Mulitple Special Unit Cargo carrier

phungus420

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Mar 1, 2003
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Could I see the Source code that you used to allow mulitple Special Unit types to be carried. I was going to sit down and see if I could write this, but since you've already done the work, no sense in me racking my brain for the next few hours (or days) :)

Also I was going to try to see if I could find it from inside you mod, but I can't download it. Your download site throws up this huge pop up add that blocks the download button, and so you can't interact with the download button, without triggering the add. Something I refuse to do.

Though I'm really only interested in the one SDK file and specifically the code that you wrote to allow multiple units. So I'd really just like it if you uploaded that file, or even just wrote the code here on teh forums (showing the line above and below it, so I know where to place the code).
 
Could I see the Source code that you used to allow mulitple Special Unit types to be carried. I was going to sit down and see if I could write this, but since you've already done the work, no sense in me racking my brain for the next few hours (or days) :)

Also I was going to try to see if I could find it from inside you mod, but I can't download it. Your download site throws up this huge pop up add that blocks the download button, and so you can't interact with the download button, without triggering the add. Something I refuse to do.

Though I'm really only interested in the one SDK file and specifically the code that you wrote to allow multiple units. So I'd really just like it if you uploaded that file, or even just wrote the code here on teh forums (showing the line above and below it, so I know where to place the code).

One file. Just a joke. Right? The new transport system is spread in lots of files. You must rewrite the cargo routine, you must rewrite several checks all over the game and of course you must rewrite the AI. And it is not just the damn new cargo routine. To make it work you must do much more. You must be able to load different specialunits, you must give one unit several special unit types. And at last rewrite the display stuff. I've not been working days - I've been working weeks on it. It was one of most complex new code parts in CCV. And because it is so spread and interacting with so much stuff it is not signed in the code. Sorry.

I would help you but that's impossible at the moment. Sorry. And you can't find it in the old version. The new transport system is just part of the new CCV 3.17.01. We are going to do the first stability test on Thursday/Friday if Rene has got the time.

By the way - NEWS OF THE DAY:

Hybrid Helicopter Bug is fixed. It seems to be working all fine now. The new code (try No 5 :rolleyes:) is stable and muuuuuch faster. There is just one negative point. At the moment the new code doesn't allow helicopters to be "dark areas explorers". The target must be a revealed or adjacentRevealed plot.

The Save Game Bug is fixed too. It's now possible to save and load as expected. :woohoo:

Ready for the first test...
 
Well to be honest I wasn't interested in a whole new system. Just wanted the ability to set multiple cargo types on carriers, not multiple special unit types on units. Like the SEE_INVISIBLE functionality of BtS. I wasn't sure if the AI would or wouldn't understand it, this was the only cross functionality issue I figured would exist. My initial thought was everything I wanted would be in CvUnit.cpp

Anyway, I get the impression, from the tone of your post that you're unwilling to share your code here. Your work, your right to be protective of it. I'd be appreciative if you gave me some pointers as to where your code was in your source, and some examples of the code, so that I could find it easily. But if not, I'll just have to figure this out completely independantly.
 
Well to be honest I wasn't interested in a whole new system. Just wanted the ability to set multiple cargo types on carriers, not multiple special unit types on units. Like the SEE_INVISIBLE functionality of BtS. I wasn't sure if the AI would or wouldn't understand it, this was the only cross functionality issue I figured would exist. My initial thought was everything I wanted would be in CvUnit.cpp

Anyway, I get the impression, from the tone of your post that you're unwilling to share your code here. Your work, your right to be protective of it. I'd be appreciative if you gave me some pointers as to where your code was in your source, and some examples of the code, so that I could find it easily. But if not, I'll just have to figure this out completely independantly.

You can have all my code if you promise me not to make it public. That's not the point. But the special units are a "must have". The new system works like this.

You define a domain cargo and a over all cargo value. Than you define reserved parts for a special units type. But if a unit can just have one special unit type the system isn't much fun. One of the good things is that for example that a destroyer can carry missiles while a missile sub can carry missiles and rockets and you don't have to give the sub different cargo rooms for it.

And so multiple special unit types are also a fixed part of the code. It will be hard to separate it.

And when you start to mod it my way you must change some single values to vectors like seeInvisible does it. And at that point the compiler will force you to do all the changes to the AI. And there are many changes. The AI needs the information for movement, the calculation for build and how many to build, the calculation if it is a good escort ship (and here will get in conflict with Better BTS AI) and so on... And can't leave it out.

And it is not signed in the code. You must search by try and error. But if you want to - okay. I don't want my code to be public for every body. That's right. I want to controll who gets it. But I'm not so protective. Ask me and I will help if I can.
 
