Requesting following features

This is based on my custom DLL ver. 7 (the latest). I think that's what you're using.
It doesn't matter if you're using an older version.

I just commented out the relevant lines in CvTeam.cpp (1500-1523, in makePeace()).
This was not tested.
 

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ok I will test it but then I have to revert back (I don't want my saves broken :p) when I can and get back to both of you!
 
well that just great :p Why do some versions break and others don't or am I just imagining things?

will test in the morning!
 
Anything that edits a Read/Write function will break saves, as it'll go to read the save, not find the new piece of information, and assume the save is broken.
 
hey lemon! So what is a read/write function? is this the peace stuff (I get the impression for you it is) or other stuff (in that case what?)
 
Nearly all bigger (not the filesize) classes have a read/write function, where are all relvant data is wrote/read to/from the save. If you edit it, at example put a new piece of information to the save, and it trys to load a save which does not have this piece of information it crashes because it couldn´t find that information.
 
The only time I've ever had to edit anything in Reads or Writes, has been when adding new tags, and as this doesn't add new tags, it shouldn't touch any read/write functions, and therefore won't break save games.
 
Yeah it works, something broke my save though :p probs the gamefonts or something :p
 
after putting in all my edited files for testing (seeing though save was broken anyway) some strange appeared regarding the dawn of man text...

When I changed the start date the WBS the dawn of man text no longer appears

Is there anyway we can fool the dawn of man code to still work? I think it's to do with the change of date, the game realises that the date is no longer 4000bc and knows it would be stupid to say it was so disables dawn of man... so somewhere there is something that fires the code of the right date which we can manipulate or we are going to have to use it's class definitions to fire our own dawn of man...
edit: Bingo!
Code:
		[B]if (gc.getGame().getGameTurnYear() == gc.getDefineINT("[COLOR="Red"]START_YEAR[/COLOR]") and not gc.getGame().isOption(GameOptionTypes.GAMEOPTION_ADVANCED_START))[/B]:
			for iPlayer in range(gc.getMAX_PLAYERS()):
				player = gc.getPlayer(iPlayer)
				if (player.isAlive() and player.isHuman()):
					popupInfo = CyPopupInfo()
					popupInfo.setButtonPopupType(ButtonPopupTypes.BUTTONPOPUP_PYTHON_SCREEN)
					popupInfo.setText(u"showDawnOfMan")
					popupInfo.addPopup(iPlayer)

so what do we do with this then :p where is start year defined?
 
yeah global defines was the answer!

When can you start on the peace message code?
 
As soon as possible. What should the actual message be, then?
 
same as normal I guess I will set up this XML tag:

TXT_KEY_CUSTOM_FEATURES_PEACE

presuming this code is gonna go in custom feautres or are you going to contruct it directly in event manager. anyway use this in the code and I can do the message, if not then just leader has made peace with leader...
 
Yeah, I forgot about you moving to proper XML text. :king: Can you handle the inserts of leader/Civ names into the string?

edit: The code will probably end up in CustomFeatures, maybe in the same function that makes the death-messages or whatever appear. I haven't looked that closely at the code yet.
 
I thing it will be the exact same thing is the actually peace message uses
So I will take a look
 
I'll get around to getting this done, no worries. Right now I do have to get some shut-eye however, and also my car has broken down in another town so that will take some sorting out. But I will get back to you with the code you need for this.
 
ok thanks, I will carry on with those names (actually hit the gold mine on them eariler, so can fill in a lot of the map :p)
 
Yeah, I knew there were something you needed to do... But don't over-do it, if it means that you're never able to submit the data. Because I only have a few short weeks for this scripting business... :p
 
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