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Topic:   Diplomacy mod Format for Better Printing
Dale
Prince
Melbourne, Australia
Dec 2000
posted February 20, 2001 18:12   Click Here to See the Profile for DaleClick Here to Email Dale  send a private message to Dale Visit Dale's Homepage!
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Opened a new thread so we can consolidate all ideas, bugs, comments on the diplomacy mod. Yes, that's right I'm back in action. Why? My nephew was playing Baldur's Gate II yesterday and saved over my file. NOT HAPPY JAN! So I'll go back to CTP2.

So, here's the current bug list from V3.2 that I've been notified of:

1. Boats carrying units lose their cargo when expelled.
2. Request break agreements with itself from an AI.
3. Can swap science without an embassy.
4. AI's still swapping maps too quickly at the start.
5. Sometimes causes a GPF in CTP2.EXE late in the game.
6. Units lose their veteren status when expelled.

Here's the fixes I'll put in for them:

1. Check if boats have cargo, if yes then move cargo with boat.
2. Check the Civ passed with this proposal. If itself stop request.
3. Enable embassy for science swaps.
4. Change value to 500 turns for 'increasing-odds-formula'.
5. Find it.
6. See below.

This should take care of the bugs I know about. If anyone has bugs, comments or suggestions then post them here.

About point 6, after discussions in the CTP2-Creation forum I think I've worked out a way to actually have the AI "move" it's units out of your borders back towards it's cities, instead of the current "expell" that it's using. I'll have a go at putting this one in.

So, make your comments now and make a difference to the AI's diplomacy.

------------------
Rommell to a sub-commander outside Tobruk: "Those Australians are in there somewhere. But where? Let's advance and wait till they shoot, then shoot back."

Huysmans_666
Chieftain
Hoeven,Noord-Brbant,netherlands
Jan 2001
posted February 21, 2001 03:36   Click Here to See the Profile for Huysmans_666Click Here to Email Huysmans_666  send a private message to Huysmans_666
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YESSSSSS !!!!!
Huysmans_666
Chieftain
Hoeven,Noord-Brbant,netherlands
Jan 2001
posted February 21, 2001 03:42   Click Here to See the Profile for Huysmans_666Click Here to Email Huysmans_666  send a private message to Huysmans_666
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Please disregard that last remark, I apparently pussed enter one to many times to soon !

But, what I wanted to say, I think it's great you commiting back to diplomod, altough the loss of you savegame is a b$$%#h but hey, look on the bright side you can play it all over again !
Yeah Yeah I know....not funny, I'm sorry !

Since you seem to know everything there is to know about SLIC and well me.......nuf said !
Please check out my thread about pirates in the creation forum !

Well I'd LOVE to be your beta tester again, so if your looking for one, I'm still dedicated to CTP2, but I must say if the pirates mod takes of I don't know if it will consume lots of my time ?? depends I think !

See Ya ! Keep up the good work !

Huysmans_666
Chieftain
Hoeven,Noord-Brbant,netherlands
Jan 2001
posted February 21, 2001 03:45   Click Here to See the Profile for Huysmans_666Click Here to Email Huysmans_666  send a private message to Huysmans_666
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Oh one last thing, maybe it can't be fixed but early in the game with most of the map still covered in shrouds, when your wondering where the AI is, then all of a sudden you hear the embassy sound and the cursor goes to the place of that sound.
So you know immediatly where two AI's are.

This takes away the fun of exploring ! Is this a bug or what ?

See Ya !

AllenJ
Settler
Zagreb, Croatia
Nov 2000
posted February 21, 2001 12:07   Click Here to See the Profile for AllenJClick Here to Email AllenJ  send a private message to AllenJSend a Message to UIN: 104429835
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quote:

Originally posted by Huysmans_666 on 02-21-2001 03:45 AM
Oh one last thing, maybe it can't be fixed but early in the game with most of the map still covered in shrouds, when your wondering where the AI is, then all of a sudden you hear the embassy sound and the cursor goes to the place of that sound.
So you know immediatly where two AI's are.

