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faded glory is offline faded glory
King
This trash talking 2 bit dope dealer is about to learn respect for the law
Jan 2001
time: 05:20
  Old Post 15-07-2002 03:21
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#1 Report this post to a moderator
tut2_main.slc?? Support Apolyton buy from Amazon

What is tut2_main.slc? Sounds like a CTP file. And why are there so many quotes about it? Where can I find it?

faded glory is offline faded glory
King
This trash talking 2 bit dope dealer is about to learn respect for the law
Jan 2001
time: 05:20
  Old Post 15-07-2002 07:51
Edit/Delete Message Reply w/Quote
#2 Report this post to a moderator
Support Apolyton, buy Alpha Centauri

*bump to top*

faded glory is offline faded glory
King
This trash talking 2 bit dope dealer is about to learn respect for the law
Jan 2001
time: 05:20
  Old Post 15-07-2002 11:02
Edit/Delete Message Reply w/Quote
#3 Report this post to a moderator
Support Apolyton buy from Amazon

*bump*

ixnay is offline ixnay
ACS Staff: 'RoN' Content Editor
I <3 etna, omg disgaea fag
Jan 1970
time: 22:20
  Old Post 15-07-2002 11:22 Visit ixnay<br><img src=/forums/images/staff-icon.gif>'s homepage!
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#4 Report this post to a moderator
Support Apolyton, buy Galactic Civilizations

Don't ask me.

Hydey is offline Hydey
Emperor
up shyte creek without a paddle
Mar 2000
time: 14:20
  Old Post 15-07-2002 14:19
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#5 Report this post to a moderator
Avatar Enlargement: We've got the solution

It would appear you have the people stumped with this question.

Skanky Burns is offline Skanky Burns
Deity
Skanky Bastard Quartermaster
Aug 2001
time: 14:20
  Old Post 15-07-2002 14:21
Edit/Delete Message Reply w/Quote
#6 Report this post to a moderator
Increase Your PM Length

Its a CTP file.

Skanky Burns is offline Skanky Burns
Deity
Skanky Bastard Quartermaster
Aug 2001
time: 14:20
  Old Post 15-07-2002 14:21
Edit/Delete Message Reply w/Quote
#7 Report this post to a moderator
Full PM-box? Change here!

You can probably find it in CTP, or from the CTP Creation forum.

Martin Gühmann is offline Martin Gühmann
Emperor
Berlin, Germany
Mar 2001
time: 06:20
Post  Old Post 15-07-2002 14:46 Visit Martin Gühmann's homepage!
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#8 Report this post to a moderator
Get a bigger avatar today!

Actual it is a CTP2 tutorial slic file and can be in your ..\ctp2_data\default\gamedata\ folder if you have the game installed. There are really some comments in it.

For the number of quotes from it is simple someone has submitted so much of them and Marcos likes them.

-Martin

Solver is offline Solver
Apolyton Duke Of Something
Latvia, Riga
Sep 2000
time: 07:20
  Old Post 15-07-2002 15:51 Visit Solver<br><img src=/forums/images/staff-icon.gif>'s homepage!
Edit/Delete Message Reply w/Quote
#9 Report this post to a moderator
Support Apolyton

What Martin says... it's from CtP 2, and there are many stupid comments by Activision idiots there, some of which are in quotes. And the next time, better ask me instead of bumping threads three times .

You've spammed enough today .

faded glory is offline faded glory
King
This trash talking 2 bit dope dealer is about to learn respect for the law
Jan 2001
time: 05:20
  Old Post 15-07-2002 20:54
Edit/Delete Message Reply w/Quote
#10 Report this post to a moderator
Support Apolyton or Terrorists Win

thanks, what was the point of the quotes tho?lol

spartak is offline spartak
King

Dec 2000
time: 05:20
  Old Post 15-07-2002 23:44
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#11 Report this post to a moderator
Support Apolyton, buy Civilization: The Boardgame

quote:
Originally posted by Solver
You've spammed enough today .



How can this possibly be true?

Too much spam????

never!

Solver is offline Solver
Apolyton Duke Of Something
Latvia, Riga
Sep 2000
time: 07:20
  Old Post 16-07-2002 00:05 Visit Solver<br><img src=/forums/images/staff-icon.gif>'s homepage!
Edit/Delete Message Reply w/Quote
#12 Report this post to a moderator
Support Apolyton, buy Alpha Centauri

Well, for Faded it's always too much, Gasmaske .

spartak is offline spartak
King

Dec 2000
time: 05:20
  Old Post 16-07-2002 02:12
Edit/Delete Message Reply w/Quote
#13 Report this post to a moderator
Support Apolyton buy from Amazon

Kto Gasmaske? Mnya zovyut Spartak!

faded glory is offline faded glory
King
This trash talking 2 bit dope dealer is about to learn respect for the law
Jan 2001
time: 05:20
Cool  Old Post 14-08-2002 05:05
Edit/Delete Message Reply w/Quote
#14 Report this post to a moderator
Suffering from ads?

