason for my initial problem. I managed somehow to only install the texts file, none of the sprites or other files, and therefore the message saying that the spriteXXX was missing was perfectly correct. All that disk cleanup and defragging was a bit pointless. Should have checked the basics first.
I understand the difference between Apoloyton Pack and Med Pack better now. Nice to see I was at least on the right track with that one.
Will try out Craddle as well.
Am now going to set up a couple of games and verify the science rate thing. I found as soon as I got into the game that discoveries came much faster again - so it may just have been my initial city setup and location.
Anyway, am very very impressed with the mods.
I will also start changing all the message texts to replace the default Activision strings telling me about other civs progress on starting/stopping wonders and my own builds of units with something a bit more atmospheric. May also fiddle with the era change messages as well.
If anyone is interested, I'll put my text variations up here - it is about the only level of game change that I am competent to make!
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Immortal Wombat
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in perpetuity
Dec 2000 time: 05:14
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Wombat will do fine if you don't want to go over the top #
Chris, while you're editing info_str.txt, can you let me know if you get aby problems with copying and pasting? When I'm using notepad, I can never copy-and-paste into info_str.txt or civilzation.txt, but most other documents are fine. For those two files I have to use EditPlus2, which is good, but always makes an annoying backup file, evern when you change just one character... Anyway, I digres, if you get any "out of memory" messages, (or even if you don't) could you let me know?
Thanks
Ben
(The Immortal Wombat )
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Dale
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Sir! Why do you keep clicking on me?
Dec 2000 time: 15:14
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quote: Originally posted by Immortal Wombat
Wombat will do fine if you don't want to go over the top #
Chris, while you're editing info_str.txt, can you let me know if you get aby problems with copying and pasting? When I'm using notepad, I can never copy-and-paste into info_str.txt or civilzation.txt, but most other documents are fine. For those two files I have to use EditPlus2, which is good, but always makes an annoying backup file, evern when you change just one character... Anyway, I digres, if you get any "out of memory" messages, (or even if you don't) could you let me know?
Thanks
Ben
(The Immortal Wombat ) |
Use Wordpad mate. If you use Win98, Notepad can't handle any text file can be more than 53kb in size (or something). You'll find that what you're pasting will make the file larger than this and Notepad don't like it. So the fix is to use Wordpad. 
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Big Dave
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Texas
Apr 1999 time: 23:14
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quote: Originally posted by Locutus
IW,
*OT mode*
Actually, you can turn EditPlus's backup feature off...somewhere (try Tools -> Preferences -> Files). I really recommend EditPlus users to experiment with all the features and preferences, they are innumerable and they are what makes EditPlus (IMNSHO) the best text editor in existance, for all files and not just for SLIC (waaaayyy better than NotePad or WordPad anyway).
BTW, EditPlus users can avoid NotePad altogether by checking the 'Associate in Explorer' box in that same Preferences screen, under Files -> Settings & Syntax, with Text selected as file type. Now all textfiles will by default be opened in EditPlus (all this goes for v2.10, it may work slightly different in other versions).
*/OT mode* |
Locutus, where can I get EditPlus? Plz post a link?
Thanks,
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Immortal Wombat
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in perpetuity
Dec 2000 time: 05:14
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quote: Originally posted by Locutus
IW,
*OT mode*
Actually, you can turn EditPlus's backup feature off...somewhere (try Tools -> Preferences -> Files). I really recommend EditPlus users to experiment with all the features and preferences, they are innumerable and they are what makes EditPlus (IMNSHO) the best text editor in existance, for all files and not just for SLIC (waaaayyy better than NotePad or WordPad anyway).
BTW, EditPlus users can avoid NotePad altogether by checking the 'Associate in Explorer' box in that same Preferences screen, under Files -> Settings & Syntax, with Text selected as file type. Now all textfiles will by default be opened in EditPlus (all this goes for v2.10, it may work slightly different in other versions).