This takes away the fun of exploring ! Is this a bug or what ?

See Ya !

Hey...just take it as a rumor on your court or from some lonely passengers(I hope I spelled it correctly)

Dale
Prince
Melbourne, Australia
Dec 2000
posted February 21, 2001 19:48   Click Here to See the Profile for DaleClick Here to Email Dale  send a private message to Dale Visit Dale's Homepage!
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I thought no one would notice. I've already taken out the auto-centre. It was annoying the hell out of me too. Now all I get is the trumpet noise and no auto-centre. I take it this is what you mean?

------------------
Rommell to a sub-commander outside Tobruk: "Those Australians are in there somewhere. But where? Let's advance and wait till they shoot, then shoot back."

Cedronian
Prince
Stockholm, Sweden
b.02-15-99
posted February 22, 2001 11:06   Click Here to See the Profile for CedronianClick Here to Email Cedronian  send a private message to Cedronian
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I just started playing the game with the Diplomod and I must say that you did great work with it Dale. I especially like the "withdraw"-routine.

Now for the problem. Everytime I load CTP2 I get 2 errors stating:
"pathname\withdraw.slc:51 : No function named GetAgreementDuration" and "pathname\diplomod.slc:109 : No function named GetStopResearchingAdvance"

Pathname is the path to my game directory but Iīm too lazy to write it out ;-).

Donīt know if this is a known thing with Diplomod, but as I said, I just started playing with it.

I should say that the game plays fine despite this and that everything with Diplomod seems to work too.

Ced.

AllenJ
Settler
Zagreb, Croatia
Nov 2000
posted February 22, 2001 12:26   Click Here to See the Profile for AllenJClick Here to Email AllenJ  send a private message to AllenJSend a Message to UIN: 104429835
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quote:

Originally posted by Cedronian on 02-22-2001 11:06 AM


Now for the problem. Everytime I load CTP2 I get 2 errors stating:
"pathname\withdraw.slc:51 : No function named GetAgreementDuration" and "pathname\diplomod.slc:109 : No function named GetStopResearchingAdvance"

Pathname is the path to my game directory but Iīm too lazy to write it out ;-).

Donīt know if this is a known thing with Diplomod, but as I said, I just started playing with it.


Ced.

Install the patch for CTP2 V 1.11.
AJ

Fredric Drum
Settler

Dec 2000
posted February 23, 2001 04:12   Click Here to See the Profile for Fredric DrumClick Here to Email Fredric Drum  send a private message to Fredric Drum
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Hey... isn't withdraw included in the diplomod? Cos' when I told one AI player to pack its bags and get out it agreed, but just stayed on.. as usual.

The frenzything isn't too effective either.. the AI are not aggressive at all. But I notice differences, so I know the mod is active.

Fred

Huysmans_666
Chieftain
Hoeven,Noord-Brbant,netherlands
Jan 2001
posted February 23, 2001 05:02   Click Here to See the Profile for Huysmans_666Click Here to Email Huysmans_666  send a private message to Huysmans_666
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Hi Dale, Hows the diplomod coming along ?

I'm sweating my ass of at learning SLIC, basic commands are simple but you think of new rules every time and that is a lot harder to program !

With all my programming experience it doens't make it easier !
Does SLIC have some sort of repeat loop, would come in handy !

Oh well, I'll have plenty of time later, but it is frustrating to every time hear that poing sound of the SLIC error !
I don't know how many times you heard it but they must be numerous !

Oh, if I could program like you can !
Maybe one day .........

Well going back to SLIC know, happy programming, hope to see a new diplomd soon !

See YA !