/////////////////////////////////////////////////////////
// file info goes here //
// This file is for Winnie testing purposes only. //
// No lemurs were harmed in the opening of this file. //
/////////////////////////////////////////////////////////

#include "tut2_func.slc"

/////////////////////////////
// flags and **** like dat //
/////////////////////////////

int_t YES_HELP_FLAG; //if the player wants extra help
int_t RETARD; //probably won't ship with this
int_t CHECK_QUEUE; //workaround
int_t FIRST_TILE_IMP; //ag, I f'd up
int_t FIRST_UNIT_SELECTED_FLAG;
int_t STARTING_SETTLERS;
int_t EARLY_BUILDING_STARTED;
int_t CITY_KILLED;
int_t BIG_CITY;
int_t CARAVANS_AVAILABLE;
int_t NEW_ARMY;

city_t FIRST_CITY_CAPTURED;

unit_t FIRST_UNIT;

//////////////////////////////////////
// Handlers and triggers begin here //
//////////////////////////////////////

//just run once when the game starts

HandleEvent(BeginTurn) 'TStartGame' post {
ARBITRARY_TERRAIN_VALUE = 650; //I don't know; just sounded good
MAX_DIR = 8; //0-7 circle around the loc, 8 is the loc
RIVER_BONUS = 35; //terrain w/ is much better than w/o
GOOD_BONUS = 2; //for now; when trade becomes available, this becomes much more important
CHECK_QUEUE = 0; //dumbass workaround for dumbass design flaw
FillUpTerrainScores(); //put scores into terrain array
SetDirStrings(); //fill up direction strings
YES_HELP_FLAG = 0;
FIRST_UNIT = 0;
NEW_ARMY = 0;

if(IsHumanPlayer(player[0])) {
GetLevels();
RIOT_LEVEL = GetRiotLevel();
REVOLUTION_LEVEL = GetRevolutionLevel();
Message (g.player, 'TMTurn0');
Message(g.player, 'TATurn0A');
DisableTrigger('TStartGame');
}
}

//establish who the human player is and count the player's settlers and cities

HandleEvent(BeginTurn) 'TStart10Turns' post {
if(IsHumanPlayer(player[0])) {
GetLevels();

if(player[0].cities) {
if(AllCitiesBuilding(player[0])) {
DisableTrigger('TStart10Turns');
}
}
if(g.year == 1 && player[0].cities < 1) {
Message(g.player, 'TMLookForGoodSpot1');
}
if(g.year == 2 && player[0].cities < 1) {
Message(g.player, 'TMLookForGoodSpot2');
}
if(g.year == 3 && player[0].cities < 1) {
Message(g.player, 'TMLookForGoodSpot3');
}
if(g.year == 4 && player[0].cities < 1) {
Message(g.player, 'TMLookForGoodSpot4');
}
if(g.year == 6 && player[0].cities < 1) {
Message(g.player, 'TMBuildADamnCity');
}
if(g.year == 9 && player[0].cities < 1) {
Message(g.player, 'TMStartOver');
DisableTrigger('TStart10Turns');
}
}
}

HandleEvent(BeginTurn) 'TEveryTurn' pre {
if(IsHumanPlayer(player[0])) {
GetLevels();
StopAttract("ControlPanelWindow.ControlPanel.TurnYearStatus");
StopAttract("ControlPanelWindow.ControlPanel.ShortcutPad.CityManagementButton");
StopAttract("ControlPanelWindow.ControlPanel.TurnButton");
StopAttract("ControlPanelWindow.ControlPanel.ShortcutPad.NationalManagementButton");
StopAttract("ControlPanelWindow.ControlPanel.ShortcutPad.TradeButton");
StopAttract("ControlPanelWindow.ControlPanel.ShortcutPad.CivilizationManagementButton");
StopAttract("CityWindow.EditQueueButton");
StopAttract("ControlPanelWindow.ControlPanel.ControlTabPanel.CityTab.TabPanel.BuildProgress.IconBorder.IconButton");
StopAttract("DomesticDialog.DetailsButton");
if(player[0].publicworkstax) {
DisableTrigger('TSetPW');
}

if(player[0].cities > 2 && player[0].units < 2) {

}

if(EARLY_BUILDING_STARTED) {
EARLY_BUILDING_STARTED = EARLY_BUILDING_STARTED + 1;
if(EARLY_BUILDING_STARTED == 2) {
Message(g.player, 'TMWait1');
} elseif (EARLY_BUILDING_STARTED == 5) {
Message(g.player, 'TMWait2');
} elseif (EARLY_BUILDING_STARTED == 7) {
Message(g.player, 'TMWait3');
} elseif (EARLY_BUILDING_STARTED >= 10) {
Message(g.player, 'TMWait4');
EARLY_BUILDING_STARTED = 0;
}
}
}
}

//make sure nobody's rioting or starting cults or sodomizing goats

HandleEvent(BeginTurn) 'TCheckCities' post {
if(IsHumanPlayer(player[0]) && player[0].cities > 0) {
AllCitiesHappy();
AllCitiesFood();
}
}

//tells the player to to open CityMgmt

HandleEvent(CreateCity) 'TFirstCity' post {
if (IsHumanPlayer(player[0])) {// && CityIsValid(city[0])) {
FIRST_CITY = city[0];
if(value[1] > -1) {
DisableTrigger('TMovingSettlers');
Message (g.player, 'TMCreateCity');
DisableTrigger('TFirstCity');
} else {
DisableTrigger('TMovingSettlers');
Message(g.player, 'TMHutCity');
DisableTrigger('TFirstCity');
}
}
}

//tells the player to use mayors

HandleEvent(CreateCity) 'TLotsOCities' post {
if(IsHumanPlayer(player[0]) && player[0].cities >= 5) {
Message(player[0], 'TMUseMayors');
DisableTrigger('TLotsOCities');
}
}

