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Gedrin
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There's been lots of talk of SLIC Docs so I started to compile everything I could dig out of the ctp executables about this.
civctp.map is a good start. It looks like a jump table for every object in the game. Trouble is only SlicFunc.obj calls can be used in a .slc file.
However there are some of interest.
Now since 1.2 docs are not out there I am guessing about functionality, return types and parameters. I base my guesses on prior documented slic functions:
Take for example:
(1.0) INT CityHasBuilding(city, building) Return true if the city has a building of the given type. building is a quoted string corresponding to the name in improve.txt.
from this and other examples I make a series of generalizations to:
(1.2) INT IsUnitInBuildList(city,unit) True if city has unit anywhere in the city build queue (unit is a quoted string corresponding to the name in unit.txt).
and also
(1.2) VOID KillUnitFromBuildList(city,unit) Removes unit from the city build queue (unit is a quoted string corresponding to the name in unit.txt).
Now what if these actions were part of an if block that triggered whenever a certain player added anything to the city queue.
Whatever "unit" was could never be built.
Now granted it would be better if it never showed up as a choice... I'm working on that.
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dutcheese
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holland
May 1999 time: 05:13
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Hi,
The only trouble with removing anything from a build queue is if the item in question is being built and you remove it you will loose a percentage of the production already devoted to building the unit.
I'd really like to know how you build an improvement via slic. Right now you can create a city, create a unit, but you can't create an improvement. Would like to be able to have a settler build a city that auto grows to size 5, builds 2 musketeers, and build city walls, granery etc. Can't believe activision left this feature out of slic.
dutcheese
[This message has been edited by dutcheese (edited October 01, 1999).]
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