Krakatoa
Settler
Porto Alegre, RS, Brazil
Feb 2001
posted February 25, 2001 17:00   Click Here to See the Profile for Krakatoa   send a private message to Krakatoa Visit Krakatoa's Homepage!
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Hei Dale

Why my messages freak out?? After installing your mod, no messages like 'new unit read on XXX city' or 'new construction on XX city' :-(

On other hand, insane messages shows up in each turn, like
Airlift
San juan del Sur
Positive Points For:

(each line are diferent msg, containing only those words)


Any idea of what's hell is that?? :-)


thanks

oh! if I have to remove your mod, I have to reinstall CTP2?

------------------
regards
Krakatoa

Dale
Prince
Melbourne, Australia
Dec 2000
posted February 25, 2001 18:02   Click Here to See the Profile for DaleClick Here to Email Dale  send a private message to Dale Visit Dale's Homepage!
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Krakatoa:
1. Press the apostraphe key (').
2. Type "/reloadslic" without the quote marks.
3. Press ENTER twice.

You ONLY do this when using a save file from before the diplomacy mod, and only need to do it once. If you start a new game you never have to do it.

To uninstall the mod you have to reinstall CTP2. It makes changes to game dependant files.

------------------
Rommell to a sub-commander outside Tobruk: "Those Australians are in there somewhere. But where? Let's advance and wait till they shoot, then shoot back."

Krakatoa
Settler
Porto Alegre, RS, Brazil
Feb 2001
posted February 25, 2001 22:13   Click Here to See the Profile for Krakatoa   send a private message to Krakatoa Visit Krakatoa's Homepage!
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Thanks Dale, works perfect.

That's a important tip, why don't you put in readme file ?


BTW, half hour ago, Scotish ask me to break agremant with the... Scotish people!!!!

I'm enjoy a lot your mod, congratulations.


------------------
regards
Krakatoa
[This message has been edited by Krakatoa (edited February 25, 2001).]

Dale
Prince
Melbourne, Australia
Dec 2000
posted February 26, 2001 00:55   Click Here to See the Profile for DaleClick Here to Email Dale  send a private message to Dale Visit Dale's Homepage!
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The version I've got testing on my PC now rectifies this problem. I'll try and get this off to Omni for testers to play with in a day or two. Then it shouldn't be long after for general useage.

------------------
Rommell to a sub-commander outside Tobruk: "Those Australians are in there somewhere. But where? Let's advance and wait till they shoot, then shoot back."

XMon
Chieftain
Tampa, Florida
Sep 2000
posted February 26, 2001 21:38   Click Here to See the Profile for XMonClick Here to Email XMon  send a private message to XMon
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Hey Dale, Diplomod was first created to get the AI civs to form treaties and alliances with each other...correct? I just had an idea, forgive me if it was already mentioned. Did you ever consider having the AIs make diplo decisions based on government type? Like communist governments would have high regard and be more likely to form treaties with other communist govs as well as, perhaps, tyrannies. Democracies and republics. Fascists and monarchies. Etc etc. Theocracies and...??? Can this even be done with SLIC? If it could work, you could see civs form factions and maybe get a cold war thing going, esp with like minded civs forming military pacts. Just an idea.

Also...you mentioned that with the last version of withdraw.slc that civilian units would not be expelled. I also think that's great. It wouldn't be much fun if UW units could not get into your borders. Anyway, I gave transport ships the IsCivilian flag so that they could move thru my waters but it doesn't work, they get expelled. Now if you destroy a transport you get the big diplomatic hit for killing civilians but not the withdraw.slc effect (or lack thereof). Any idea which flag causes the UW units to not get expelled? Did I make sense there?

Dale
Prince
Melbourne, Australia
Dec 2000
posted February 26, 2001 22:34   Click Here to See the Profile for DaleClick Here to Email Dale  send a private message to Dale Visit Dale's Homepage!
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XMon:
I'm weeks ahead of ya mate. In one of the earlier versions of diplomacy I added in a line to test government types and make them have higher regards:

code:

if(player[1] != 0 && !(IsHumanPlayer(player[1])) && player[0] != player[1] && player[0].govttype == player[1].govttype) {

I have no idea what the UW unit is. What's it's full name? As for ya transport problem, I've never even looked at units.txt so dunno. These transports wouldn't happen to be carrying military units would they? (which get expelled)

------------------
Rommell to a sub-commander outside Tobruk: "Those Australians are in there somewhere. But where? Let's advance and wait till they shoot, then shoot back."

