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stankarp
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australia
Feb 2002 time: 05:22
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Zaphod,
Was the crash between turns 35 and 40?
I have had a problem with Cradle crashing in several games at about that time after I loaded 1.3. Reloading slic from editor was what did it for me. But check ctp2/ctp2 date/ctp/userprofile.text and make sure deblug.slic is No.
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Peter Triggs
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Gone Fishin, Canada
Jan 2000 time: 05:22
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stankarp,
NewDiplomod should be compatible with Cradle 1.33, but I haven't looked at it in months. If you install it, any bug reports/ comments/ suggestions would be appreciated.
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Pedrunn
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of Natal, Brazil
Jul 2001 time: 02:22
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Something that may be worth telling.
I had a couple slics to move AI units through slic like the frenzy AI and the Martin's Better AI. And here what i found out.
If a slic makes a unit moves to a direction and another slic makes it move to another direction the game crashs without warnig. Therefore you need to be careful to have several codes that moves units like the BetterAI or the frenzy code.
Hex, did you get my e-mail with the file you requested?
Last edited by Pedrunn on 29-09-2002 at 14:58
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hexagonian
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Gnawing on your mind...
Jun 1999 time: 23:22
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quote: Originally posted by stankarp
...The AI likes to bring the militia out of cities some times which means if U know there is militia in a stack, they can't charge down roads to attack U.
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Actually, this is one of the main reasons why I consider this a bug that needs to be fixed - and more so in the early game. Militias were put into Cradle to help the AI set up an early defense against the human player. Although a player can launch an early invasion against the AI, it will be a little more costly to do so because of the stronger defense. (If you notice, the Militia Spearman has stronger stats that the normal Spearman.)
Plus, (and this is the most important reason), Militias provide a garrison unit to the AI to quell slave rebellions. This is critical in the early game, as many of the AI civs will beeline to slavery and start collecting slaves, so there needs to be garrison units in cities at that time. I do have a higher priority for garrison units, but this is offset by Frenzy and the early game focus on Exploration/Expansion. A city that revolts in the early game is a bad thing because it is more cripppling at that time. When a city has 20-30 cities, it can absorb the loss, but if it only has 3 cities, that is 33% of its empire. So I need to have those militias stay in place...
(BTW, this is one of the reasons why gigantic maps with no more than 8 civs makes for the best game, because it allows the AI some time to get itself established.)
Peter's Diplomod should be compatible with Cradle, but I do not know how it will work within Cradle. There were imbalances with the code when Peter first gave me the files, but he may have a better version available.
Pedrunn
Congrats on hitting 1000.
Cradle contains the update you sent on September 23.
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Pedrunn
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of Natal, Brazil
Jul 2001 time: 02:22
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quote: Cradle contains the update you sent on September 23. |
I e-mailed you a new one wich make possible the creationof roads in cities. As you asked me a couple days ago. Didnt you received?
quote: Pedrunn
Congrats on hitting 1000. |
Thanks
Last edited by Pedrunn on 30-09-2002 at 19:51
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Pedrunn
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of Natal, Brazil
Jul 2001 time: 02:22
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The attachment showed a test message from the IW natural disaster code. It should have been removed. It is a left over.
Crazy things happen with the Peter Triggs unit updater. Hexagonian, I have a unit updater that upgrade units when an army entrench inside a city (you could also create a new order for it if you prefer. Do you want it?
It was two alive cities, or one dead and one alive city?
Hexagonia, i found the incompability with the cityX and the goods.
Since my code seems to be more instable I would like to ask martin if he could make the grantAdvance function be in the same event handler as the CreateImprovement rather than different ones. This will solve the problem.
Last edited by Pedrunn on 30-09-2002 at 22:43
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Zaphod Beeblebrox
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aachen, germany
Aug 1999 time: 05:22
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noticed another incompability:
the seaside town (size7) which just had 2 landsquares in the inner circle, both with citytiles on it (nomad got ready while the city was size 6) was building lighthouse of alexandria.
put the ti into one of those cities which turned dead (terraininfo stating the lighthouse, dead city was only visible), the next turn the lihghouse dissappeared and was replaced completely by the dead city
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Pedrunn
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of Natal, Brazil
Jul 2001 time: 02:22
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quote:
This wouldn't work, either. Actual the CreateImprovement event that creates the help tile improvement is in the same event handler like the GrantAdvance event. So you have to make shure that your code won't remove subneural ads on the first two turns.
| What happens is that you grant the player with subneural ads in a beginTurn pre and the TI are created in the BeginTurn post. And my code removes the subneural ad in the BeginTurn pre. There fore you dont have subneural ads in the BeginTurn post so the TI cant be created. I also noticed that the visi wonders are incompatible too. I fixed by chaning the BeginTurn event of both code by a EndTurn event.
So here is the latest codes. With Alexnadria Pharol bug fixed.
Attachment: cra_fix2.zip
This has been downloaded 8 time(s).
Last edited by Pedrunn on 01-10-2002 at 20:29
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hexagonian
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Gnawing on your mind...
Jun 1999 time: 23:22
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Nah, I wasn't offended by Zaphod's comments. The winky was there...
Anyhow, I have temporarily pulled 1.33 and 1.33a off my site, as I'm not happy with the way it is working. Many players do not spend a lot of time here, so they are not aware of the problems that occur, so when they play and the game does things that it not supposed to do, then they will get frustrated. Can't say that I blame them either...
As it stands now, 1.32 is the recommended way to go, if you want to play a more stable game. The one thing I do want fixed in 1.32 is the Militia movement problem associated with CRA_partisan.slc, so all a player has to do is go into the (CRA)_script.slc files and turn that SLIC off.
And there is an option in 1.33a that will allow players to play without the city expansion code.
Perdrunn, could you do a short playtest with your coding to check for the current problems/issues before posting the file. Thanks for the work.
Dave
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