*/OT mode* |
Yeah, I mostly figured this out, but the backup is useful for SLICing, but not for text, and I like having wordpad as the default, so I only use EditPlus for SLIC. Its too complicated for just writing simple text files. (and its a trial version, so I always get that stoopid popup )
Big Dave: Unsurprisingly, its http://www.editplus.com 
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Immortal Wombat
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in perpetuity
Dec 2000 time: 05:14
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quote: Originally posted by Dale
Must admit, I've never used EditPlus. Does it support C++ (*.cpp & *.h) files at all? Then it would be usefull for me. 
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Yep As you download it, it supports text, HTML, C/C++, Perl, PHP, Java, JSP, JavaScript, vBScript, CSS. Then from Locutus website you can download a thingummy that lets it support and colour-code SLIC 
What is the one bu that needs ironing out?
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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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IW,
You can redirect backup files to a special backup folder, that could more or less solve your problem. Backup files sometimes annoy me as well but by having Editplus move them all to C:\Backup it's not much of a problem. In those rare cases where you actually need the backup weeding through all the useless backups is a small price to pay to get your precious files back (and you can even regularly remove all useless backup files in a couple of mouse clicks or even automatically do it with a small script or batch file).
I never cease to be amazed by people's inability to find their own hacks, cracks, keygenerators, etc. I mean, it's not like they're hard to find or anything... (no offense, to anyone)
Anyway, email me if you want and I'll send you a keygenerator (31 kB) for EditPlus 2 - or just a registration key if you'd prefer that (in which case you should tell me the user name you'd like to use as well). This offer is open for others as well of course (no, I'm not gonna post illegal software on my website).
Dale,
What?! You don't even use it for SLIC? You poor soul! You wrote all those hundreds of lines of SLIC code and didn't even have EditPlus to guide you? That must have been a living hell! You should definitely at least try it some time, the color-coding feature for SLIC (that IW already mentioned) alone makes it well worth the download.
Actually, EditPlus supports pretty much all programming languages in existance. The ones IW mentioned are supported by default, other languages can be supported by downloading the appropriate (often fan-made) files from the Editplus website. In the unlikely event that you use a programming language that isn't supported yet, you can write your own language definitions within 15 minutes (presuming you have a full language specification at hand), like Olivier Daury and I did for SLIC.
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Chris Horscroft
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Canberra, Australia
Sep 2000 time: 05:14
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OK, I've made 50 or so changes to the text of the info_str file. (Wombat - I used notepad, and copy-pasted without trouble.)
I'll put these into a new thread, so people don't have to read through that list unless they want to.
Some of the changes are pretty minor, but I have always regarded the wonder notifications as especially annoying, and have "fixed" these, and made a few changes elsewhere as well.
Anyway, for anyone who wants it, have a look at the 'Revised Info_str' thread.
Cheers
Chris
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Peter Triggs
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Gone Fishin, Canada
Jan 2000 time: 05:14
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Although this originally came up in the MedMod thread, it's presumably relevent here too.
I've never understood why you didn't use the Event:EstablishEmbassy. That's what I've used although the specific way I've done it won't work in a normal mod.
It seemed to me that the more advanced diplomacy system of CTP2 (compared with CIV2) makes Diplomats largely redundant. I've left them in the game: they can still throw parties, and if you really want to you can still move a diplomat across the map and physically establish an embassy but the way I've got it set up you don't necessarily need to do that anymore.
What I would have liked to do is to add a new New Proposal: Embassy Treaty. But I couldn't add a new Type string:
quote:
String name of a valid proposal type. These names are primarily used for debugging as well as SLIC scripting though they must be registered in the game to work correctly.
