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Old December 6, 2003, 05:31   #61
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Thanks, Shaka
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Old December 6, 2003, 16:09   #62
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So when will this be ready?
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Old December 6, 2003, 18:04   #63
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Quote:
Originally posted by yaroslav
The thing is that undiscovered cities doesn't have any influence on the map, so the map could be quite inexact...
I understand.


I am in doubt if units are completely freezed the turn when they 'sleep'. It looks an Airship from Imperialism 1870 (A Bomber with 4 turns without refueling) depleted 1 turn when it was sleeping. It may bring problems with Settlers cumulating work too fast and units healing too fast. (I can't test it now)


More suggestions (not very important):
The name of window that opens a barter to be viewed should be renamed to 'open barter' in place of 'open'.
The name of window that saves the resuscitating barter should be renamed to 'create barter' in place of 'save'.
File type when choosing a barter file: there should be also '.dat' files along with 'all files'.

Units to be given: better to order them by the coordinates than unit ID (units in stack should stay together)

The default name of the resuscitating barter should be based on the civ that possess unit(s) rather than the original owner.
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Old December 6, 2003, 18:42   #64
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Quote:
Originally posted by Palaiologos
So when will this be ready?
Well, I feel that is already ready. However, I asked the betatester to work on it this weekend, and so to the translator.

If betatesters don't discover more problem, I'll publish it as soon as I get the translation - maybe even earlier, with an "English only" first release. I think that I can do an "English only" release this Tuesday...
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Old December 6, 2003, 18:44   #65
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Quote:
Originally posted by SlowThinker

I understand.


I am in doubt if units are completely freezed the turn when they 'sleep'. It looks an Airship from Imperialism 1870 (A Bomber with 4 turns without refueling) depleted 1 turn when it was sleeping. It may bring problems with Settlers cumulating work too fast and units healing too fast. (I can't test it now)

They are freezed in the sense they can't move, but probably they will heal and work two times a turn...

Quote:
More suggestions (not very important):
The name of window that opens a barter to be viewed should be renamed to 'open barter' in place of 'open'.
The name of window that saves the resuscitating barter should be renamed to 'create barter' in place of 'save'.
File type when choosing a barter file: there should be also '.dat' files along with 'all files'.

Units to be given: better to order them by the coordinates than unit ID (units in stack should stay together)

The default name of the resuscitating barter should be based on the civ that possess unit(s) rather than the original owner.
That are great suggestions, that I'll use for 3.1 release (along with "citiziens" repair), but I want to launch 3.0 as it is, if there are no more bugs.
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Old December 7, 2003, 04:52   #66
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Quote:
Originally posted by SlowThinker


I am in doubt if units are completely freezed the turn when they 'sleep'. It looks an Airship from Imperialism 1870 (A Bomber with 4 turns without refueling) depleted 1 turn when it was sleeping. It may bring problems with Settlers cumulating work too fast and units healing too fast. (I can't test it now)

Sorry, my bad

I gave ST wrong information. The airship is completely frozen, and no turn was substracted by the civdip program.

ST: I gave you a settler (labouror) as well, what happened with that? (it had just started (double)irrigating the field)
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Old December 7, 2003, 10:59   #67
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A problem:
The inteface bug don't allow you to choose a receiver of the barter if there is only 1 civ you have contact with.
I suggest to add a dummy radio button...

Quote:
Originally posted by germanos
ST: I gave you a settler (labouror) as well, what happened with that? (it had just started (double)irrigating the field)
I was lazy to test it in your scenario, since there is too many AI units that move every turn. I made a test game, but I got problems with it (teleporting units, not accepting barter). I am solving problems with YS now.
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Old December 7, 2003, 22:42   #68
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Quote:
Originally posted by SlowThinker

Nooo! The year switch is only an artificial point of time, but AFAIK it has no practical meaning (except some details like caravans bring less after turn 200 and so). There is 8 civs (7 + barbs) that rotately play, that's all.
If British give a unit to Rusia then it may move twice between two USA turns - that's the problem: Each unit must be able to run only once between two successive turns of any civ.

Actually, it is not.

There are certain other things that only happen once per 'turn'.

For example:

you can only sell improvements once per turn
you can only airlift once per turn
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Old December 8, 2003, 13:22   #69
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Quote:
Originally posted by N35t0r
Actually, it is not.
There are certain other things that only happen once per 'turn'.
For example:
you can only sell improvements once per turn
you can only airlift once per turn
Actually, it is.

In this case 'turn' means a part of time devoted to the specific civ. It has nothing to do with a year switch (although it is 1/8 of 'year').

You would be able to sell only 1 improvement per turn also if year switch were between orange and purple civ in place of purple and red civ (barbs).
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Old December 9, 2003, 11:01   #70
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You know what i mean...

White civ airlifts with y city, blue civ then proceeds to capture the city, it can't airlift. Whereas if blue civ attemts airlift in x city, and then on their turn (next year) the whites capture x, they can also airlift.
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Old December 9, 2003, 14:11   #71
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I didn't know about that...
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Old December 9, 2003, 17:51   #72
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NEW BETA uplodaded

BUG related to purple civ corrected
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Old December 10, 2003, 00:03   #73
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Quote:
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I didn't know about that...

Neither did I until i came across the airlifting problem in Curt's Dictator 3. I usually stop playing regular games by the time i reach the modern age...
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Old February 5, 2004, 18:54   #74
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BUMPING this thread.

I've sent to jasev the 3.0 release. I'll try to open a release thread tomorrow after jasev's confirmation of email is recieved, just before leaving.
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Old February 5, 2004, 19:26   #75
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OK, OK, I've just received your mail. I'll try to upload it tomorrow in the morning.
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Old February 5, 2004, 19:28   #76
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thanks, jasev
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Old February 5, 2004, 20:12   #77
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Awesome utility, Yaroslav!

It's only of use to PBEM users, though?
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Old February 6, 2004, 05:55   #78
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You can use it with multiplayer .NET or singleplayer .SAV files. The automaps are also very useful for single-player games (do you remember the british dictator3 game I told you about? I used to made maps for it with civ2dip). But the diplomacy options I don't believe they're going to be very useful.
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Old February 6, 2004, 05:59   #79
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I've just uploaded the files to the spanish site.
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Old February 6, 2004, 21:47   #80
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Hi! What exactly is civdip? is it only about multiplayer civ2? its features certainly are amazing...
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Old February 7, 2004, 20:29   #81
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version 3 is missing
Yaroslav, it looks the version 2 is downloaded from http://spanish.apolyton.net/civ2/diplo/main.html !

varwnos, look at the link.
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Old February 8, 2004, 05:28   #82
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You're right. Unfortunately, Yaroslav is missing by now, so we won't be able to upload the right version in a few days. Sorry for the inconvenience
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Old April 9, 2004, 23:24   #83
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Can CivDip be used to exchange units with the AI or is it limitted to Human players in PBEM?
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