[BtS] Special Forces

Yes;

You need to make a copy of the CvGameCoreDLL folder to work with; I do it inside of a mod so I don't break things. All the changes you make in the tutorial will be saved in a .CBP file. It looks complex at first (it did when I was learning) but the CB Gui is very intuitive and the directions are all very literal.

Even if you don't read the directions, making sure that your settings match the ones in the pictures in that thread should be enough to compile. If you're getting errors about a .RES file, you need to delete everything in the "Resources" folder, in the left pane, from your project. Once you do that, the code should compile fine.
 
so i don't click "add files". i use the compiler thingy, eh?

and then the i don't actually need the old DLL, since it won't do anything, right? what i need is the modified files and the old files in one folder, i think. ok, just wanted to make sure. the interface looks pretty much the same in Visual Studio 2008, which is the only I could get, grrr. i really hope this is compatible.
 
So long as you tell CB to use the 2003 compiler, it should be compatible. 2008 is completely incompatible, and I didn't even try with MinGW.
 
I am guessing that this can no longer be found anywhere.
The link is dead, does anyone have it for a reupload?
 
The version on the server was lost when CivFanatics was hacked, and my hard drive crapped out so I don't have a working version on my computer. Unfortunately, these two events happened almost simultaneously. If someone DID have this available, I would be happy to put it back up.
 
I've got nothing offline besides the two in my signature - can be provided if it's any help.
 
Not letting me download from your signature. I got caught up in other things, but I may be able to recreate this unit at a later date. The biggest issue with the creation of this unit was that a lot of the "special" attributes I gave it were DLL changes, since I'm not too savvy in scripting.
 
Filez:
http://www.o2sn.dk/jesper/Conscripts_v0.1a.zip
http://www.o2sn.dk/jesper/SpecOps_v0.1.zip
http://www.o2sn.dk/jesper/SpecOps_v1.0.zip

As an alternative to dll attributes, you could look into the AB components:
http://forums.civfanatics.com/showthread.php?t=167144

Here's how I did Conscripts_v01a:
Code:
       <ActionButtonInfo>
            <Type>Conscript2Archer</Type>
            <Description>Conscript</Description>
            <Civilopedia>TXT_KEY_PEDIA_USELESS</Civilopedia>
            <Strategy>TXT_KEY_STRATEGY_USELESS</Strategy>
            <Help>Change into [COLOR_UNIT_TEXT]archer[COLOR_REVERT] ([COLOR_HIGHLIGHT_TEXT]25 gold[COLOR_REVERT])</Help>
            <PromotionPrereq1>NONE</PromotionPrereq1>
            <PromotionPrereq2>NONE</PromotionPrereq2>
            <PyResult>Conscripts.doConscript(pUnit,'UNIT_ARCHER','PROMOTION_CONSCRIPT',25)</PyResult>
            <PyRequirement>Conscripts.canDoConscript(pUnit,'UNITCLASS_WORKER','TECH_ARCHERY')</PyRequirement>
          	<HotKey></HotKey>
            <bAltDown>0</bAltDown>
            <bShiftDown>0</bShiftDown>
            <bCtrlDown>0</bCtrlDown>
            <iHotKeyPriority>0</iHotKeyPriority>
            <Button>,Art/Interface/Buttons/Units/Archer.dds,Art/Interface/Buttons/unit_resource_atlas.dds,4,1</Button>
        </ActionButtonInfo>

Code:
def canDoConscript(pUnit,replace_class,tech_req):
	if pUnit.getUnitClassType() == gc.getInfoTypeForString(replace_class):
		player = gc.getActivePlayer()
		team = gc.getTeam(player.getTeam())
		return team.isHasTech(gc.getInfoTypeForString(tech_req))
	else:
		return false
	
def doConscript(old_unit,new_unit_str,promo,price):
	player = gc.getActivePlayer()
	replace = old_unit.getName()
	old_unit.kill(true,PlayerTypes.NO_PLAYER)
	newUnit = player.initUnit(gc.getInfoTypeForString(new_unit_str), old_unit.getX(), old_unit.getY(), UnitAITypes.NO_UNITAI)
	if promo <> '':
		newUnit.setHasPromotion(gc.getInfoTypeForString(promo),true)
	newUnit.finishMoves()
	player.changeGold(-price)	
	m = "%s changed into %s"%(replace,newUnit.getName())
	doMessage(m)
 
Was this a derivative of mine? If so then it wouldn't be that difficult for me to reverse-engineer it to get this version up and running again.
 
Wow... I have to say I am pleasantly surprised that my original Guerrilla unit has spawned an entire mod around it. :D

I did make my own Special Forces and such, as well as a CT Specialist to counter both the Guerrilla and the Special Forces, as well as spy satellites that come into the mix as well. It's all just a private mod using the half-arse "modular" format BtS came with, as I haven't converted any of it to WoC format yet. Also, my units are slowly becoming more and more dependent on Varietas Delectat's Modern Era Expansion to function correctly.
I'm currently working on doing something similar with the Modern Privateer unit graphic I found, hoping to add some sort of Coast Guard unit to act in the same manner as my CT Specialist.

But again, I am pleasantly surprised :D
 
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