The Vault Dev. Canteen (General Discussion)

No at this point it will use the trait system.

Where actions gain or lose points towards traits and those traits then give effects.

If we could modify the trait triggers to have a trait required trigger, then we can have various events that only occur if you have a certain trait, then we would have a system that would do the same basic thing.
 
fut2.gif


Saw this while reading through "No Mutants Allowed"
 
Ok I am compiling a list of New Rules and Concepts that are present in FTTW. Can anyone think of anything that I have forgotten?

New Concepts:
Spoiler :
Code:
Slavery
Super Forts

New Unit Concepts
	Unit Categories
	Unit Races
	Advanced Combat
		Melee Combat
		Ranged Combat
		Collateral Damage
	Unit Prerequisites
		Pop Size
		Pop Cost
		Civic
		Religion
		Feature
		Improvement
		Trait

New Building Concepts
	Building Prerequisites
		Pop Size
		Civic
		Religion
		Feature
		Improvement
		Trait
	Buildings Use Resources
		Local
		Network

New Culture(Safety) Concept
	Culture Is Safety
	Cultural Conquest
	Cultural Defence
	Safety From Improvements

New Specialists Concepts
Dynamic Traits
Improvement Unit Spawning
	Civic Spawning
	
Vaults
	Vault Factions
	Non Vault Factions
	
New Faction Concepts
Story Events
3 Square City Coverage
Closer Starting Positions
Mid Game City Conquest
 
Ah yes, I had put that buildings use networked resources, but something about the Economic 'Size' Difference and the effectiveness of routes are two good point.

Well that makes 68 New Pages so far.... (If I can make linkable Concept Pages)

Last night I spent well over 2 hours adding strategy text to units and I still haven't finished!! They were only 1 liners!
 
I am currently reworking the Steve Story Event System to use a building marker for each event, rather than the prereq event which does not seem to hang around permanently.

It is a far less elegant solution and it will mean the pedia is cluttered up with a load of non-buildings, but hopefully in the future I might be able to work out some kind of display fix that removes any building with a certain prefix (or some other marker method) so that they can be removed at some point as a pedia element. For now it will just mean scrolling past a bunch of things marked with an (E) to get to the good stuff. Or maybe I can give them TECH_FUTURE or whatever it is and that should put them at the end of the building list in pedia..

It wwill mean 13 Marker Buildings Per Story, but some of those will be functional buildings that come with the event itself, so they can be used in place of a marker. Steve's event will require 7 new markers. I think I can also Further refine it so that it will only require 1 BUILDINGCLASS Entry for all of the Marker Buildings. Just change the TYPE to each marker.. No wait, I won't do that because I will want multiple stories to exist in a single town potentially, I should be able to do it with 1 CLASS per Event chain though. That shold be right! Nope was right the first time, each one needs it's on CLASS entry because that is how events add them!

Being code stupid these bracket prefixes are the best I can do for sorting issues.. not exactly attractive, but at least borderline effective.
I will eventually add a glossary to the concept page, detailing what all these (MARKS) are about and mean!

Best solution I am capable of.
 
FALLOUT 4 SPOILER ALERT

Spoiler :

No Mr House
0/10


But seriously very little reference to anything pertaining to new vegas.
 
It does, but they made a little reference to the formation of the NCR. Which was nice :D

Whole lot of fallout 3 references.
 
yeah, I think there might be something of a 'split' between the NV and not NV story, I think I am right in thinking that much of the development team of NV was in essence a modding community, from the abndoned 'Van Buren' project.

So I think F3 and 4 would likely want to stick to their 'own lane', so not rreally engaging with the NV content. The NCR was formed at the end of F1, so it is well and truly in the Lore of Fallout.
 
It is a far less elegant solution and it will mean the pedia is cluttered up with a load of non-buildings, but hopefully in the future I might be able to work out some kind of display fix that removes any building with a certain prefix (or some other marker method) so that they can be removed at some point as a pedia element

The <bGraphicalOnly>1</bGraphicalOnly> exists for this purpose. You can add it as the last tag to buildings and they shouldn't show up in the PlatyPedia. You will need to add the following line into your CIV4BuildingSchema:
PHP:
<ElementType name="bGraphicalOnly" content="textOnly" dt:type="boolean"/>
I have it as the last line in a mod I have that uses this, there is no need to add a corresponding <element xxx> tag.

