Requesting following features

No, skip the units in no-mans-land. Because I don't think we need those - they will in fact prevent the diplo-reset!
 
they will always be there by default... I have not added in islands so they die on turn 2. Will that actually cause a problem when they just die anyway?
 
Oh, hopefully not. :D
 
Looking at the death-of-Civ messages on the second turn I noticed a bullet point in front of every message. My best guess is that those would still show on screen with replacing the original message with a empty string/single blank space. :p So we either need those pesky islands to make sure that the rebel don't die - or a new XML setting that disables those messages coming from the SDK. Asaf? :D
 
disable from asaf is my favourite option here!
 
Just a little status report: The issue I'm having with testing all the new and rewritten code is that rebel units will raze conquered cities. So I'm gonna attempt a CvGameUtils hack that disallows any rebel player from razing any cities belonging to its major civ counterpart - and vice versa.

So this will not be done tonight. :p
 
thats no matter...

@ asaf: could you do the disable thing? and also how is the debugging going?

@ baldyr: presumably the razing thing is about minor to major so what about the diplo reset?
 
@ baldyr: presumably the razing thing is about minor to major so what about the diplo reset?
The diplomacy is reset any time a rebel player is revived. So it firstly cancels all deals, then signs peace deals with everyone except its major civ counterpart - with whom it declares war (unless already at war).

I'll try to get some time to test things more tomorrow...

edit: And by the way, take away those rebel units in no-mans-land - they are messing up the first turn now. Because I'm gonna ignore all alive/dead events on game turn zero.
 
but it is impossible... The rebels cannot simply be stoped from spawning.. (the units are not put there but spawn there) I have tried this.. so It is either remove rebels from game or keep them where they are... (removing will cause errors like the ones incountered with the j's code...)

unless you have another suggestion?
 
but it is impossible... The rebels cannot simply be stoped from spawning.. (the units are not put there but spawn there) I have tried this.. so It is either remove rebels from game or keep them where they are... (removing will cause errors like the ones incountered with the j's code...)

unless you have another suggestion?
Yeah? How are they put where they are? Can't you simply delete their starting location coordinates in the player entries?

But I guess I can delete them with Python on game startup, then. (Loop through CyPlayer 10-19 and invoke killUnits() on them. This kills them off before the first turn.)
 
Regarding the debugging - I haven't gotten to it yet, sorry. (And I still don't know why the saved game won't load...)

Regarding the message - I don't really understand the scenario or the problem. Are you talking about the message that appears when a Civ is destroyed? What's the problem?

I looked at the code that displays the TXT_KEY_MISC_CIV_DESTROYED message, and there's no bullet added there.
 
Regarding the message - I don't really understand the scenario or the problem. Are you talking about the message that appears when a Civ is destroyed? What's the problem?
Yeah, its the one generated from CvPlayer::setAlive. The problem is that the WBS has 10 "rebel" Civs that really aren't present on the map - unless a rebellion is taking place. This causes 10 such messages to be displayed after the initial turn - once the game realizes that those players are dead (or when the pre-placed units outside of the playable portion of the map are automatically deleted one turn later).

I guess we could add these players on-the-fly whenever they appear in-game, but I've built the whole mod around data structures holding players values. (Don't even ask why.) So it would be a giant rewrite of all the Python - and require everything to be tested from scratch.

The solution we came up with was to disable the death-messages from the DLL and add our own on the setPlayerAlive callback. That way we can also control whether or not the rebel players should ever get these messages. So this is why we're requesting a global defines tag for disabling these messages altogether.

I looked at the code that displays the TXT_KEY_MISC_CIV_DESTROYED message, and there's no bullet added there.
No, I never said that. The bullet seems to be added to all in-game text messages. So the dirty solution of simply replacing the message string with an empty string would probably just cause 10 bullets to appear at the top of the interface on the first turn. I don't know if j_mie6 ever tried it though?

If you have further ideas on how we can get rid of those messages we're all ears, I guess.
 
I see.

The reason it takes 1 turn is that when initialized, all players are set as alive, and when the turn ends, the game verifies whether they're alive, and because they have no cities they're considered killed.

I think that the cleanest way to solve it is to mark those civs with specific tags which state that they start the game 'dead'. Is that reasonable on the CivilizationInfo level?
 
Yeah, good idea! :goodjob: Jamie?
 
hm... I think I had tried that before but I will take another look soon!
 
hm... I think I had tried that before but I will take another look soon!

I was actually talking about adding such an option because I don't think there is one already, but if you know of one - try it.
 
I got the city razing under control after some trial-and-error. And that is all the progress I will be able to report for tonight. Back tomorrow with another report, with any luck.
 
Progress report: I managed to get some more testing done and I found the real reason for those razed cities. It turns out that I was trying to flip the rebel cities to a dead major civ. Obviously the player needs to be resurrected before attempting this, with a unit spawn. But spawning any of the city garrison or reformed army units (or GGs) would probably cause issues before flipping the cities.

So I basically need to spawn a dummy unit in no-mans-land just to revive the player. :rolleyes: I'm gonna do this next. I'll be back.
 
Ok, I'll try to close this bag tomorrow then...
 
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