//tells the player how to move the little dude out of the city

int_t why;
HandleEvent(CreateUnit) 'TFirstUnit' post {
why = value[0];
if(IsHumanPlayer(player[0]) && (why == 5 || why == 9)) {
if(LocCompare(location[0])) {
FIRST_UNIT = unit[0];
Message(g.player, 'TMMoveUnit1');
NEW_ARMY = 1;
DisableTrigger('TFirstUnit');
DisableTrigger('TSelectCity');
EnableTrigger('TSelectUnit');
}
}
}

HandleEvent(CitySelected) 'TSelectCity' post {
player[0] = city[0].owner;
if(CityIsValid(city[0])) {
if(IsHumanPlayer(player[0])) {
DisableTrigger('TSelectUnit');
}
}
}

HandleEvent(ArmySelected) 'TSelectUnit' post {
unit_t tmpUnit;
player[0] = army[0].owner;
if(FIRST_UNIT && NEW_ARMY) {
if(LocCompare(army[0].location)) {
if(CheckForUnit(army[0], FIRST_UNIT)) {
Message(g.player, 'TMMoveUnit2');
FIRST_UNIT_SELECTED_FLAG = 1;
DisableTrigger('TSelectUnit');
} elseif(GetUnitFromArmy(army[0], 0, tmpUnit)) {
FIRST_UNIT = tmpUnit;
Message(g.player, 'TMMoveUnit2');
FIRST_UNIT_SELECTED_FLAG = 1;
DisableTrigger('TSelectUnit');
}
}
}
}

HandleEvent(ArmyDeselected) 'TLostUnit' post {
if(FIRST_UNIT_SELECTED_FLAG) {
Message(g.player, 'TAReselectUnit');
DisableTrigger('TLostUnit');
}
}

HandleEvent(MoveUnits) 'TMovedFirstUnit' post {
if(CheckForUnit(army[0], FIRST_UNIT)) {
MOVED_UNIT_ONCE_FLAG = 1;
DisableTrigger('TLostUnit');
DisableTrigger('TMovedFirstUnit');
}
}

//remind the player to keep exploring

HandleEvent(MoveUnits) 'TKeepMovingFirstUnit' post {
if(CheckForUnit(army[0], FIRST_UNIT) && MOVED_UNIT_ONCE_FLAG) {
Message(g.player, 'TMKeepMoving');
DisableTrigger('TKeepMovingFirstUnit');
}
}

HandleEvent(MoveUnits) 'TSettlerHelpLook' post {
if(IsHumanPlayer(army[0].owner) && YES_HELP_FLAG) {
player[0] = army[0].owner;
CountSettlers(player[0].armies);
if(SettlerMoved() && FindGood(army[0].location) >= 0) {
Message(g.player, 'TMCheckGood');
}
}
}

HandleEvent(MoveUnits) 'TMovingSettlers' post {
if(IsHumanPlayer(army[0].owner)) {
player[0] = army[0].owner;
CountSettlers(player[0].armies);
if(SettlerMoved()) {
if(CheckSettlerRadius(army[0].location) > ARBITRARY_TERRAIN_VALUE) {
Message(g.player, 'TMThisIsAGoodCitySpot');
} else {
Message(g.player, 'TMMoveYerGuySomeMore');
}
}
}
}

//if the player manages to click the CityMgmt button, tell them to click Edit Build Queue

trigger 'TOpenedCityMgmt' on "ControlPanelWindow.ControlPanel.ShortCutPad.CityManagementButton" when (!CHECK_QUEUE) {
Message(g.player, 'TMOpenedCityMgmt');
CHECK_QUEUE = 1;
DisableTrigger('TOpenedCityMgmt');
}

//more workarounds than you could shake a lemur poo at

trigger 'TClickedEditQueue' on "CityWindow.EditQueueButton" when (1) {
CHECK_QUEUE = 2;
DisableTrigger('TClickedEditQueue');
}

//note to self: bad design always finds a way of biting you right on the butt

trigger 'TCloseBuildQueue' on "BuildEditorWindow.NormalModeButtons.CloseButton" when (1) {
int_t player;
player = g.player;
CHECK_QUEUE = 3;

if(AllCitiesBuilding(player)) {
Message(g.player, 'TMKeepExploring');
EARLY_BUILDING_STARTED = 1;
DisableTrigger('TCheckQueue');
DisableTrigger('TCloseBuildQueue');
}
}

//oh, baby, show me your workaround face

trigger 'TCheckQueue' on "CityWindow.CloseButton" when (1) {
int_t player;
player = g.player;

if(CityBuildingWonder(player)) {
EARLY_BUILDING_STARTED = 1;
DisableTrigger('TCheckQueue');
return CONTINUE;
} elseif(CityBuildingBuilding(player)) {
EARLY_BUILDING_STARTED = 1;
DisableTrigger('TCheckQueue');
return CONTINUE;
} elseif (AllCitiesBuilding(player)) {
Message(g.player, 'TMKeepExploring');
EARLY_BUILDING_STARTED = 1;
DisableTrigger('TCheckQueue');
return CONTINUE;
} else {
return CONTINUE;
}
}

