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« Reply #15 on: April 26, 2008, 01:52:25 PM »

What is civIndians?
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River_God
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« Reply #16 on: April 26, 2008, 02:41:55 PM »

that was made earlier next to your other civ variables, it's 20 I think.
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« Reply #17 on: April 26, 2008, 02:54:03 PM »

can you copy that section? Also - Indians is a rather generic name don't you think? Which indian civ specifically?
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River_God
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« Reply #18 on: April 27, 2008, 07:09:56 AM »

no, Indian is not generic at all, in fact the generic term is insulting. India is a new civ in The Asian Dynasties.

/*RG*/
int civSpanish = 1; int civBritish = 2; int civFrench = 3; int civPortuguese = 4; int civDutch = 5; int civRussian = 6; int civGerman = 7; int civOttoman = 8; int civAztec=17; int civSioux=16; int civIroquois=15; int civJapanese=19; int civChinese=20; int civIndians=21;

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« Reply #19 on: April 27, 2008, 08:46:59 AM »

k I see - confusion between the TWC Indians and TAD ones.

The fort placement looks okay.  Did you change anything else?
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River_God
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« Reply #20 on: April 27, 2008, 10:47:04 AM »

I changed a few things, mostly adding what was needed for the asian bases. If you want I could copy every line I made or modified, or I could just send you the new file all together, it would be easy to find the lines I changed.
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« Reply #21 on: April 27, 2008, 11:19:03 AM »

Copy would be fine... generally though, try to test with the text editor still open so you can just undo until the map works again (easy way to find errors).
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River_God
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« Reply #22 on: April 30, 2008, 11:31:59 AM »

If you insist. Here are the lines I added (these plus the line shown above):

/*RG*/
if(TheName=="ypAgraFort"){return ("Agra Fort");} if(TheName=="ypStableJapanese"){return ("Stable");} if(TheName=="ypBarracksJapanese"){return ("Barracks");} if(TheName=="ypCastleJapanese"){return ("Castle");} if(TheName=="ypWarAcademy"){return ("War Academy");} if(TheName=="ypCastle"){return ("Castle");} if(TheName=="ypCastleIndians"){return ("Castle"); if(TheName=="ypCaravanserai"){return ("Caravanserai");} if(TheName=="ypBarracksIndian"){return ("Barracks");}
-->This is from the realName function

/*RG*/   addXS("trForbidProtounit(p, \"YPDockAsian\");");
/*RG*/   addXS("trForbidProtounit(p, \"ypMonastery\");");

/*RG*/   if(rmGetPlayerCiv(i)==civJapanese) varx1="ypMonkJapanese";
/*RG*/   if(rmGetPlayerCiv(i)==civChinese) varx1="ypMonkChinese";
/*RG*/   if(rmGetPlayerCiv(i)==civIndians) varx1="ypMonkIndian";
   placeunit(i, spawn, varx1, rmXFractionToMeters(rmPlayerLocXFraction(i)), rmZFractionToMeters(rmPlayerLocZFraction(i)));
/*RG   if(varx1=="ypMonkJapanese") placeunit(i, spawn, varx1, rmXFractionToMeters(rmPlayerLocXFraction(i)), rmZFractionToMeters(rmPlayerLocZFraction(i)));
   if(varx1=="ypMonkIndian") placeunit(i, spawn, varx1, rmXFractionToMeters(rmPlayerLocXFraction(i)), rmZFractionToMeters(rmPlayerLocZFraction(i)));
   if(varx1=="ypMonkChinese") placeunit(i, spawn, "ypMonkDisciple", rmXFractionToMeters(rmPlayerLocXFraction(i)), rmZFractionToMeters(rmPlayerLocZFraction(i)));
   */
-->This was added with the explorer placement trigger in the player bases

   var3 = rmCreateObjectDef("FortI"+i);
/*RG*/   varx1="FortFrontier";
   rmAddObjectDefToClass(var3, clForts);
   rmAddObjectDefItem(var3,"HotAirBalloon",1,0.0);
   rmPlaceObjectDefAtAreaLoc(var3,i,rmAreaID("PlayerBridge"+i+"_1"),1);
/*RG*/   if(rmGetPlayerCiv(i)==civIndians) varx1="ypAgraFort";
/*_RG*/   changeunit(""+var3, varx1);

/*RG*/   if(rmGetPlayerCiv(i)==civJapanese) varx1="ypStableJapanese";

/*RG*/   if(rmGetPlayerCiv(i)==civJapanese) varx1="ypBarracksJapanese";

/*RG*/   if(rmGetPlayerCiv(i)==civJapanese) varx1="ypStableJapanese";

/*RG*/   if(rmGetPlayerCiv(i)==civJapanese) varx1="ypBarracksJapanese";
/*RG*/   if(rmGetPlayerCiv(i)==civChinese) varx1="ypWarAcademy";
/*RG*/   if(rmGetPlayerCiv(i)==civIndians) varx1="ypBarracksIndian";

/*RG*/   if(rmGetPlayerCiv(i)==civJapanese) varx1="ypStableJapanese";
/*RG*/   if(rmGetPlayerCiv(i)==civIndians) varx1="ypCaravanserai";
/*RG*/   if(rmGetPlayerCiv(i)==civChinese) varx1="ypWarAcademy";

/*RG*/   if(rmGetPlayerCiv(i)==civJapanese) varx1="ypCastleJapanese";
/*RG*/   if(rmGetPlayerCiv(i)==civIndians) varx1="ypCastleIndians";
/*RG*/   if(rmGetPlayerCiv(i)==civChinese) varx1="ypCastle";

This I only modified:
/*_RG*/   addXS("if(getCiv(p)=="+civAztec+"||getCiv(p)=="+civSioux+"||getCiv(p)=="+civIroquois+"||getCiv(p)=="+civJapanese+") {");

I have a feeling it would be better if you saw the whole thing, if you hadn't noticed, I added /*RG*/ before every line I made so it would be easy to search through what I changed.
« Last Edit: April 30, 2008, 11:33:49 AM by River_God » Logged

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« Reply #23 on: May 01, 2008, 04:41:13 PM »

Can't see anything wrong with the syntax; did you try commenting each part out to see when it starts loading again?
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River_God
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« Reply #24 on: May 01, 2008, 05:10:16 PM »

I had started, if you can see the middle part (with the explorer doubles) that was, I thought that one would be the trouble but I will comment each one out and if there is still something wrong I will have to start over!
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« Reply #25 on: May 04, 2008, 09:55:37 AM »

OK, I restarted from scratch, there were a few mistakes I fixed and it works now! I think it's ready for testing, should I send it to you to get it scrambled or just test with trusted people and get them to delete after?
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« Reply #26 on: May 04, 2008, 04:49:34 PM »

Send it to me to scramble - also send me the list of variables as well.

Format should be one variable per line that you have declared:
Example:

civJapanese
civIndians
civChinese
...
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River_God
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« Reply #27 on: May 13, 2008, 06:45:07 PM »

unbalanced advantages is an understatement! Indians don't have a front fort, all asians can build consulates, Japanese can build Shrines, and all asians can build Wonders, which is the biggest problem, because even Gandalf hasn't found a way to get rid of them!
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« Reply #28 on: May 13, 2008, 08:32:28 PM »

Just use a trigger to destroy any Wonders.  Use the kB query effects; I believe I should have already coded them into the map.
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River_God
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« Reply #29 on: May 14, 2008, 11:32:31 AM »

Even if I destroy the Wonders, the age effect may last. The question is, will the buildings be destroyed while they are being built, or after completion?
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