What's Thunderbrd up to anyhow?

Well, if you can work out the solution and it works for us without any further OOS issues then I'm sure AIAndy would appreciate the assistance (unless he's already got it done and just hasn't updated it yet.)
 
Well, if you can work out the solution and it works for us without any further OOS issues then I'm sure AIAndy would appreciate the assistance (unless he's already got it done and just hasn't updated it yet.)
I am busy at the moment with replacing the XML parser (still needs some debugging).
 
I am busy at the moment with replacing the XML parser (still needs some debugging).

Good to hear where you're at there. I can only imagine the kinds of challenges you must be facing with that kind of project!
 
Good to hear where you're at there. I can only imagine the kinds of challenges you must be facing with that kind of project!
Most of it is working now. It loads to the pedia and I can change languages and the like but something crashed on loading a save game so probably there is still some special file that is not read properly yet.
 
Our current mechanism does both sell and demolish city with the same popup list so if you want a second one for an updated 'version' which I'm still a little leery of due to Playtyping's self admitted lax approach to OOS issues I can do another one. I just want to make sure we don't have new multi-player problems if we're going to use that system.
 
Our current mechanism does both sell and demolish city with the same popup list so if you want a second one for an updated 'version' which I'm still a little leery of due to Playtyping's self admitted lax approach to OOS issues I can do another one. I just want to make sure we don't have new multi-player problems if we're going to use that system.

I have checked the code. It is using the multiplayer friendly stuff that is in C2C for selling buildings. He is not using it for the razing of the city. Not that either matters I have to make the code work with C2C anyway. This includes making sure the message numbers don't overlap with the ones we already use.

Don't forget when we raze a city in C2C there are issues with Settled Great People and slaves that we need anyway, so we can't use exactly someone else's code.

There are two buttons one for Sell Buildings and another for Raze city. What we are going to do about the hot key is another thing. As is figuring out how to get them on the screen.
 
Updated post 1! There's some new questions for Hydro and DH there...

@HYDRO said:
Continued planning of additional Combat Classes for both core and Combat Mod.
NEW Note to Hydro: There's a few questions I left for you in there on pg 2. Also: please review... I THINK I'm pretty much good with this structure and I'd like to start implementing some of the basics soon.

Issue 1 for DH said:
Check out the bug on the Great Zimbabwe grow while using food to build effect. If its found to be python driven, generate a tag (or tags) that replicates the effect for the dll and implement it on the Great Zimbabwe, then try to find the offending python and eliminate it. I had some ideas along these lines for building and traits tags anyhow that implement this sort of effect in a more granular % based mechanism. Perhaps I'll get to that here as well.I strongly believe this was resolved by Platyping and may still need to have his updates merged into c2c... bah... python. I may still, however, work out a more gradual, percentage based set of tags that would accomplish similar things in a more granular way.

Issue2 for DH said:
The text label for UNITCOMBAT_SEA_ANIMAL should state 'Sea Animal' rather than 'Animal'
You were saying you were taking care of this right?

Also @DH, YOU should probably take a look at the Unit Combat document Hydro and I have been working on, particularly the second page where animals have been broken down into intended categories. I'd like you're thoughts on these. Once we're all in agreement on what those should be, I'd like to go nuts one weekend (or week) and just work out all the unitcombats planned and get them on the SVN - not necessarily applying them all... then we go through each unit and apply as necessary. This keeps our walk through all C2C units down to one full review for CCs.

This will then open up a world of possibility for promo development and more. Once this is done, working out the modifiers to units by combat class becomes a very high priority.

Anyhow, since animals are a lot in your realm and you were looking at implementing the whale combat class soon, I'd just like you to review the animal sub CCs and let us know what you think at your earliest opportunity, k?
 
I thought I had fixed the UNITCOMBAT_SEA_ANIMAL having the text Animal rather than Sea Animal ages ago (at least a week). We had duplicate text entries one correct one not. I removed the one that was wrong.

I am slowly working my way through what I want as far as combat classes for animals and how useful they will be.

I am busy with RL for the rest of this week.

The Whale and Shark combat classes are because there are specific buildings for those types of units so that the science return is greater when you have that type of building. I did the "Tales Of..." missions first because they would be all the same. I need something similar for when you have the actual animal but it looks like I need one for land, another for sea and maybe another for air animals.

I am also experimenting to see if I can have all use an early mission-outcome set and only differentiate on the later mission-outcomes.

So that is what I am doing for the science and culture returns from animals. next to look at are combat and entertainment returns. Individual animals combat eg cock fighting and bear baiting; through man-animal combat to circuses and races. Then I need to redo the :food: and :hammers: taking into consideration techs eg max yield from any kill outside a city limited to one each until you get basketry. Making sure the same sized animal gives similar results.
 