XMon
Chieftain
Tampa, Florida
Sep 2000
posted February 26, 2001 23:24   Click Here to See the Profile for XMonClick Here to Email XMon  send a private message to XMon
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Glad to see you're on the job! If ya can get RICH govs to give money and advances to POOR govs of like-minded type...then things could get interesting. UW stands for unconventional warfare...not as cool as it sounds. In CTP(1 and 2), UW is lawyers and corporations, clerics, infectors, spies and cyberninjas etc. Most of them have the Civilian tag as well. Basically, I'd like it if civilian units and stealth units were exempt from the withdraw.slc but I can imagine that that would be difficult to pull off.

No...the transport was empty. I need to go re-read your post on that subject.

XMon
Chieftain
Tampa, Florida
Sep 2000
posted February 27, 2001 21:48   Click Here to See the Profile for XMonClick Here to Email XMon  send a private message to XMon
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Hey Dale, did you know that a military pact negates the withdraw.slc?? Pretty cool if you ask me. Faced with a huge naval assault by the Japanese, I cajolled and bullied the Irish, English and Native Americans into military pacts to join me against the Japanese. Next thing I know, they're all steaming thru my waters. Cool. I checked the intel screen and they all still had "no trespass" treaties with me but withdraw.slc did not expel them. So...perhaps "military pact" is similiar to the C:CTP "alliance" in that respect. Just to let you know... Funny thing is, the Irish and English are at war and they are now battling in my waters.
Dale
Prince
Melbourne, Australia
Dec 2000
posted February 28, 2001 21:58   Click Here to See the Profile for DaleClick Here to Email Dale  send a private message to Dale Visit Dale's Homepage!
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Here's an update of where we stand. I'm currently testing my updates and will hopefully send out a beta on monday. I've thought of/found a few more things to fix so here's a list of them for ya eye over:

- Enabled science swapping embassy requirement
- Fixed break agreements with self
- Increased slow map swaps to 500 turns
- Check/keep veteran status of expelled units
- Fixed text ID's of ConsiderNewProposal statements (synthetic fix)
- Disabled science pacts to avoid the Activision bug
- Decreased regard cheat for AI's of different governments
- Increased chance of accepting peace treaties for same governments
- Stopped expelling of cargo ships and air units to simulate the difficulties in patrolling and monitoring these mediums (EG. Coastguard inefficiencies, Iraq's no-fly zone, tracking down pirates, refugee boats)

If you disagree with any of these design changes I've made to the game, stiff ****. Valid suggestions will be considered though.

------------------
Rommell to a sub-commander outside Tobruk: "Those Australians are in there somewhere. But where? Let's advance and wait till they shoot, then shoot back."

WesW
apolyton.net/wes
Huntsville, Al., USA
b.02-15-99
posted March 01, 2001 17:13   Click Here to See the Profile for WesWClick Here to Email WesW  send a private message to WesWSend a Message to UIN: 84799350 Visit WesW's Homepage!
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Dale, I am debugging the Med mod beta now, so please hurry up and get the 3.3 version to me as soon as possible!

Also, could you combine the slc code and messages into one file? I did this when I put the earlier version of the Diplomod into the MedPack II to try and keep things simple.

Dale
Prince
Melbourne, Australia
Dec 2000
posted March 01, 2001 18:05   Click Here to See the Profile for DaleClick Here to Email Dale  send a private message to Dale Visit Dale's Homepage!
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Wes:
I'm just testing that withdraw isn't going to expel sea/air units at the moment. I wanna make sure that it'll work correctly this time. Also, I've combined diplomod.slc, withdraw.slc and diplomod_msg.slc into the one file, diplomod.slc. Is this what you're talking about?