This tag is defined in CVInfoBase which is the root of all Info classes so anything can define it, however I only checked to see whether Platy checks for it with buildings in the PlatyPedia so YMMV for others. I also know that it is used in Improvements and Terrain.
 
Welcome back!

ah ok I shall explore that at some point!

I am stumped at the moment as to why my new custom order and select sounds have broken my version, one set was working, then i repeated the task this week and it broke both and makes the game crash too! No idea why!?! I just walked away for the weekend!

Trait Negative Issue:
So the issue with this may be specific to the way I am trying to use it, but I don't really know, it just does not seem to work for me.

The way I am trying to use it is like this.

Every Civic has a matching trait, you gain points towards the trait by having the civic active.

You can only have 1 Trait per CivicType. (So only 1 per civic section)

If you change civic, you lose the trait that was attached to it.

At this point it should also start reducing the trait points back down to zero, but instead it just keeps adding points instead!?

Civics Spawn Units from Improvements:
This is broken too, in a couple of ways.

1. The civic tag doesn't work, an improvement will spawn units regardless of whether the civic is active or not.

2. Any improvement that spawns a unit is destroyed automatically when a unit is on it, so a worker builds it and destroys it all in the same turn.

Ideally I would like it so that none of the improvements(even lairs) are auto destroyed, I would much rather that they can be pillaged and therefore give money and yields, etc.

Trait Tags:
As I mentioned in your Dyntraits thread, many of the Trait tags are broken, and cause the game to crash. Some display no info, or display wrong info or do wrong things!?

So at the moment it is hard to do anything with traits because they go wonky and make the game explode!

I can't remember if/what other issues I came across while testing various bits and pieces, it was quite a while ago...

Oh maybe one more, can't remember if we talked about this?

Promotions:
At one point there was an 'prereqAnd' tag as well as prereqOr tags, I think these came from TLO tags, but there were several promotions that I had to modify, because the And version got lost I think.

We originally had a bunch of high level promotions that required a selection of promotions to be available.

I am too sleepy :)

Good to see you around again!
 
I'll download the patch and have a look. Are there any dll changes in there or just python/xml?

There are that many combinations possible with the trait trigger tags it wouldn't surprise me if the code isn't a bit brittle in places. I tested most of them in isolation rather than trying to break the framework. I'll try hooking in the debugger and see if I can identify what is going on.
 
I notice that the dll is different from the ones that I have. Where can I get hold of the latest source so I can compile a debug dll and hook it in?
 
I can send you the change, but I think the only thing I actually changed was to remove the 'bit' from spawning improvements that makes them like goody huts. As a temporary attempt to fix the problem, and it was only a partial solution.

I will attach my (hopefully) source code files soon, but the change included is poop.

DLL

With the Dyntraits, I noticed in your examples (Your thread) you used a different tag to me I think? Something like ipercentchange instead of just ichange.

Could that be where I am going wrong?
 
iPercentChange & iChange should have no differecnce apart from modifying the final value. iChange is an absolute change, i.e. with a current value of 100 and iChange set to 1 the new value would be 101, similarly if the current value is 500 and iChange = 1 the new value would be 501. iPercentChange is a percentage change to with initial value of 100 and iPercentChnage set to 1 the new value would be again 101, but if the initial value were 500 the new value would be 505.

It should make no difference related to CTDs on the flag hover. Those are usually when am object is referenced that is not initialised.

I have had a look at your source code and can see that you only removed one block of code so I can just plug in my existing debug dll to see if I can see what is causing the crash.
 
Fixed the bug with the Traits & CTDs, I have commit the code to source forge. It doesn't include your change related to the dens. There were a couple of places where the text format needed to be converted to another format before it could be used that I had missed. I have also removed some extra newlines from the output as these were included in the entry in GameText file.
 
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