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MrBaggins
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for *just* their starting locality? probably
otherwise? probably not
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LDiCesare
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La Ferté sous Jouarre France
Jan 2001 time: 05:29
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I think fixing crash to desktop bugs should be priority. They moslty happen because of mods (I got one in Cradle where my save games will crash after hitting the next turn, I think there are some related to Diplomod too). Whatever the SLIC'er writes, it shouldn't cause the game to crash.
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LDiCesare
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La Ferté sous Jouarre France
Jan 2001 time: 05:29
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Another thing to think of: Getting rid of CD-protection stuff.
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LDiCesare
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La Ferté sous Jouarre France
Jan 2001 time: 05:29
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quote: The whole nature of crashes makes them hard to figure out, because finding out what causes them is so tricky - especially for us non-programmers. |
Actually, with a debugger, a crash is very often easy to track down. That's why I think it should be possible to correct the crashes fairly easily, so that SLICs would be more reliable. I also think it would be fairly easy to track down what happens (many crashes are because of uninitialized memory, or 0 values where something is expected) and thus get a better understanding of the code. But then I'll probably leave that to someone else to check.
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Martin Gühmann
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Berlin, Germany
Mar 2001 time: 06:29
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quote: Originally posted by hexagonian
Somebody pointed out that new civs from revolts may cause a crash, which is something (probably) in the source code. |
Actual this is a problem of Diplomod 3.6 that is not part of Cradle, so it doesn't cause a crash in Cradle.
quote: Originally posted by LDiCesare
Actually, with a debugger, a crash is very often easy to track down. That's why I think it should be possible to correct the crashes fairly easily, so that SLICs would be more reliable. I also think it would be fairly easy to track down what happens (many crashes are because of uninitialized memory, or 0 values where something is expected) and thus get a better understanding of the code. But then I'll probably leave that to someone else to check. |
With a debugger - well maybe we should also extend the abilities of the slic debugger, so that it is easier to track down bugs in slic.
quote: Originally posted by The Big MC
What about the fact of pillaging a tile imp with no owner surely that would be something to do with a 0 value |
Could be anything else, maybe the problem is that the pillage function checks if the owner of the tileimp is at war with you and if not it makes the owner to explain war on you, unfortunatly -1 is not a vailid player, but as long as we don't have the source code it is only guesswork what it is. But I think it should be easy to track it down if you have a debugger.
-Martin
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st_swithin
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10069
Nov 2002 time: 05:29
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Eh, slavery is a standard part of the history of human civilization. Ever seen "The Matrix"?
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Maquiladora
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quote: I've never seen the AI build slavers in an unmodded game. |
Mostly its the aggressive imperialist civs that build slavers.
quote: Eh, slavery is a standard part of the history of human civilization. Ever seen "The Matrix"? |
Walk into any macdonalds in the world and you can see that :P (edit: not the matrix) shame firaxis caught onto this massive part of history so late.
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st_swithin
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10069
Nov 2002 time: 05:29
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I like your avatar Maq!!
I can't eat "food" from McD's - to me, it tastes the way masking tape smells.
Doesn't 3M own McDonald's franchises?
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st_swithin
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10069
Nov 2002 time: 05:29
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Ralph S. Mouse, at your service.
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Admiral PJ
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Southeast England , UK
Dec 2000 time: 05:29
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I would love to see CTP2 have an advanced resource system, expanding on Civ3's nice system.
You would have different resources required in different ages for units/buildings etc.
A New GREAT thing would be to have each unit /building need a different amount of resource quantity of each type. They could also need to spend resources for support(this could vary in quantity per unit too).
Resource quantities would vary greatly depending on unit type, and some special civ ability or wonder bonus factors.
Therefore you would need more Iron to build a battleship than a swordsman, and also more support iron for the ship (repairs/maintenance).
Resources such as fuels, ammo - i.e oil , saltpetre could be the only ones that are needed for support.. so that these resources become more important and to make them different from construction resources. This would also simplify gameplay.
It shouldn't be too hard to code the AI for this.. i'm familiar with some simple Fuzzy Logic AI , this could be implemented in part for new AI such as this.
Mutiple Unit Rankings would be great.. as well as the advantages they give.. how about the highest Elite units get 2 attacks as opposed to 1 at regular.. or have half attacks.. which are done at half strength, so 1.5 attacks at veteran gives a unit one attack north, and a attack east at half strength.. no ditch the fractions.. just have integers, although Civ 2 had fast attacks when road attacks only gave 1/3 a point to attack in , these rushed attacks were cool though annoying to plan for ingame.
Canals and different levels of road /railway... steam railway which can be upgraded to diesel railway (its the trains that are upgraded not the track so much, although electric track would be a different kettle of fried fish - this would be new track and trains so much more expensive to make).
I think we should be ambitious.. if we find there are major problems implementing things in code we can always cut back on plans.
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