BTW, if you have included different air units in the med mod (which I'm sure is true) then I'll have to explain how to change the withdraw component so it doesn't expel them. Or, if you email me the air unit handler names I'll put them in myself. EG: UNIT_AIR_UNIT

BTW2, in Med Mod do you use Bureaucracy to enable diplomats? If not, what's the advance handler you use? I'll need to change that for the embassy creation section.

------------------
Rommell to a sub-commander outside Tobruk: "Those Australians are in there somewhere. But where? Let's advance and wait till they shoot, then shoot back."

WesW
apolyton.net/wes
Huntsville, Al., USA
b.02-15-99
posted March 01, 2001 22:17   Click Here to See the Profile for WesWClick Here to Email WesW  send a private message to WesWSend a Message to UIN: 84799350 Visit WesW's Homepage!
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SPRITE_STEALTH_FIGHTER 32
SPRITE_STEALTH_BOMBER 51
SPRITE_INTERCEPTOR 46
SPRITE_JET_BOMBER 47 # CTP2 BOMBER
SPRITE_ATTACK_HELICOPTER 97
SPRITE_BOMBER 102 # battle
SPRITE_BRITISH_FIGHTER 108 # spitfire
SPRITE_DIVE_BOMBER 109 # stuka
SPRITE_SPY_PLANE 57
SPRITE_SPACE_PLANE 55

I think that is all the air units in the mod.
And yes, putting everything in one file is what I referred to.
There is another unit in the game which can establish embassies: the Noble. It is available very early in the game with the advance Aristocracy.

Dale
Prince
Melbourne, Australia
Dec 2000
posted March 02, 2001 01:03   Click Here to See the Profile for DaleClick Here to Email Dale  send a private message to Dale Visit Dale's Homepage!
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Thanks Wes. I'll get a Med Mod version to you on monday. I'd have it to you earlier, but I don't have the net at home.

I'll have the AI start trying to make embassies on discovery of aristocracy.

------------------
Rommell to a sub-commander outside Tobruk: "Those Australians are in there somewhere. But where? Let's advance and wait till they shoot, then shoot back."

Dale
Prince
Melbourne, Australia
Dec 2000
posted March 04, 2001 20:28   Click Here to See the Profile for DaleClick Here to Email Dale  send a private message to Dale Visit Dale's Homepage!
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New version sent to Omni this morning. Look for V3.3 If you currently run V3.2 then see readme for upgrading instructions.

Enjoy.

EDIT:
PLEASE PLEASE PLEASE ensure you have the CTP2 patch installed before installing the Diplomacy mod. This will cut down on 3/4's of the "bug reports" emailed to me.

------------------
Rommell to a sub-commander outside Tobruk: "Those Australians are in there somewhere. But where? Let's advance and wait till they shoot, then shoot back."
[This message has been edited by Dale (edited March 04, 2001).]

OmniGod
ACS CtP2 Database Manager
Philadelphia, PA, USA --> Really Canadian
Dec 1999
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It's up for all you lucky people #> Version 3.3 #> Withdraw 1.2 (do not install if you are already using diplomod)
dennis_caver
Chieftain
Beaverton, OR
Jan 2001
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Hi Dale,

Just found another bug in the Diplomacy Area. I'm using your
Diplomod 3.2b. If the Ai asks for an advance and I counter
with give me lots of $Gold(9000) for it, I think my treasury
only increases by a little ... about 1000. Is there an easy
fix? By the way the AI accepts all the time.

Spelelunk forever,

Dennis

OmniGod
ACS CtP2 Database Manager
Philadelphia, PA, USA --> Really Canadian
Dec 1999
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This money bug has been addressed and assumed to be part of the hardcoding that even Dale can't penetrate The easy answer is never ask for money, cuz you ain't gett'in sh!te. Sorry, that's the easy and full answer to the best of my knowledge.
David Murray
Warlord

Dec 2000
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I get dumped back to the desktop, something about an error about the number of proposals considered by the AI...*sigh* Looks like it's time for a reinstall for me. But I didn't do anything wrong, and 3.2 worked fine!
Dale
Prince
Melbourne, Australia
Dec 2000
posted March 05, 2001 19:10   Click Here to See the Profile for DaleClick Here to Email Dale  send a private message to Dale Visit Dale's Homepage!
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Dennis:
What Omni said. Also, that bug is addressed in the readme. Did you read it?