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Couldn't find where to register it. Unless someone can overcome this, it means we've got 38 New Proposals, and no more. So, since I'm working on a Mod that's purely concerned with the Military side of things, I used the Pollution Pact entry for my new treaty:
quote:
#37
PROPOSAL_TREATY_POLLUTION_PACT {
Type "TREATY_POLLUTION_PACT"
Title DIP_TREATY_ESTABLISH_EMBASSY
Category:Treaty
Class:Treaty
#Arg1:OwnPollution
Details0 { DetailsEven DIP_DETAILS_TREATY_ESTABLISH_EMBASSY_0 }
Details1 { DetailsEven DIP_DETAILS_TREATY_ESTABLISH_EMBASSY_1 }
Details2 { DetailsEven DIP_DETAILS_TREATY_ESTABLISH_EMBASSY_2 }
Details3 { DetailsEven DIP_DETAILS_TREATY_ESTABLISH_EMBASSY_3 }
Details4 { DetailsEven DIP_DETAILS_TREATY_ESTABLISH_EMBASSY_4 }
DetailsEx0 { DetailsEven DIP_DETAILS_TREATY_ESTABLISH_EMBASSY_EX_0 }
DetailsEx1 { DetailsEven DIP_DETAILS_TREATY_ESTABLISH_EMBASSY_EX_1 }
DetailsEx2 { DetailsEven DIP_DETAILS_TREATY_ESTABLISH_EMBASSY_EX_2 }
DetailsEx3 { DetailsEven DIP_DETAILS_TREATY_ESTABLISH_EMBASSY_EX_3 }
DetailsEx4 { DetailsEven DIP_DETAILS_TREATY_ESTABLISH_EMBASSY_EX_4 }
Image "updi08.tga"
# Proposal slot, show when pact exists with foreigner
ImageSlot 7
# must have a peace treaty first
#HasPeaceTreaty
#HasEmbassy
#HasPollution
}
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with new strings for the details. Next, to get the AI to send a request to establish mutual diplomatic relations, I used the ReactionMotivation event:
code:
HandleEvent(ReactionMotivation)'NewDipProposal' pre {
if (!HasAgreement(player[0], player[1], 37) && !AtWarWith(player[0],player[1])
&& HasAdvance(player[0], ID_ADVANCE_BUREAUCRACY)
&& HasAdvance(player[1], ID_ADVANCE_BUREAUCRACY) ){
ConsiderNewProposal(player[0].owner,playe[1].owner,2000,37,0,ID_NONE,ID_NONE,ID_NONE);
}
}
So if they don't have embassys and aren't at war, then as soon as player[0] gets BUREAUCRACY (and player[1] already has it), player[0] will send a New Proposal to player[1] asking to establish diplomatic relations. Then I intercept this message in the NewProposal event:
code:
int_t first_type; //initial proposal
int_t second_type; // 'in exchange' proposal
HandleEvent(NewProposal)'RespondToNewProposals' pre {
first_type = GetLastNewProposalType(player[0], player[1], 0);
second_type = GetLastNewProposalType(player[0], player[1], 1);
if ( first_type==37 || second_type == 37 ) {
if (!IsHumanPlayer(player[0]) ){
Event:Accept(player[0], player[1]);
}
}
}
As it stands the default condition is to accept. But I want to work out some more responses so that if it's the human player who's sending the proposal, the AI player may counter with a demand for an advance or gold or something. Anyway, having accepted the proposal it only remains to establish embassys:
code:
HandleEvent(Accept)'NewProposalHasBeenAccepted' post {//post
first_type = GetLastNewProposalType(player[0], player[1], 0);
second_type = GetLastNewProposalType(player[0], player[1], 1);
if (first_type == 37 || second_type == 37) {
Event:EstablishEmbassy(player[0],player[1]);
Event:EstablishEmbassy(player[1],player[0]);
}
}
I've just tried this line of thought with the Alliance treaty. It seems to work: you can control when one AI civ will propose an Alliance to another. I guess it's just a matter of writing up the appropriate 'Response logic'.
(BTW, in ripping the above code out of the mire that is my Scenario.slc file, I hope I haven't left anything out.)
PS: How can I stop my posts from getting so 'wide'.
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Todesengel
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Dale,
I am sorry about the spies - changed them a few week ago and forgot about it! Your Pack is fine! But the AI is still to weak!
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Todesengel
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Hej Dale,
do you have a listing about the exact changes to the update 1.01?
Praise the Dale, Todesengel
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