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Pedrunn
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of Natal, Brazil
Jul 2001 time: 02:18
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How is the city expansion working on?
I am asking because a few days ago i started to change some stuffs in the blueO's city expansion to change goods/terrains for TIs. I have finish this variation and it seems the placements are working nicely.
The only problem was with the destruction of them wich i hope i had fix that by changing the city destroyed improvement with the CutImprovement function.
Maybe you guys, more experienced slicers, may want to take a better look in it:
Attachment: as_blueo.slc
This has been downloaded 1 time(s).
Last edited by Pedrunn on 29-07-2002 at 15:01
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Pedrunn
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of Natal, Brazil
Jul 2001 time: 02:18
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quote: Originally posted by Immortal Wombat
(btw, in the roads thing at the end, here:
code:
if(!TileHasImprovement(tmpLoc, TerrainImprovementDB(TILEIMP_ROAD))
&&!TileHasImprovement(tmpLoc, TerrainImprovementDB(TILEIMP_RAILROAD))
&&!TileHasImprovement(tmpLoc, TerrainImprovementDB(TILEIMP_MAGLEV))) {
you need && instead of || I think.)
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you are right and that also pointed me to a mistake i did wich was going to happen in the late ages (I didnt play so far yet).
quote: Originally posted by Immortal Wombat
I had originally intended to rework it completely, I can't follow BlueO's code very easily at all. But my version crashes the game, so I would have had to start again anyway...
Does it work??
If so, then fantastic I'll check it over and use it.
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I have played only the early ages. Wich has only one improvent type (TILEIMP_ANCIENT_CITY_ONE). And it worked! Now i am making some modifications to fit into you Wonder code wich i dont think it will take long. And i am also fixing the bug that it was going to appear in the late ages (wich has more than one imp type) wich i found with you comment about the last code.
quote:
Also, do all those units really knock off a population point? 
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Ooops that is a customization to my mod wich a pop should equal 1,000 (i cant change the UI :doitnow and infantry units takes a pop off the city but also adds when disbanded (remember this cod )
[/QUOTE]
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Pedrunn
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of Natal, Brazil
Jul 2001 time: 02:18
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quote: Originally posted by Immortal Wombat
(btw, in the roads thing at the end, here:
code:
if(!TileHasImprovement(tmpLoc, TerrainImprovementDB(TILEIMP_ROAD))
&&!TileHasImprovement(tmpLoc, TerrainImprovementDB(TILEIMP_RAILROAD))
&&!TileHasImprovement(tmpLoc, TerrainImprovementDB(TILEIMP_MAGLEV))) {
you need && instead of || I think.)
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you are right and that also pointed me to a mistake i did wich was going to happen in the late ages (I didnt play so far yet).
quote: Originally posted by Immortal Wombat
I had originally intended to rework it completely, I can't follow BlueO's code very easily at all. But my version crashes the game, so I would have had to start again anyway...
Does it work??
If so, then fantastic I'll check it over and use it.
|
I have played only the early ages. Wich has only one improvent type (TILEIMP_ANCIENT_CITY_ONE). And it worked! Now i am making some modifications to fit into you Wonder code wich i dont think it will take long. And i am also fixing the bug that it was going to appear in the late ages (wich has more than one imp type) wich i found with you comment about the last code.
quote:
Also, do all those units really knock off a population point? 
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Ooops! that is a customization to my mod wich a pop should equal 1,000 (i cant change the UI though :doitnow: ) and infantry units takes a pop off the city but also adds when disbanded (remember this code ) .
For others mods i think just the settlers units should be in the code
Attachment: as_blueo.slc
This has been downloaded 1 time(s).
Last edited by Pedrunn on 30-07-2002 at 02:18
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