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Old November 27, 2001, 13:14   #1
Kill1Frenzy
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Exchange city
I just saw this in script.slc does anybody know if this could work?

// messagebox '01dipExchangeCity' {
// TEXT(ID_DIP_EXCHANGE_CITY);
// Button(ID_BUTTON_ACCEPT) { Accept(); }
// Button(ID_BUTTON_REJECT) { Reject(); }
// MessageType("EXCHANGE");
// MessageClass(2001);
// }

This could be a really cool feature to have in the game, I think
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Old November 27, 2001, 14:58   #2
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I don't know if the code would work. But as it is written here it is outcommented. So you have to remove the comment signs '//' and test it in the game. Maybe you have to trigger this message box somewhere.

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Old November 28, 2001, 06:47   #3
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I have seen the top bit before in the Alexander scenario by Activision but the bottom bit I haven't. it may be to exchange a city or something but it doesn't look like it's all there was there any more
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Old November 28, 2001, 16:13   #4
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That was every thing I could find about it, it didn't seem to be in any of the other files
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Old November 29, 2001, 06:17   #5
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what scrip file was it in I may have a peek .

there had to be more anyway the in game text should be there.
or it's useless

any way if you just want to exchange cites theres a small bit of code in the alexend scenario it may need to be changed just type in sindu in the search box in the scenario file it has some in msg too
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Old November 29, 2001, 08:01   #6
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In script.slc

I will take a look on the alexander scenario
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Old November 29, 2001, 09:28   #7
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I am sorry but were is the location of this file in the ctp file on my computer on some internet site its 1.20 its the afternoon help out.
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Old November 29, 2001, 13:46   #8
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I ain't really sure what you mean , but
CtP2 Dir\ctp2_data\default\gamedata\script.slc
around line 357
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Old November 30, 2001, 06:36   #9
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found it , seen it , read it.

its part of the diplomacy screen. when you enter into diplomatic negotiations you can offer or ask for a city. that's what you found.

I had a look at making a bit of slic around transferring cites. I used the barbarians so when they capture a city they try to sell it you for some cash. I just got to get the msg boxes working if you can wait for monday I should have it finished.
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Old November 30, 2001, 10:53   #10
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Nice idea , looking forward to monday
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Old December 3, 2001, 08:34   #11
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good news bad news

got the slic working works fine it takes a turn to change the owner of the city.

The Bad news is i got snowed under in english work and have not had time to make it look good. so i will have to send it next time.

It's always like this get it done find out you have ten tones of work to do.

sorry
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Old December 3, 2001, 11:38   #12
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sorry I should have posted this it's not much just the hart of the give city stuff

Event:GiveCity(city[0], 1);

the first bit city[0] is the city to be given away and the 1 bit is the player enjoy

ps like the new avatar
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Old December 3, 2001, 11:57   #13
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Okay! I'll try to make it then.
btw nice robot
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Old December 4, 2001, 07:36   #14
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Got it

the files finished and ready to download to activate it all you have to do id copy Gs_msg and mc_gs into a scenario default \ gamedate folder find the scenario.slc file open it up and put

#include "mc_gs.slc"

then put the scen strings into "english" gamed data \ scen strings or if it is a new scenario just put the file straight in.

and it will work

it is just a base remember and I would like you to change the text to something you would like.

I also made a version were I explain the main slic I know there is a lot of new slicers around so that's really for them.
Attached Files:
File Type: zip give city.zip (1.3 KB, 11 views)
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Old December 4, 2001, 07:44   #15
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here it is for all the would be slicers

oh and by the way kill1frenzy the "robot " is the best unit in ctp1 so respect the thing

ps sory abot the spelings
Attached Files:
File Type: slc mc_gs.slc (1.4 KB, 12 views)
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Old December 4, 2001, 17:01   #16
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Well, I've made a little update to the message file, now it should be alot easier to understand, spelling you good
Attached Files:
File Type: txt scen_str.txt (836 Bytes, 8 views)
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Old December 5, 2001, 07:11   #17
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thanks normally people pick up the file they have been after and the treed goes down quick.