David:
That's a new one. I never had any probs and I played with the mod heavily since I finished it friday night. Anyone else with this prob?

------------------
Rommell to a sub-commander outside Tobruk: "Those Australians are in there somewhere. But where? Let's advance and wait till they shoot, then shoot back."

Metheglyn
Settler

Mar 2001
posted March 06, 2001 01:29   Click Here to See the Profile for Metheglyn   send a private message to Metheglyn
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Dale,

The error message that David is referring to states that ConsiderNewProposal has the wrong number of arguments. This version doesn't have all of those "ID_AIS_LOVE_AIS" all over the place.

I hope that helps, because I'm really looking forward to using this version of your mod. Right now it crashes to the desktop as soon as I hit the "next turn" button.

Oh, and thanks for all the work you've put into this mod. You've turned a $50 (US) coaster into a playable game.

Metheglyn

Dale
Prince
Melbourne, Australia
Dec 2000
posted March 06, 2001 03:12   Click Here to See the Profile for DaleClick Here to Email Dale  send a private message to Dale Visit Dale's Homepage!
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All I can say is "WEIRD!". I'm playing the Asia-Pacific version with 1.11 patch installed. I don't get that error msg. Maybe it's a problem between localised versions. I'll put in the ID tags again and repost to Omni. I apologise for this, but I quite simply didn't know.

------------------
Rommell to a sub-commander outside Tobruk: "Those Australians are in there somewhere. But where? Let's advance and wait till they shoot, then shoot back."

dennis_caver
Chieftain
Beaverton, OR
Jan 2001
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Thanks guys,

I didn't know this combo was included in that advance - money
issue previously discussed. I did read the V3.2 text but I have not
even downloaded the V3.3. I'm playing my first game with the mods
on the big map.

Spelelunk forever,

Dennis

habitualuser
Settler
NYC, New York, USA
Feb 2001
posted March 06, 2001 18:45   Click Here to See the Profile for habitualuser   send a private message to habitualuser
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Hi, I'm getting the same problem as Metheglyn... I get a message for each of the other civs turn saying 'In Object DIP_MainRoutine, function _ConsiderNewProposal: Wrong number of arguments'


So i did i search of both version of DiploMod.scl (3.2 and 3.3) and just like Metheglyn said, v3.2 is passing 8 arugments, and v3.3 is only passing 5... I take it the last 3 are supposed to be optional?

Well, I'm playing the US v1.11.

Dale
Prince
Melbourne, Australia
Dec 2000
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Campers:
I've emailed the fixed mod (putting the ID tags in again) to Omni and Wes (the Med Mod version). But I don't know if they got it since we have email probs with attachments at work and had to send it from my old hotmail account. I looked into it at home last night and found that yes, with my combo of Asia-Pacific and patch 1.11 the three ID tags seem to be optional. Since the Asia-Pacific local version was the last made, maybe the tags were made optional. No one will know unless Activision tells us eh?

------------------
Rommell to a sub-commander outside Tobruk: "Those Australians are in there somewhere. But where? Let's advance and wait till they shoot, then shoot back."

OmniGod
ACS CtP2 Database Manager
Philadelphia, PA, USA --> Really Canadian
Dec 1999
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It's posted and replaces the second file in the diplomod download.
preacherman
Chieftain
Seguin/Texas/usa
Nov 2000
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Dale I don't know what I did wrong, open diplomod to cpt 2 file made changes required. when opening game crashes to desktop with about 20 slc error codes most can't find files. Did I put it in wrong place?

