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Old September 27, 2002, 11:32   #91
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I dont know how far can we go through with these codes i am writing some here is a sequence of attempts that should be tested one by one:

1)
Code:
HandleEvent(BeginTurn) 'PBEM_ActuallyBeginTurn' pre {
int_t tmpPlayer;
int_t tmpRound;
int_t ActualRound;
	tmpPlayer = player[0];
	tmpRound = GetCurrentRound();
	ActualRound = tmpRound + 1;
	Event: BeginTurn(tmpPlayer, ActualRound);
}
2)
Code:
int_t CanBeginTurn;

HandleEvent(BeginTurn) 'PBEM_ActuallyBeginTurn' pre {
int_t tmpPlayer;
int_t tmpRound;
int_t ActualRound;
	if(CanBeginTurn == 0) {
		tmpPlayer = player[0];
		tmpRound = GetCurrentRound();
		ActualRound = tmpRound + 1;
		CanBeginTurn = 1;
		Event: BeginTurn(tmpPlayer, ActualRound);
		return STOP;
	}
	else{
		CanBeginTurn = 0;
	}
}
3)
Code:
HandleEvent(EndTurn) 'PBEM_ActuallyEndTurn' pre {
int_t tmpPlayer;
	tmpPlayer = player[0];
	Event: EndTurn(tmpPlayer);
}
4)
Code:
int_t CanEndTurn;

HandleEvent(EndTurn) 'PBEM_ActuallyBeginTurn' pre {
int_t tmpPlayer;
	if(CanEndTurn == 0) {
		tmpPlayer = player[0];
		CanEndTurn = 1;
		Event: EndTurn(tmpPlayer);
	}
	else{
		CanEndTurn = 0;
	}
}
Does anyone know if a unit production time of a unit in a city decreses in the beggining of a turn or in its end?
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Old September 28, 2002, 02:10   #92
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1) Gets stuck on the "loading..." screen forever while starting the PBEM game.

2) Has no visible effect.

3) Got stuck forever when i pressed the end turn button.

4) Had no visible effect.
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Old September 28, 2002, 07:47   #93
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So i guess we do need to get the sorce code then

Anyone has any other idea?
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Old September 28, 2002, 09:49   #94
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Quote:
Originally posted by Pedrunn
So i guess we do need to get the sorce code then

Anyone has any other idea?
Looks like

I cant think of any other way round it for now, thanks for trying though Pedrunn.

Quote:
Originally posted by centrifuge
D@mn, D@mn ,D@mn !!! Oh well, I was gonna give CTP1 PBEM a try anyway... I know its the wrong forum, but is anyone here interested in starting a game up of CTP1 PBEM with me?
Sure why not. 1v1 or?
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Old September 28, 2002, 10:10   #95
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I have one last idea - it's possible to call in SLIC the functions that the game uses to blank out the screen between turns on hotseat & PBEM, if we trigger those at some point we could (perhaps) save with a blacked out screen, but when there isn't a message box up to stop you from saving. Pedrunn - can you see a way to arrange that?
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Old September 28, 2002, 11:45   #96
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Quote:
Originally posted by Maquiladora

Sure why not. 1v1 or?
1 on 1 would be okay(though if anyone else wants to join in I'd say they are more than welcome). I think that I'll be at a disadvantage Mainly because I haven't played CTP1 since it came out (and then very little...) but I did recently start fiddling with it a little again. PM me, and we'll try to get something going.
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Old September 28, 2002, 20:46   #97
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PBEM....just say the start time
if you got room
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Old September 28, 2002, 21:24   #98
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Platypus, you do realise this game we're organising is for CtP1 now?

CtP2 pbem is currently still "under development". Youre more than welcome to join the CtP1 game for now though.
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Old September 29, 2002, 07:45   #99
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How about through SLIC making the end turn button dissapear or make it so that the mouse avoids it

But this probably isnt possible
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Old September 29, 2002, 08:08   #100
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Quote:
How about through SLIC making the end turn button dissapear or make it so that the mouse avoids it
It is possible to make the end turn button dissapear. Not through slic though but through UI (ldl files) changes.

Yet i cant see how will this help
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Old September 29, 2002, 23:07   #101
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Maquiladora, if you're still interested, let's give 1on1 CTP1 a go...