//make sure the player doesn't have the levels way off

trigger 'TCheckLevels' on "DomesticDialog.CloseButton" when (1) {
player[0] = g.player;
GetLevels();

if(WAGES_EXP > WAGES_LEVEL && WORKDAY_EXP > WORKDAY_LEVEL && RATIONS_EXP > RATIONS_LEVEL) {
Message(g.player, 'TACheckLevels1');
DisableTrigger('TCheckLevels');
return CONTINUE;
} elseif(WORKDAY_EXP > WORKDAY_LEVEL && RATIONS_EXP > RATIONS_LEVEL) {
Message(g.player, 'TACheckLevels2');
DisableTrigger('TCheckLevels');
return CONTINUE;
} elseif(WAGES_EXP > WAGES_LEVEL && RATIONS_EXP > RATIONS_LEVEL) {
Message(g.player, 'TACheckLevels3');
DisableTrigger('TCheckLevels');
return CONTINUE;
} elseif(WORKDAY_EXP > WORKDAY_LEVEL && WAGES_EXP > WAGES_LEVEL) {
Message(g.player, 'TACheckLevels4');
DisableTrigger('TCheckLevels');
return CONTINUE;
} else {
return CONTINUE;
}
}

//yay you built a city wall here's what you get

HandleEvent(CreateBuilding) 'TBuiltCityWall' post {
building[0] = value[0];
if(building[0].type == BuildingDB(IMPROVE_CITY_WALLS) && IsHumanPlayer(city[0].owner)) {
Message(g.player, 'TMBuiltCityWall');
DisableTrigger('TBuiltCityWall');
}
}

//yay you built a city wall here's what you get

HandleEvent(CreateBuilding) 'TBuiltGranary' post {
building[0] = value[0];
if(building[0].type == BuildingDB(IMPROVE_FOOD_SILO) && IsHumanPlayer(city[0].owner)) {
Message(g.player, 'TMBuiltGranary');
DisableTrigger('TBuiltGranary');
}
}

HandleEvent(CreateUnit) 'TTooManyUnits' pre {
if(IsHumanPlayer(player[0]) && GetUnitsAtLocation(city[0].location) > 10) {
Message(player[0], 'TMTooManyUnits');
DisableTrigger('TTooManyUnits');
}
}

HandleEvent(EndTurn) 'TCityTooSmallForSettler' pre {
// JBR1005 - IsUnitAtHead takes a city as its argument, not a unit type, commented this out.
// if(IsHumanPlayer(player[0]) && IsUnitAtHead(UnitDB(UNIT_SETTLER)) && city[0].population < 2) {
// Message(player[0], 'TMCityTooSmallForSettler');
// DisableTrigger('TCityTooSmallForSettler');
// }
}
//yay you built a temple here's what you get

HandleEvent(CreateBuilding) 'TBuiltTemple' post {
building[0] = value[0];
if(building[0].type == BuildingDB(IMPROVE_SHRINE) && IsHumanPlayer(city[0].owner)) {
Message(g.player, 'TMBuiltTemple');
DisableTrigger('TBuiltTemple');
}
}

//yay you built a marketplace here's what you get

HandleEvent(CreateBuilding) 'TBuiltMarketplace' post {
building[0] = value[0];
if(building[0].type == BuildingDB(IMPROVE_BAZAAR) && IsHumanPlayer(city[0].owner)) {
Message(g.player, 'TMBuiltMarketplace');
DisableTrigger('TBuiltMarketplace');
}
}

//check to make sure that there are more units than cities

HandleEvent(CreateCity) 'TBuildMoreEunuchs' post {
player[0] = city[0].owner;
if(IsHumanPlayer(player[0]) && player[0].cities >= 2) {
if((player[0].units/player[0].cities) < 1) {
Message(g.player, 'TMBuildMoreUnits');
DisableTrigger('TMovingSettlers');
DisableTrigger('TBuildMoreEunuchs');
}
}
}

//check to see if player fortifies a unit in a city

HandleEvent(EntrenchUnit) 'TFirstEntrenchment' post {
player[0] = unit[0].owner;
if(IsHumanPlayer(unit[0].owner)) {
if(CheckCityLoc(player[0].cities, unit[0].location)) {
Message(g.player, 'TMFortifyOther');
DisableTrigger('TFirstEntrenchment');
} else {
Message(g.player, 'TMFortifyInCities');
DisableTrigger('TFirstEntrenchment');
}
}
}

//first civilization contacted

HandleEvent(ContactMade) 'TFirstContact' post {
if(IsHumanPlayer(player[0])) {
Message(g.player, 'TMFirstContact');
DisableTrigger('TFirstContact');
} elseif (IsHumanPlayer(player[1])) {
Message(player[1], 'TMFirstContact');
DisableTrigger('TFirstContact');
}
}

//when the player gets their first advance

HandleEvent(GrantAdvance) 'TFirstAdvance' post {
if(IsHumanPlayer(player[0])) {
advance[0] = value[0];
Message(g.player, 'TMPickNewAdvance');
DisableTrigger('TFirstAdvance');
}
}

//when trade is discovered, tell the player to build Caravans

HandleEvent(GrantAdvance) 'TGotTrade' post {
int_t k;
city_t tmpCity;

if(IsHumanPlayer(player[0])) {
advance[0] = value[0];
if(advance[0].type == AdvanceDB(ADVANCE_TRADE)) {
for(k = 0; k < player[0].cities; k = k + 1) {
GetCityByIndex(player[0], k, tmpCity);
if(CityIsValid(tmpCity) && FindGood(tmpCity.location) >= 0) {
FIRST_CITY_WITH_GOOD = tmpCity;
Message(g.player, 'TMBuildCaravans');
return CONTINUE;
DisableTrigger('TGotTrade');
} else {
Message(g.player, 'TMSettleNearGoods');
DisableTrigger('TGotTrade');
}
}
}
}
}