Must of been bad download, reloaded game and downloaded from anothewr site and it worked ok.
[This message has been edited by preacherman (edited March 07, 2001).]

Dale
Prince
Melbourne, Australia
Dec 2000
posted March 06, 2001 22:10   Click Here to See the Profile for DaleClick Here to Email Dale  send a private message to Dale Visit Dale's Homepage!
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Preacherman:
Try the new one that Omni just put up. It fixes a prob where you would get about that many "not enough arguements" errors.

------------------
Rommell to a sub-commander outside Tobruk: "Those Australians are in there somewhere. But where? Let's advance and wait till they shoot, then shoot back."

Metheglyn
Settler

Mar 2001
posted March 06, 2001 23:53   Click Here to See the Profile for Metheglyn   send a private message to Metheglyn
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Dale,

The new version is giving error messages complaining about the *type* of arguments in ConsiderNewProposal. If I comment out the following lines, it works fine:

if(DIP_request == 7) {
for(DIP_tmpvalue2 = 1; DIP_tmpvalue2 < DIP_NumOfPlayers; DIP_tmpvalue2 = DIP_tmpvalue2 + 1) {
if(DIP_tmpvalue2 != player[0]) {
ConsiderNewProposal(player[0], player[1], DIP_requestpriority, 7, DIP_tmpvalue2, ID_AIS_LOVE_AIS, ID_AIS_LOVE_AIS, ID_AIS_LOVE_AIS);
}
}
}
if(DIP_request == 8) {
for(DIP_tmpvalue2 = 1; DIP_tmpvalue2 < DIP_NumOfPlayers; DIP_tmpvalue2 = DIP_tmpvalue2 + 1) {
if(DIP_tmpvalue2 != player[0]) {
ConsiderNewProposal(player[0], player[1], DIP_requestpriority, 8, DIP_tmpvalue2, ID_AIS_LOVE_AIS, ID_AIS_LOVE_AIS, ID_AIS_LOVE_AIS);
}
}
}

Am I the only one having this problem?

Metheglyn

Dale
Prince
Melbourne, Australia
Dec 2000
posted March 07, 2001 22:49   Click Here to See the Profile for DaleClick Here to Email Dale  send a private message to Dale Visit Dale's Homepage!
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Okay, a bit of logical thought required here. I don't get the error msg at all, so I can't even recreate the error above. I tried.

ConsiderNewProposal requires these elements:
Originator - player[0]
Receiver - player[1]
Priority - DIP_requestpriority
Request number - 7/8
Arguement - DIP_tmpvalue2
Three sets of text (optional with my setup for some reason) - ID_AIS_LOVE_AIS

Request number 7 & 8 are OFFER_BREAK_AGREEMENT and REQUEST_BREAK_AGREEMENT.
The arguement required by these proposals is THIRD_PARTY which is the integar value of the player to break the agreements with. What I'm asking is:
player[0] requests/offers to player[1] to break agreements with DIP_tmpvalue2.

DIP_tmpvalue2 starts at 1 (human player) and proceeds upwards to the last player number. DIP_tmpvalue2 is checked to see that it is NOT the same as the requesting nation. Thirdly, the ConsiderNewProposal is made.

Can anyone see the problem? Cuz as the tree said to the lumberjack, "I'm stumped!"

------------------
Rommell to a sub-commander outside Tobruk: "Those Australians are in there somewhere. But where? Let's advance and wait till they shoot, then shoot back."

Zanzin
Chieftain
Sydney, Australia
Mar 2001
posted March 08, 2001 02:26   Click Here to See the Profile for ZanzinClick Here to Email Zanzin  send a private message to Zanzin
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Erm, well, just to complicate matters well and truly, I'm in Sydney and have the Asia Pacific version, and I'm getting the same problem as everyone else when trying to get to the next turn!! Arrghhhhh!!! (And, yes, I've got 1.11 installed)

This is all kinda funny I guess.

Well, actually, it isn't.

Its just really really weird!!!

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