After reading post #2 again and again, I realized, you already had given the hint there. Sorry.Caesium said:Hi Dale.
I integrated your MAD into my mod, but since that I get every turn an information about MAD targets and sound. Is there a possibility to switch off the information and the sound, or to make them triggerable?
...
iNumCities = GET_PLAYER((PlayerTypes)iRandPlayer).getNumCities();
pCity = GET_PLAYER((PlayerTypes)iRandPlayer).getCity(rand() % iNumCities);
if(canNuke(pCity->plot()))
{
...
Hrnac said:Dale,
I managed to figure out what was happening. In your instructions you list this variable as iDCMBombRange. After examining your xml files in your mod, I discovered that this variable was being declared as bDCMBombRange.
A few quick edits and my stand alone bombard mod loaded properly.
-Hrnac
Dale said:Are you giving your catapults both tags? They need:
<bDCMBombard>1</bDCMBombard> to receive the normal bombard mission
<iDCMBombRange>1</iDCMBombRange> to be able to bomb the next tile.
Dale, what about that error, will there be a patch or an update?MatzeHH said:Hi!
I found a bug in your Mad Nukes code:
In CvUnit.cpp, CvUnit::doTurn():
The game stops at the call of pCity->plot().Code:... iNumCities = GET_PLAYER((PlayerTypes)iRandPlayer).getNumCities(); pCity = GET_PLAYER((PlayerTypes)iRandPlayer).getCity(rand() % iNumCities); if(canNuke(pCity->plot())) { ...
This is because GET_PLAYER((PlayerTypes)iRandPlayer).getCity(rand() % iNumCities)doesn't return a proper city. pCity has the adress 000000000x0.
Matze
Hrnac said:I finally got the bombard code working. The solution to my problems was to move the bombard interface code to the end of the interface xml file.
-Hrnac
MaxRiga said:Hi Dale
also, is it possible to take away recon option for cruises and cruises nukes ?
that's cool !I did that in my version of Dale's mod which I merged in with my flying mod. I also removed he rebase mission since I didn't like missiles flying out to my SSBNs to rearm.