//any govt adv discd

HandleEvent(GrantAdvance) 'TNewGovt' post {
if(IsHumanPlayer(player[0])) {
advance[0] = value[0];
if(advance[0].type == AdvanceDB(ADVANCE_MONARCHY)
|| advance[0].type == AdvanceDB(ADVANCE_THEOLOGY)
|| advance[0].type == AdvanceDB(ADVANCE_BUREAUCRACY)
|| advance[0].type == AdvanceDB(ADVANCE_DEMOCRACY)
|| advance[0].type == AdvanceDB(ADVANCE_COMMUNISM)
|| advance[0].type == AdvanceDB(ADVANCE_FASCISM)
|| advance[0].type == AdvanceDB(ADVANCE_ECOTOPIA)
|| advance[0].type == AdvanceDB(ADVANCE_CORPORATE_REPUBLIC)
|| advance[0].type == AdvanceDB(ADVANCE_TECHNOCRACY)
|| advance[0].type == AdvanceDB(ADVANCE_VIRTUAL_DEMOCRACY)) {
Message(player[0], 'TMNewGovt');
DisableTrigger('TNewGovt');
}
}
}


//count the number of caravans and let the player know if the have any goods

HandleEvent(CreateUnit) 'TCheckForCaravans' post {
int_t k;
city_t tmpCity;
CARAVANS_AVAILABLE = TradePoints(player[0]) - TradePointsInUse(player[0]);

if(IsHumanPlayer(player[0]) && CARAVANS_AVAILABLE) {
for(k = 0; k < player[0].cities; k = k + 1) {
GetCityByIndex(player[0], k, tmpCity);
if(CityIsValid(tmpCity)) {
if(FindGood(tmpCity.location) >= 0) {
city[0] = tmpCity;
Message(g.player, 'TMYouHaveAGood');
DisableTrigger('TCheckForCaravans');
return CONTINUE;
} else {
Message(g.player, 'TMYouHaveNoGoods');
DisableTrigger('TCheckForCaravans');
}
}
}
}
}

faded glory is offline faded glory
King
This trash talking 2 bit dope dealer is about to learn respect for the law
Jan 2001
time: 05:20
Talking  Old Post 14-08-2002 05:07
Edit/Delete Message Reply w/Quote
#15 Report this post to a moderator
Support Apolyton, buy Civilization III: Complete

//embassy established

HandleEvent(EstablishEmbassyUnit) 'TEmbassyOrder' post {
if(IsHumanPlayer(unit[0].owner)) {
player[0] = unit[0].owner;
player[1] = city[0].owner;
Message(player[0],'TMEmbassy');
DisableTrigger('TEmbassyOrder');
} elseif (IsHumanPlayer(city[0].owner)) {
player[0] = city[0].owner;
player[1] = unit[0].owner;
Message(player[0],'TMEmbassy');
}
}

//make sure player has some PW

HandleEvent(BeginTurn) 'TSetPW' post {
if(IsHumanPlayer(player[0]) && CITIES_BUILDING) {
Message(player[0], 'TMIncreasePW');
DisableTrigger('TSetPW');
}
}

//when they have enough PW to build, then build

HandleEvent(BeginTurn) 'TUsePW' post {
if(IsHumanPlayer(player[0]) && player[0].publicworkslevel > 200) {
Message(g.player, 'TMUsePW');
DisableTrigger('TUsePW');
}
}


HandleEvent(BeginTurn) 'TPWTooHigh' post {
if(IsHumanPlayer(player[0]) && player[0].publicworkstax > 70) {
Message(g.player, 'TAPWTooHigh');
DisableTrigger('TPWTooHigh');
}
}

//general warnings n' info about **** that happens in the game
//there's a lot of them; I don't ****ing care enough to comment each one

HandleEvent(BioInfectCity) 'TBioInfectCity' post {
player[0] = city[0].owner;
if(IsHumanPlayer(player[0])) {
Message(g.player, 'TMBioInfectCity');
DisableTrigger('TBioInfectCity');
}
}

HandleEvent(BuyFront) 'TRushBuy' pre {
player[0] = city[0].owner;
if(IsHumanPlayer(player[0])) {
Message(g.player, 'TMRushBuy');
DisableTrigger('TRushBuy');
}
}

HandleEvent(CityRiot) 'TCityRiot' post {
player[0] = city[0].owner;
if(IsHumanPlayer(player[0])) {
Message(g.player, 'TMCityRiot');
DisableTrigger('TCityRiot');
}
}

HandleEvent(ConvertCityUnit) 'TConvertCity' post {
player[0] = city[0].owner;
if(IsHumanPlayer(player[0])) {
Message(g.player, 'TMConvertCity');
DisableTrigger('TConvertCity');
}
}

HandleEvent(CreateImprovement) 'TTileImprovement' post {
if(IsHumanPlayer(player[0])) {
FIRST_TILE_IMP = value[0];
Message(g.player, 'TMTileImprovement');
DisableTrigger('TTileImprovement');
}
}

