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Dida
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I noticed that the Cruise Missle unit is not working right. Because if you have a City/Air Base/Cruiser near enough, you could actually use your Cruise Missle to 'bombard' the enemy and than refuel the missle to be reused the next turn. In real life, a Missle could never be used more than once.(like Nukes, they blows themself up went attacking) But somehow this unit doesn't work the same way as a nuke does.
So any idea about fixing it?
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Dida
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what does the value 'bombard_round' does?
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MadWoodster
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A wierd and mad place called Southampton
Jan 2000 time: 05:12
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It is probably how many rounds of combat are simulated by a bombard strike. Remember of course these are one sided rounds and aren't shown, I would imagine therefore reducing it would reduce the effectiveness of a bombardment.
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Dida
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there is no way to make it works like a nuke just without pollution?
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Dida
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I guess there are many SLIC expert here, they probably can help, is SLIC something like C++ ?
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St Swithin
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Santa Monica, CA USA
Apr 1999 time: 05:12
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SLIC is a C-like language. In CTP, there are a lot of kludges that make it work pretty well. The CTP2 version is also a C-like language, only more so than CTP's. For example, to create a function in CTP, you would put the script into an aborted message box:
messagebox 'Blah'
{
Abort();
Do {stuff}
}
In CTP2, it would look like this:
void_f Blah()
{
Do {stuff}
return;
}
SLIC has evolved into a much more powerful tool in CTP2. We are also trying to work out an interface that will allow non-programmer type people to create scripts for scenarios. More to come.
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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: 06:12
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With all due respect, St Swithin, but I don't think that's what these people wanted to know (though I very much like the info about CtP2 being a SLIC guru ). I think these people just wanted a fix to the missile bug.
Well, Ata, you're absolutely right, it should be a piece of cake through SLIC! Now why didn't I think of that? 
Anyway, here's the code that *should* do the trick. Mind that I'm at my university right now and can't try it out:
code: trigger 'MissileBugFix' when (special.attacked) {
if (unit.1 = UnitType("UNIT_CRUISE_MISSILE")) {
KillUnit(unit.1);
}
}
To get this to work, open the script.slc file in the correct folder (if your mod is in a scenario folder it would be [ctp_folder]\scenarios\[scen_name]\ctp_data\gameda
ta or if the mod overwrote your original game files it's in [ctp_folder]\ctp_data\gamedata - mind that I could be slightly wrong about the names, I'm doing this from the top of my head) and past this code into the file (just in the top of the file would suffice, any other place as well, as long as you don't mix any of the existing triggers up). Well hope that helps/works ,
Locutus
PS Dida, you'd be surprised to see how little SLIC experts there are, even though it's IMHO not hard to learn (though I'm a programmer and hence biased).
[This message has been edited by Locutus (edited May 26, 2000).]
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Flyercraft
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St-Luc , Qc , Canada
Apr 2000 time: 00:12
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Hi, I copied and pasted your lines in my script.slc file at the very end but it doesn't work, my cruise missiles can still bombard and return. Right now, I don't have much time but when I get back I'll test it again while trying different stuff.
Cya
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