Thunderbrd
C2C War Dog
Update
Removed the AutoPrereqHierarchy tag in reference to a method of assumed programming that represents an improvement in the Promotion Line concept without having to utilize the tag.
Note: was unable to compile the dll and will remain unable to until some odd problems in the code involving text displays for properties are repaired.
For reference, I'm having trouble with these lines in CvGameTextManager (I did not touch this file in my revision)
Approx line 17997.
Errors listed:
Whoever is working on this please resolve so I can compile!
I've pushed my source changes so on the next compile they'll work appropriately.
NOTE TO XML MODDERS:
This recent change means that ALL non-Equipment, non-Affliction, non-Critical designated promotion lines WILL AUTOMATICALLY have an established prerequisite chain. Thus it will no longer be necessary to list Combat I as a prereq for Combat II, Combat II as a prereq for Combat III etc... its assumed! In fact, those prereq definitions that currently exist should be safely removable at this point (for cleanup's sake) and I'll eventually scrub the current prereq definitions in promotioninfos to reflect this and the rest of the new methods of establishing prereq definitions along lines.
Removed the AutoPrereqHierarchy tag in reference to a method of assumed programming that represents an improvement in the Promotion Line concept without having to utilize the tag.
Note: was unable to compile the dll and will remain unable to until some odd problems in the code involving text displays for properties are repaired.
For reference, I'm having trouble with these lines in CvGameTextManager (I did not touch this file in my revision)
Spoiler :
Code:
//Properties
kBuilding.getProperties()->buildChangesString(szBuffer);
kBuilding.getPropertiesAllCities()->buildChangesAllCitiesString(szBuffer);
kBuilding.getPrereqMinProperties()->buildRequiresMinString(szBuffer, pCity ? pCity->getPropertiesConst() : NULL);
kBuilding.getPrereqMaxProperties()->buildRequiresMaxString(szBuffer, pCity ? pCity->getPropertiesConst() : NULL);
kBuilding.getPrereqPlayerMinProperties()->buildRequiresMinString(szBuffer, ePlayer != NO_PLAYER ? GET_PLAYER(ePlayer).getPropertiesConst() : NULL);
kBuilding.getPrereqPlayerMaxProperties()->buildRequiresMaxString(szBuffer, ePlayer != NO_PLAYER ? GET_PLAYER(ePlayer).getPropertiesConst() : NULL);
kBuilding.getPropertyManipulators()->buildDisplayString(szBuffer);
Errors listed:
Spoiler :
Code:
1>CvGameTextMgr.cpp
1>CvGameTextMgr.cpp(18001) : error C2664: 'CvProperties::buildRequiresMinString' : cannot convert parameter 2 from 'const CvProperties *' to 'const CvProperties &'
1> Reason: cannot convert from 'const CvProperties *' to 'const CvProperties'
1> No constructor could take the source type, or constructor overload resolution was ambiguous
1>CvGameTextMgr.cpp(18002) : error C2664: 'CvProperties::buildRequiresMaxString' : cannot convert parameter 2 from 'const CvProperties *' to 'const CvProperties &'
1> Reason: cannot convert from 'const CvProperties *' to 'const CvProperties'
1> No constructor could take the source type, or constructor overload resolution was ambiguous
1>CvGameTextMgr.cpp(18004) : error C2664: 'CvProperties::buildRequiresMinString' : cannot convert parameter 2 from 'const CvProperties *' to 'const CvProperties &'
1> Reason: cannot convert from 'const CvProperties *' to 'const CvProperties'
1> No constructor could take the source type, or constructor overload resolution was ambiguous
1>CvGameTextMgr.cpp(18005) : error C2664: 'CvProperties::buildRequiresMaxString' : cannot convert parameter 2 from 'const CvProperties *' to 'const CvProperties &'
1> Reason: cannot convert from 'const CvProperties *' to 'const CvProperties'
1> No constructor could take the source type, or constructor overload resolution was ambiguous
1>NMAKE : fatal error U1077: '"C:\Program Files (x86)\Microsoft Visual C++ Toolkit 2003\bin\cl.exe"' : return code '0x2'
Whoever is working on this please resolve so I can compile!

NOTE TO XML MODDERS:
This recent change means that ALL non-Equipment, non-Affliction, non-Critical designated promotion lines WILL AUTOMATICALLY have an established prerequisite chain. Thus it will no longer be necessary to list Combat I as a prereq for Combat II, Combat II as a prereq for Combat III etc... its assumed! In fact, those prereq definitions that currently exist should be safely removable at this point (for cleanup's sake) and I'll eventually scrub the current prereq definitions in promotioninfos to reflect this and the rest of the new methods of establishing prereq definitions along lines.