HandleEvent(CreatePark) 'TCreatePark' pre {
player[1] = city[0].owner;
if(IsHumanPlayer(player[1])) {
Message(g.player, 'TMCreatePark');
DisableTrigger('TCreatePark');
}
}

HandleEvent(DetrenchOrder) 'TDetrenched' post {
player[0] = army[0].owner;
if(IsHumanPlayer(player[0])) {
Message(g.player, 'TMDetrenched');
DisableTrigger('TDetrenched');
}
}

HandleEvent(DisbandArmyOrder) 'TDisbandArmyOrder' pre {
unit_t tmpUnit;
int_t i;
for(i = 0; i < army[0].size; i = i + 1) {
GetUnitFromArmy(army[0], i, tmpUnit);
if(IsHumanPlayer(tmpUnit.owner)) {
player[0] = tmpUnit.owner;
Message(player[0], 'TMDisbandArmyOrder');
DisableTrigger('TDisbandArmyOrder');
return CONTINUE;
}
}
}

HandleEvent(DisbandCity) 'TDisbandCity' pre {
player[0] = city[0].owner;
if(IsHumanPlayer(player[0]) && city[0].population <= 3) {
Message(g.player, 'TMDisbandCity');
DisableTrigger('TDisbandCity');
} elseif (IsHumanPlayer(player[0]) && city[0].population > 3) {
BIG_CITY = city[0].population*1000;
Message(g.player, 'TMCantDisbandBigCity');
}
}

HandleEvent(EnslaveSettler) 'TSettlerEnslaved' post {
player[0] = army[0].owner;
if(IsHumanPlayer(player[0])) {
Message(player[0], 'TMSettlerEnslaved');
DisableTrigger('TSettlerEnslaved');
}
}

HandleEvent(GiveMap) 'TGetMap' post {
if(IsHumanPlayer(player[1])) {
Message(g.player, 'TMGetMap');
DisableTrigger('TGetMap');
}
}

HandleEvent(ImprovementComplete) 'TTileImpComplete' post {
if(IsHumanPlayer(player[0])) {
FIRST_TILE_IMP = value[0];
Message(g.player, 'TMTileImpComplete');
DisableTrigger('TTileImpComplete');
}
}

HandleEvent(InciteRevolutionUnit) 'TSpyInciteRevolution' post {
player[0] = city[0].owner;
if(IsHumanPlayer(player[0])) {
Message(g.player, 'TMSpyInciteRevolution');
DisableTrigger('TSpyInciteRevolution');
}
}

HandleEvent(InciteUprisingUnit) 'TAbolitionistInciteUprising' post {
player[0] = city[0].owner;
if(IsHumanPlayer(player[0])) {
Message(g.player, 'TMAbolitionistInciteUprising');
DisableTrigger('TAbolitionistInciteUprising');
}
}

HandleEvent(IndulgenceSaleMade) 'TClericIndulgenceSale' post {
player[0] = city[0].owner;
if(IsHumanPlayer(player[0])) {
Message(g.player, 'TMClericIndulgenceSale');
DisableTrigger('TClericIndulgenceSale');
}
}

HandleEvent(InjoinUnit) 'TLawyerInjoinCity' post {
player[0] = city[0].owner;
if(IsHumanPlayer(player[0])) {
Message(g.player, 'TMLawyerInjoinCity');
DisableTrigger('TLawyerInjoinCity');
}
}

HandleEvent(MakeFranchise) 'TCorporateFranchise' post {
player[1] = city[0].owner;
if(IsHumanPlayer(player[1])) {
Message(player[1], 'TMCorporateFranchise');
DisableTrigger('TCorporateFranchise');
}
}

//HandleEvent(BoardTransportOrder) 'TMoveIntoTransport' pre {
//player[0] = army[0].owner;
// if(IsHumanPlayer(player[0])) {
// Message(g.player, 'TMMoveIntoTransport');
// DisableTrigger('TMoveIntoTransport');
// }
//}

HandleEvent(MoveOrder) 'TMovePathOrder' post {
player[0] = army[0].owner;
if(IsHumanPlayer(player[0])) {
Message(g.player, 'TMMovePathOrder');
DisableTrigger('TMovePathOrder');
}
}

HandleEvent(MoveUnloadOrder) 'TMoveUnloadOrder' post {
player[0] = army[0].owner;
if(IsHumanPlayer(player[0])) {
if(!CheckForPlanes(army[0])) {
Message(g.player, 'TMMoveUnloadOrder');
DisableTrigger('TMoveUnloadOrder');
} else {
return CONTINUE;
}
}
}

HandleEvent(NanoInfectCity) 'TEcoTerroristNanoInfectCity' post {
player[0] = city[0].owner;
if(IsHumanPlayer(player[0])) {
Message(g.player, 'TMEcoTerroristNanoInfectCity');
DisableTrigger('TEcoTerroristNanoInfectCity');
}
}

HandleEvent(NukeCity) 'TCityNuked' post {
player[1] = city[0].owner;
if(IsHumanPlayer(player[1])) {
Message(player[1], 'TMCityNuked');
DisableTrigger('TCityNuked');
}
}

HandleEvent(PillageOrder) 'TPillageOrder' post {
player[0] = army[0].owner;
if(IsHumanPlayer(player[0])) {
Message(g.player, 'TMPillageOrder');
DisableTrigger('TPillageOrder');
}
}

