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Pedrunn
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of Natal, Brazil
Jul 2001 time: 02:22
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quote: 1) Its fantastic I really do love it and very annoyingly I only really play MM2 so dont get to experiance it | Tell me what advances should enable the medieval, modern, genetic and diamond age. This info will be enough for me to have a version of i although i rather talk to Wes. I have the morning of today so i should test the Craddle version i already have.
quote:
2) Why are not all the expansion types used, I think it would be good too at least include the alternative ancient city expansion
| All ancient types are used (except a blueO medieval city that is almost the same as the one in the game). Then comes the modern types and the future types. The future types are impossible too use because of the lack of future ages and because they dont look like the future cities. And the modern types because three sizes is already too much. Unles for each size there was a ramdom chance of getting betwenn of the cities.
quote:
3) Is it true that once you have an expansion (just say u got it in ancient age) it will not change unless pillaged therefore u can be in the genetic era or modern and still have an expansion that is left in the ancient era (if this is the case I think it should be changed so that when u go to a new era, along with your cities changing your expansions should automatically change too) |
If your city grows you dont only get an new city (or one replaced) but gets another city that is antique replaced too
If you in modern age and still has only ancient city this means you are a decadent empire and dont get the bonuses of the more up to date city. You can name a lot of cities with ancient archtecture. I like this kind of idea.
Dont know but I thisnk this could boost small civs since they have more growth potential. In a rise/fall of civs feaure i personally like
Last edited by Pedrunn on 24-10-2002 at 17:29
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BornAcorn
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Can someone make a WAW compatible City expansion??
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Pedrunn
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of Natal, Brazil
Jul 2001 time: 02:22
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Locutus, could you exchange the version of the City Expasion 2.0 that it is in the database for the version 2.2 i attached in this post.
Thanks in advance and sorry all for taking too long to do this.

Attachment: cityexpansion22.zip
This has been downloaded 831 time(s).
Last edited by Pedrunn on 11-12-2002 at 15:35
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celicakydd
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Harrisburg, PA
Nov 2001 time: 00:22
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I downloaded the file and the readme.html still says this is version 2.0?!?!?!? Did you upload the correct version or just not bother to update the readme file?
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pure-coolness
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i can't seem to get your city expansion 2.2 to work. i start the game and slic errors come up about not having a HasTileImprovement function.
help?
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pure-coolness
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sorry... that's no TileHasImprovement function
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pure-coolness
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thanks... that was it. somewhere in my fresh install, i just forgot the patch.
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MrBaggins
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I noticed a small bug, for which I'm providing a fix:
Units which are tasked to pillage (especially Barbarians) which pillage a dead city expansion tile are prevented from actually destroying the tile improvement, but are allowed to try, and hence will continue to try to do so...
Using a return STOP; in the actual pillageorder and pillageunit events fixes this.
The following should be placed in the CX_CityExpansion.slc
code:
HandleEvent(PillageOrder) 'DontLetArmyPillageDead' pre {
location_t pillageLoc;
pillageLoc=army[0].location;
if(TileHasDeadCity(pillageLoc)) {
return STOP;
}
}
HandleEvent(PillageUnit) 'DontLetUnitPillageDead' pre {
location_t pillageLoc;
pillageLoc=unit[0].location;
if(TileHasDeadCity(pillageLoc)) {
return STOP;
}
}
(EDIT: ) Simplified by using TileHasDeadCity function.
Last edited by MrBaggins on 10-02-2003 at 07:43
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MrBaggins
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yes I tested.
yes it works.
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Zaphod Beeblebrox
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aachen, germany
Aug 1999 time: 05:22
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just curious in what state the fix for cx-timps overwriting tradegood timps is.
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Pedrunn
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of Natal, Brazil
Jul 2001 time: 02:22
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Fix from version 2.2
1) Dead cities still get removed if you reloadslic fixing the infinite dead city bug.
2) City Expansion doesnt remove goods bonus from Martin's code
3) City expansion do not destroy the Fortification, Airbase and Obelisk TIs and these TIs can be built over city espansion.
4) City Expansion do not heal the units that stands over it since cities in Cradle heal units very slowly.
5) City Expansion do not give defense bonus in case of battles over it.
6) fixed some harmless DebugSlic errors from the Visible Wonder code
Attachment: cradle city expansion.zip
This has been downloaded 19 time(s).
Last edited by Pedrunn on 21-04-2003 at 19:00
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