I am working on a ransom mod at the moment were your city is held to ransom or it is blown up.

keep on the treed for that coming soon (like monday)
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Old December 10, 2001, 16:25   #18
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Its monday, where is it
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Old December 11, 2001, 08:20   #19
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had no response did not think you were interested I will get it done tonight. and post it tomorrow
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Old December 11, 2001, 12:16   #20
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The Big Mc,
I was between classes this afternoon and didn't have anything particularly useful to do (I'm at uni and I don't have the game here), so I decided to make some improvements to your 'sell up the river mod', as I saw a number of issues in your code that had room for improvement. Like I said, I don't have the game here so I can't test it, there may be some minor issues with the code (typos and such) but I think it should work much better now. The things I fixed:
- the code now works when the human player is not player 1 as well (FE in multiplayer or Hotseat)
- you don't have to wait a turn anymore before getting the city back
- works for both AI and human and only offers to sell the city to the original owner (in your version the human player seem to get all offers, even if it's a city on the other side of the world that some AI lost to the barbs)
There's 1 problem introduced with my version but that can easily be solved (I didn't do it as I don't have more time, might to it later on): it currently doesn't work for the human player if more than 1 city is captured in 1 turn (only 1 city can be bought back and which one is non-deterministic)

Anyway, I attached the SLIC file (you'll have to make the scen_str.txt file yourself, I added all necessary lines as comment at bottom - it's virtually identical to yours).

Edit: I accidentally called you 'Big Mac' Can you ever forgive me?
Attached Files:
File Type: slc loq_sellriver.slc (3.5 KB, 12 views)
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Old December 11, 2001, 16:42   #21
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Locutus, have you seen the code in the top (first post), do you think it could be repaired, as it don't work when uncommented. Exchanging cities with other players through diplomacy would be a nice addition to the game, I believe.
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Old December 11, 2001, 21:31   #22
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Well, maybe I'm saying something completely nuts here but can't you already exchange cities? 'Offer' a city to a player and 'demand' one in return, ain't that the whole point? Or am I completely misinterpreting the concept of exchanging cities?

BTW most of the code from script.slc (esp. the outcommented stuff) comes straight from CtP1. Even if it does anything (in many cases I'm not convinced that it does), it's not particularly interesting or useful. It's mostly about displaying messages for hard-coded features of the game-engine. You can uncomment or change all you want but there's not a chance in hell of getting missing (or broken) features to work by editing these SLIC messages: if the code for the feature isn't in the exe, you'd just be creating messages for things that never happen (while at the same time increasing the chance of getting undesired side-effects)...
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Old December 12, 2001, 06:54   #23
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locutos I just downloaded the modified script. just to set the record straight I don't mind that you messed about with it that's why I did a moders version which was documented a bit.

I will have a go with it tonight. I like the idea of selling to the previous owner. do you want your city back. I would probably change that so that it's the players enemy more like real life.

Kill1frenzy

I had a go at doing shadow mod but just can't get the the effect to happen right so it will have to wait to later in the week when I finish it.

locutos I am really really upset about you calling me a big mac .

yes I got a few more bits of script in the pip line that's if I could get the sprit maker to work right.
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Old December 12, 2001, 07:30   #24
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I look at it before I got home

theres a few things I like that I did not know about
these are

LOQ_amount = LOQ_capturedCity.population * 1000;
this was why I just put 6000 in

and

if (IsHumanPlayer(LOQ_oldCityOwner) {

The one thing that gets me is that they only try to sell it to the last owner. I wanted them to sell it to every one or try to. I will try to mod it so it works like that, but ask the AI first.

The scenario strings are now wrong like

they will give {city[0].name} to you for 6000 gold

its the start of a bigger script0 I think. I know its getting very scary in the length of it I like it short and simple.

for this is my 4 slic code so i still have a lot to learn.
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Old December 12, 2001, 12:18   #25
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Locutus, if an ai has a city inside my borders, I would like to be able to trade one of my outer cities for the ais, and I don't think the ai is going to accept that by offering and demand. Well, I could be wrong
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Old December 13, 2001, 06:09   #26
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The AI has been know to do it. you have to be like really close for them to agree but I have had the AI selling me cites let alone exchange. yet it has been known for the AI to just say get stuffed when you give them cities or tech.

I have a bit of slic at home which makes the AI really really friendly.

so friendly that you can use nukes the works and the next turn sign an alliance.
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Old December 13, 2001, 16:08   #27
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Big Mc, was that in the original game or with diplomod(or something else)?

That slic file of yours sound alittle too much like cheating for my taste
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Old December 14, 2001, 04:41   #28
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that's because it is.

No it was just with the normal game.

What I belive the slic at the top to be is the bit that lets the computer ask for a city of you.

It was probably removed because the response 9 times out off ten would be no.

I am working on improving the swap cities but I am snowed under again but I will try to get some done
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Old December 17, 2001, 09:01   #29
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I have found one problem with the script you sent me

it don't work

there is a small problem with you sell back bit it tries to sell the city to the barbarians .

I will try to get some way around it
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Old December 18, 2001, 05:51   #30
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I almost got it to work it just doesn't get it.

I will try other Christmas to get it to work and then I will start on my wether mod again.

get that to work right this time I just got to find one line of script in the scenarios from Activision put that in the slic and it works.




any way have a happy Christmas
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