HandleEvent(PirateOrder) 'TPirateOrder' post {
player[0] = army[0].owner;
if(IsHumanPlayer(player[0])) {
Message(g.player, 'TMPirateOrder');
DisableTrigger('TPirateOrder');
}
}

HandleEvent(PlagueCity) 'TInfectorPlagueCity' post {
player[1] = city[0].owner;
if(IsHumanPlayer(player[1])) {
Message(player[1], 'TMInfectorPlagueCity');
DisableTrigger('TInfectorPlagueCity');
}
}

HandleEvent(ReformCityUnit) 'TReformCityOrder' post {
player[0] = city[0].owner;
if(IsHumanPlayer(player[0])) {
Message(g.player, 'TMReformCityOrder');
DisableTrigger('TReformCityOrder');
}
}

HandleEvent(Reject) 'TDipRejection' post {
if(IsHumanPlayer(player[1])) {
Message(player[1], 'TMDipRejection');
DisableTrigger('TDipRejection');
}
}

HandleEvent(Reject) 'TDipRejectionPlayer' post {
if(IsHumanPlayer(player[0])) {
Message(player[0], 'TMDipRejectionPlayer');
DisableTrigger('TDipRejectionPlayer');
}
}

HandleEvent(RemoveFranchise) 'TLawyerSueFranchise' post {
player[0] = city[0].owner;
if(IsHumanPlayer(player[0])) {
Message(g.player, 'TMLawyerSueFranchise');
DisableTrigger('TLawyerSueFranchise');
}
}

HandleEvent(SellBuilding) 'TBuildingSold' post {
player[0] = city[0].owner;
if(IsHumanPlayer(player[0])) {
improvement[0] = value[0];
Message(g.player, 'TMBuildingSold');
DisableTrigger('TBuildingSold');
}
}

HandleEvent(SetTarget) 'TNukeTargeted' post {
player[0] = city[0].owner;
if(IsHumanPlayer(player[0])) {
Message(g.player, 'TMNukeTargeted');
DisableTrigger('TNukeTargeted');
}
}

HandleEvent(SlaveRaidCity) 'TSlaverRaidCity' post {
player[0] = city[0].owner;
if(IsHumanPlayer(player[0])) {
Message(g.player, 'TMSlaverRaidCity');
DisableTrigger('TSlaverRaidCity');
}
}

HandleEvent(SleepOrder) 'TSleepOrder' post {
player[0] = army[0].owner;
if(IsHumanPlayer(player[0])) {
Message(g.player, 'TMSleepOrder');
DisableTrigger('TSleepOrder');
}
}


HandleEvent(UndergroundRailwayUnit) 'TAbolitionistFreeSlaves' post {
player[0] = city[0].owner;
if(IsHumanPlayer(player[0])) {
Message(g.player, 'TMAbolitionistFreeSlaves');
DisableTrigger('TAbolitionistFreeSlaves');
}
}

//HandleEvent(UnloadOrder) 'TUnloadCargoOrder' post {
//player[0] = army[0].owner;
// if(IsHumanPlayer(player[0]) && army[0]) {
// Message(g.player, 'TMUnloadCargo');
// DisableTrigger('TUnloadCargoOrder');
// }
//}

//City Mgmt one timers

trigger 'TCMQueueTab' on "CityWindow.Tabs.QueueTab.TabButton" when (1) {
Message(g.player, 'TMCMQueueTab');
DisableTrigger('TCMQueueTab');
}

trigger 'TCMInventoryTab' on "CityWindow.Tabs.InventoryTab.TabButton" when (1) {
Message(g.player, 'TMCMInventoryTab');
DisableTrigger('TCMInventoryTab');
}

trigger 'TCMSpecialists' on "CityWindow.Tabs.Specialists.TabButton" when (1) {
Message(g.player, 'TMCMSpecialists');
DisableTrigger('TCMSpecialists');
}

trigger 'TCMStatistics' on "CityWindow.Tabs.Statistics.TabButton" when (1) {
Message(g.player, 'TMCMStatistics');
DisableTrigger('TCMStatistics');
}

trigger 'TCMUnits' on "CityWindow.Tabs.Units.TabButton" when (1) {
Message(g.player, 'TMCMUnits');
DisableTrigger('TCMUnits');
}

//Shortcut Pad one-timers

trigger 'TSPCivMgmt' on "ControlPanelWindow.ControlPanel.ShortcutPad.CivilizationManagementButton" when (1) {
Message(g.player, 'TMSPCivMgmt');
DisableTrigger('TSPCivMgmt');
}

trigger 'TSPUnitMgmt' on "ControlPanelWindow.ControlPanel.ShortcutPad.UnitManagementButton" when (1) {
Message(g.player, 'TMSPUnitMgmt');
DisableTrigger('TSPUnitMgmt');
}

trigger 'TSPDiplomacy' on "ControlPanelWindow.ControlPanel.ShortcutPad.DiplomacyButton" when (1) {
Message(g.player, 'TMSPDiplomacy');
DisableTrigger('TSPDiplomacy');
}

trigger 'TSPScience' on "ControlPanelWindow.ControlPanel.ShortcutPad.ScienceButton" when (1) {
Message(g.player, 'TMSPScience');
DisableTrigger('TSPScience');
}

trigger 'TSPGreatLibrary' on "ControlPanelWindow.ControlPanel.ShortcutPad.GreatLibraryButton" when (1) {
Message(g.player, 'TMSPGreatLibrary');
DisableTrigger('TSPGreatLibrary');
}

trigger 'TSPTrade' on "ControlPanelWindow.ControlPanel.ShortcutPad.TradeButton" when (1) {
Message(g.player, 'TMSPTrade');
DisableTrigger('TSPTrade');
}

trigger 'TSPNatlMgmt' on "ControlPanelWindow.ControlPanel.ShortcutPad.NationalManagementButton" when (1) {
Message(g.player, 'TMSPNatlMgmt');
DisableTrigger('TSPNatlMgmt');
}