Have a look at your PM. There is a download link for the current main code. I've been searching through the code last night and tried to make it as easy as possible for you. I can't promise that I found all changes but it is a good start if not.

Search for: // New Cargo
 
Hey thanks. I didn't see in your PM that you commented the code. I'll take a look at it, and see if I can get things to work. Having multiple cargo types would be very useful.

Thanks again for uploading this, I'll let you know if I end up using anything from it.
 
Well, I've abandoned the getting multiple cargos to work. I just worked around it with the XML and everything seems fine.

I do have a major request though. RevolutionDCM has a major flaw in it. And by extension all the mods that use it as the core have this issue to. Mainly the scoreboard can grow off the screen if enough civs are present. I'm aware CCV uses a cool look scoreboard that fixes this. You guys offered once before to share the code, but no one from the RevDCM team followed through I guess :s. Anyway I want to fix this up now, it's my main priority actually.

First are you still willing to share the scoreboard with the RevolutionDCM (and by extension all the mods that use RevDCM as the core)? If so, I still have the source code you uploaded for me what should I search for to find it, or alternatively could you upload the code that fixes the scoreboard that's commented so I can merge it in?

Thanks for any help on this.
 
CCV uses at the moment no custom scoreboard. Your right I made a new scoreboard for an old CCV version but it is not in the version I gave you. Didn't seem to make any sense to me to waste time for it. The reason is that it won't work with the advanced BUG scoreboard. If I can work out a solution for the advanced scoreboard I'll share it and I can also tell you where to find the old one in the old version but not more at the moment.

And sorry to all who are waiting. I can't do anything at the moment for CCV. I'm working round the clock. I must work so much at the moment that I could almost do three regular full-time jobs. Even my 'people' get rebellious at the moment... Let's bribe them with a new car... ? :mischief:

Sorry. :sad:
 
And sorry to all who are waiting. I can't do anything at the moment for CCV. I'm working round the clock. I must work so much at the moment that I could almost do three regular full-time jobs. Even my 'people' get rebellious at the moment... Let's bribe them with a new car... ? :mischief:
At least you have a job :blush:
Personally I'm crawling in my skin being unemployed. And also being broke sucks, I used to spend a lot of time out drinking with friends. Never go out anymore, it's not fun being drunk when I'm broke, just gets me depressed :(

CCV uses at the moment no custom scoreboard. Your right I made a new scoreboard for an old CCV version but it is not in the version I gave you. Didn't seem to make any sense to me to waste time for it. The reason is that it won't work with the advanced BUG scoreboard. If I can work out a solution for the advanced scoreboard I'll share it and I can also tell you where to find the old one in the old version but not more at the moment.
Yeah, RevDCM uses BUG. But I think it would be useful to see your code for the scoreboard anyway. Should be able to use it as a template. And also with some help from Emperor Fool and other coders on here, I should be able to get it to work for BUG. Could you direct me to this source?

And thanks for the response.
 
Yeah, RevDCM uses BUG. But I think it would be useful to see your code for the scoreboard anyway. Should be able to use it as a template. And also with some help from Emperor Fool and other coders on here, I should be able to get it to work for BUG. Could you direct me to this source?

And thanks for the response.

Sorry, the old code won't work with the advanced scoreboard. This is impossible.

But I'm sure I found a new solution! I'm already working on it. And I think that I can make it work within one or two weeks. It will do for the normal and the advanced scoreboard. Just the vassals may cause some trouble.

But you can help me! Can you have a look or ask where the advanced board limits the seen players in the code? Couldn't find the information yet. :goodjob:
 
But you can help me! Can you have a look or ask where the advanced board limits the seen players in the code? Couldn't find the information yet. :goodjob:
I'm pretty sure there is no limit (which is the problem). From what I see it just grows the scoreboard off the screen if there are too many civs (34+civs on my settings).
 
That's not the point. BUG has an option that limits the shown scores. For example only the first 10 players are shown. And I was looking for the code part that does it. And finnaly I found it.

And I also got good news. The new scrolling scoreboard is already working fine with the standard and there is only one problem with the advanced left. When I'm successful in calling the new shown position from CvMainInterface to Scoreboard as it is also used for standard it is even done. It's just this one call...

But this simple small thing won't work. :mad: And so the advanced doesn't update yet. But this should not be hard at last...

:)
 
Very good news. It is working! I've just to rework the position when the interface is hidden.

You will find the mod in 1-2 days here at a new folder I may call 'Thomas Workshop' or something like that.

The mod will be called 'Position of Scores (POS)' a scrolling scoreboard for BUG 3.6.
 
Awesome thanks Thomas!
 
Awesome, directed glider1 this way. Hoping this will make it into the next RevDCM release.

One thing though to consider. In English venacular, POS is a common abreviation/acronym for Piece of Shi... so you might want to change the acronym ;)
 
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