I've been trying to get my brother and brother-in-law, addicted to CTP2(like I am ), but I think that I'll get them started on CTP1 PBEM first. However, I'd like to get a game started so that I can get a feel for it...
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Old September 29, 2002, 23:15   #102
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Sure, ill fire it up a little later with Mod Lite and mail you the save. 6 AI's, small/regular map i think. Ill put the AI on Prince anyway, seeing as i only started playing ctp1 again a few weeks ago too so
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Old September 29, 2002, 23:20   #103
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Sounds good
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Old September 30, 2002, 03:35   #104
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Better not post anymore updates in here in case it looks like ctp2 pbem is working... Turn 0 sent btw
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Old October 3, 2002, 17:13   #105
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Interesting Civ3 Play the World is going to have PBEM

I wonder how it will implement Diplomacy (however as it is FIRAXIS i doubt they will bother) as long has its got multiplayer theve kept a there word (even if its the buggiest and worst made rubbish in the world)

EDIT: Im not trying to suggest FIRAXIS keep to there word
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Old October 3, 2002, 17:42   #106
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If i was going to consider playing MP Civ3 it would only be PBEM, i cant imagine how slow it would be with 4 players on my PII 56k connection in turnless mode.
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Old October 3, 2002, 17:45   #107
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how the heck does turnless mode work?
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Old October 3, 2002, 17:49   #108
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Each player plays their turns continuously, without "rounds", not like an RTS but somewhat so. I read it somewhere exactly how it works on another game, but i cant for the life of me remember where. Sufficed to say, i didnt like the sound of it, its just not cricket.
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Old October 3, 2002, 17:54   #109
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Quote:
Each player plays their turns continuously, without "rounds"
yuck. *Pedrunn spits*
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Old October 3, 2002, 17:56   #110
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indeed
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Old October 3, 2002, 18:28   #111
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Hate to say it... in fact I'm glad that I'm not in the same room as you guy's so that you can't hit me , but I'm almost positive that I'll try Civ3 PBEM.

Anyway, Maquiladora... I won't be able to send your next turn until later tonight (about 3 more hours) because I'm stuck at the school.
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Old October 3, 2002, 18:35   #112
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Im not opposed to Civ3 PBEM, just turnless mode. Maybe we can play a PBEM game when its out, if you buy it that is. Im sure i can acquire a copy.

Quote:
Anyway, Maquiladora... I won't be able to send your next turn until later tonight (about 3 more hours) because I'm stuck at the school.
Yeah its okay, im off to now, so ill play it tomorrow.
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Old October 7, 2002, 19:39   #113
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I really hope PBEM can be made to work if it means i can play MM2 multiplay
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Old October 8, 2002, 07:35   #114
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Quote:
Originally posted by SMIFFGIG
how the heck does turnless mode work?
I imagine it will be somewhat like Kung Fu Chess but with more pieces.
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Old October 15, 2002, 21:11   #115
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Okay does anyone want to play a "small" pbem game with me?

Its now working (to a fashion). If you read the readme with the zip attached its a simple process really.
Attached Files:
File Type: zip ctp2_pbemmodlite.zip (34.2 KB, 3 views)
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Old October 15, 2002, 22:02   #116
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Maquiladora,
What happened with H to H diplomacy? I assume that it is still non-operational? Regardless, I'd be happy to give it a test with you... Though my allotted playing time will be less in the coming weeks and months):
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Old October 15, 2002, 22:18   #117
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Human- human diplomacy is still out for the moment yeah

Okay ill start the game later and mail you the save, ill take it youve installed the mod and checked the readme already and ready to go.

Just make sure you dont attack the dummy Civs (youll likely lose anyway lol) and theyll be no genuine AI's, to keep it less confusing for now.

Small map
Impossible/Raging Hordes
Pollution ON
Bloodlist OFF

Quote:
Though my allotted playing time will be less in the coming weeks and months):
Does this mean we'll have to hold up our ctp1 game? Or just slow down?
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Old October 16, 2002, 11:17   #118
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Quote:
Originally posted by Maquiladora

Does this mean we'll have to hold up our ctp1 game? Or just slow down?
At the worst, we'll just have to slow it down.
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Old October 16, 2002, 11:17   #119
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Hmm the code with modlite seems particularly hazardous with hotseat games. Aparently when each player ends their turn it gives 3 more settlers for every player's turn ending. It can be easily fixed so, we'll have to hold up on that game.

cross posted: well thats okay then.
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Old October 19, 2002, 08:01   #120
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Hi maq, yesterday while going to sleep a new try for the CTP2 PBEM begin turn fix just hit me.
Are you willing to give it a shot?

Code:
HandleEvent(BeginTurn) 'TryAnotherPEBEMFixAgain' pre {
	Event: BeginTurnAgreements(player[0]);
	Event: BeginTurnAllCities(player[0]);
	Event: BeginTurnEndGame(player[0]);
	Event: BeginTurnGovernment(player[0]);
	Event: BeginTurnImprovements(player[0]);
	Event: BeginTurnProduction(player[0]);
	Event: BeginTurnSupport(player[0]);
}
Try not to have AIs in the testing.

I feel more confident this time than the others.
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