//this is at the end of the file because something is broken in SetString()
#include "tut2_msg.slc" //plain ol' messageboxes in here





faded glory is offline faded glory
King
This trash talking 2 bit dope dealer is about to learn respect for the law
Jan 2001
time: 05:20
  Old Post 14-08-2002 05:11
Edit/Delete Message Reply w/Quote
#16 Report this post to a moderator
Support Apolyton, buy Galactic Civilizations

"//make sure nobody's rioting or starting cults or sodomizing goats "

Immortal Wombat is offline Immortal Wombat
Prince
in perpetuity
Dec 2000
time: 05:20
  Old Post 14-08-2002 05:16 Visit Immortal Wombat's homepage!
Edit/Delete Message Reply w/Quote
#17 Report this post to a moderator
Inflate your Upload Space

You can attach SLIC files to posts.

I know CtP2 was rushed, but rushed to the point of not removing stupid comments from one of the more readable files? That's what, a 5 minute job, max.

faded glory is offline faded glory
King
This trash talking 2 bit dope dealer is about to learn respect for the law
Jan 2001
time: 05:20
  Old Post 14-08-2002 05:33
Edit/Delete Message Reply w/Quote
#18 Report this post to a moderator
Support Apolyton, buy GURPS/ Alpha Centauri

Ya CTP2 was rushed. Bigtime. Its still one of the better Civ games out there. Craptivision doesnt get credit for this. But the Modders here at ACS do.


I wont buy EA games anymore.

Mr. President is offline Mr. President
Emperor
The leaves that are green turn to brown
Jul 2001
time: 15:20
  Old Post 14-08-2002 05:49 Visit Mr. President's homepage!
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#19 Report this post to a moderator
Tired of ads?

"int_t RETARD"

Urban Ranger is offline Urban Ranger
Apolyton Duke of Off-Topic

Donate to the Red Cross
The City State of Noosphere, CPA special envoy
May 1999
time: 13:20
  Old Post 14-08-2002 09:04
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#20 Report this post to a moderator
Support Apolyton, buy GURPS/ Alpha Centauri

Could we get rid of those quotes from those CtP 2 files? They get old quickly.

CyberShy is offline CyberShy

Emperor
Delft, The Netherlands
Mar 1999
time: 06:20
  Old Post 14-08-2002 12:33
Edit/Delete Message Reply w/Quote
#21 Report this post to a moderator
Avatar Enlargement: We've got the solution

Geeez, it's not like I put much comments in my code most of the time, but when I do, it mostly makes more sence

I remember when I was young (yesterday) and I was programming cool games in QBasic, I didn't completely understood the use of labels, thus I named all labels after my family members.

Friends who saw the labels didn't understood what they meant, and laughed their asses off

Martin Gühmann is offline Martin Gühmann
Emperor
Berlin, Germany
Mar 2001
time: 06:20
Post  Old Post 14-08-2002 18:09 Visit Martin Gühmann's homepage!
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#22 Report this post to a moderator
Got spare money?

quote:
Originally posted by Urban Ranger
Could we get rid of those quotes from those CtP 2 files? They get old quickly.


There old like this one:

quote:

Pirates plunder Rome! Production halted, Food Stolen. Citizens demand BARRACKS.
-- Civilization Advisor


Next time you ask to remove the ones by Mark Twain. And then the next ones, until we have no quotes again. So the answer is No.

-Martin

Urban Ranger is offline Urban Ranger
Apolyton Duke of Off-Topic

Donate to the Red Cross
The City State of Noosphere, CPA special envoy
May 1999
time: 13:20
  Old Post 15-08-2002 09:10
Edit/Delete Message Reply w/Quote
#23 Report this post to a moderator
Support Apolyton buy from Amazon

First of all, most of us cannot relate to those silly quotes. Secondly, for those who can, they can always read them by opening those files and have a whale of a time by themselves.

Get rid of them.

Maquiladora is offline Maquiladora
Emperor

Jun 2001
time: 05:20
  Old Post 15-08-2002 13:53 Visit Maquiladora's homepage!
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#24 Report this post to a moderator
Support Apolyton buy from Amazon

quote:
Originally posted by Urban Ranger
First of all, most of us cannot relate to those silly quotes. Secondly, for those who can, they can always read them by opening those files and have a whale of a time by themselves.

Get rid of them.


Eh, theyre occasionally funny, who cares about relating?

quote:
//oh, baby, show me your workaround face


Immortal Wombat is offline Immortal Wombat
Prince
in perpetuity
Dec 2000
time: 05:20
  Old Post 16-08-2002 19:25 Visit Immortal Wombat's homepage!
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#25 Report this post to a moderator
Support Apolyton or Terrorists Win

quote:

First of all, most of us cannot relate to those silly quotes

Most of use can't relate to most of the quotes. The fortune cookie is huge, and most of it is tripe. A few more silly unrelatable-to quotes won't hurt.

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