I am slowly working my way through what I want as far as combat classes for animals and how useful they will be.
Well... when you can, please take a look at the document and annotate your opinions on the planned CCs there if you would.
 
@Great Zimbawee
Unless there are other bugs I dunno about, whatever should be fixed is fixed.

@Demolish
I assume that platyping would use the latest version of the code which is one later than we use and removes a RoM/Rom:AND/C2C dependency that is not needed. I a downloading the latest code to have a look at it now.
Nope, it is simply written from scratch, or to be exact, cut and paste from WB and other parts of the CvMainInterface itself :D
What is the point of looking at old codes that are known to be buggy :D

He is not using it for the razing of the city.
Both are using modnet messages

Our current mechanism does both sell and demolish city with the same popup list so if you want a second one for an updated 'version' which I'm still a little leery of due to Playtyping's self admitted lax approach to OOS issues I can do another one. I just want to make sure we don't have new multi-player problems if we're going to use that system.
Because I don't like to use pop ups.
So it is my time doing, simply C&P from WB file, so long as it works... :D
 
@Great Zimbawee
Unless there are other bugs I dunno about, whatever should be fixed is fixed.
Ok, I'll let you know if I see any further issues there. Thanks though!

@Demolish

Nope, it is simply written from scratch, or to be exact, cut and paste from WB and other parts of the CvMainInterface itself :D
What is the point of looking at old codes that are known to be buggy :D
Good point... not sure if we've resolved all bugs on that mechanism or not but if this one has been well tested and showing no issues than I'm cool to use it instead. Either way.


Both are using modnet messages
If I'm not mistaken, this means they should be quite multi-player compatible then correct?


Because I don't like to use pop ups.
Yeah, I tried to follow the method on setting up popups from python and ... ick. When you know what to modify in the dll, they're actually pretty darned easy there. (Though I still have to fix one of my popup missions before it gets used - will currently create OOS errors until its repaired - which is one reason for being reluctant to race off further in that project's direction right now...)

So it is my time doing, simply C&P from WB file, so long as it works... :D
Cool... In my experience, one can simplify things and pretend it was easy by calling it a c&p job, but it ALWAYS comes with more complexity than it appears as if it will... thanks for your efforts. I'd be quite happy to see DH implement the mechanism. Now... where to put these darn buttons on the city screen?

Can ANYONE see a good spot for those?
 
Good point... not sure if we've resolved all bugs on that mechanism or not but if this one has been well tested and showing no issues than I'm cool to use it instead. Either way.
Can't really say it is well tested, considering I am a one man team. There may be things overlooked.
Secondly, it is fresh from the oven less than a month.
Third, I am a trial and error modder with only lesson in c programming not python :)

If I'm no mistaken, this means they should be quite multi-player compatible then correct?
God knows. That's what everyone said but I only have 1 pc with civ

Cool... In my experience, one can simplify things and pretend it was easy by calling it a c&p job, but it ALWAYS comes with more complexity than it appears as if it will... thanks for your efforts. I'd be quite happy to see DH implement the mechanism. Now... where to put these darn buttons on the city screen?
This one was easy. Seriously :)
There is an exact popup in vanilla civ iv with building list in old wb.
Just modify its effects abit
 
Now... where to put these darn buttons on the city screen?

Can ANYONE see a good spot for those?

Maybe delete the buttons for specialisation of cities that don't work properly? I'm not sure where excactly they are, but either Koshling or DH mentioned that there are buttons that are not doing what they are supposed to do.
 
Maybe delete the buttons for specialisation of cities that don't work properly? I'm not sure where excactly they are, but either Koshling or DH mentioned that there are buttons that are not doing what they are supposed to do.

I forgot about those. That mans that there is even less space. Especially as those buttons that don't work correctly work exactly the way they were designed to. IE they were not designed to make happiness/healthiness management fully automatic.
 
Updated. Apparently most of what I've done today has been other items on my list that came up as being of an immediate priority while the main list here has been mostly bypassed. Ah well. There's a few points in there that got covered. And a lot more left to do ;) (Always will be...)
 
Remember Vassal Estates from Total War, well I've extracted the code and I'm working on a standalone here. Feel free to help out or solve my CTD error if you are still interested or not busy.;)

That merge is still on my list. Do you have the source codes included in your mod download? I may be able to help with the CTD... maybe. My life outside this mod is getting busier as well so I'm limited to making small chunks of progress each week as it is. But if the problem isn't too tough to uproot I could probably be of assistance.
 
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