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deanolium

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About deanolium

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  1. deanolium

    Mod Script Findings

    Then it's caught by the else block, and thus sets the health to zero, destroying it. So not a bug, just misreading the code.
  2. deanolium

    Mod Script Findings

    It more looks like: If health (of each section) is >70% then set the health of that bit to 0%. If instead the health of that bit is <=70% then set health to 0% (ie, destroy it). Which basically means two hits will kill the carrier. Massively overpowered if I'm reading the code right and just plain weird anyway.
  3. deanolium

    [MOD] Island Mod

    Species: Yeah, it does mean the beginning can be somewhat monotonous, but it does mean you pick which islands you want along with deciding what they should be. It's more like the original game. The main reason I did it was also because I don't like/trust the roles it picks the preowned islands as having when you start a game. For me that's a part of the strategy and fun. But horses for courses, and everyone has a different play style. To be honest, it would be more fun when mixed with a better enemy carrier AI - one where if you are as powerful as him, it'd still be difficult (and thus suicide if you're weaker). Thus making you need to not only make a powerful chain of islands for yourself, but also eventually weaken his chain (whilst avoiding him) until you can overpower him. I'm sure we'll get that part of the game down eventually, it's just not there yet. However, if you want just the program-resume removed, this is very easily done. (The following instructions are for the steam version; though you can use the instructions above to pack it for other versions.) Just go to the Scripts directory and delete all the files except for telecontrol.h (which is the file with the mod remove the automatic program resume). And there you go. I hope that helps!
  4. deanolium

    [MOD] Island Mod

    Thanks SirAvenger - I'll put these instructions up onto the original post
  5. deanolium

    [MOD] Island Mod

    Awesome Foxhound -- Once this week is over, I'll get onto making a more friendly version and better/less confusing documentation ;) Hopefully there will soon be a way to make it work on every version in a universal way too.
  6. deanolium

    Mod Script Findings

    To be more exact, you can get away with #define DEVELOPER to turn on the developer features. The logging does indeed happen in that directory you mentioned, in the Campaigns.log. Something else that's useful is the SLog function. This is used in the AI Advisor files (which despite the file names are for both the human player and the AI player), and is defined in uec_empireadvisor.h By default this is set to just Print (which obviously just goes nowhere for us), but I then added the following lines to the end of that function: stratAI = "AI: " + stratAI; g_Game.AddMessage(stratAI, COLOR_RED, LMF_EMPIRE); This then causes the AI log messages to output to screen. I then went further and replaced print statements with SLog to further probe what was happening.
  7. Here's something to try; put the following code in functions that you want to know is being run: g_Game.AddMessage("REACHED CODE POINT A", COLOR_RED, LMF_EMPIRE); This will then pop a message on screen (and in the message log) whenever it reaches that point in code. If it appears, then you know that function is being called. If not, then it's a junk function that's just left over.
  8. deanolium

    Mod Script Findings

    That's not a bad idea; I'm going to be pretty busy over the next couple of weeks, but if someone wants to set one up, that could be a good way to organise this information. ---------- Post added at 23:50 ---------- Previous post was at 23:46 ---------- Military Advisor is definitely being run. I used a function to display text on the screen whenever parts of Military Advisor was run; along with some data values (which is how I figured out what's going on with island invasions/assaults) and it's showing that the functions are called. I haven't done more than a very quick glance at the bad island code, but it's interesting that it looks bugged. Definitely be a good thing to fix.
  9. deanolium

    [MOD] Island Mod

    Very weird, I'll look into it tomorrow when I'm back. Has anyone had any luck with it at all? Another thing to try is the earlier version in case something's up with the zip file: https://dl.dropbox.com/u/101876491/island_mod_v1.zip
  10. deanolium

    [MOD] Island Mod

    Unfortunately I'm away until tomorrow - but if you could maybe put up a picture of your carrier command directory, that might be useful in figuring out why it's not working. Hopefully we'll be able to figure this out -- it'll be great when the next patch comes out to unify the different versions.
  11. deanolium

    [MOD] Island Mod

    Just checked, and it's definitely working here, and that's going back to the original install. Here's a screen shot of my directory: https://dl.dropbox.com/u/101876491/carrier_mod_shot.gif (142 kB) I'm using the Steam version (as noted), and as Thygrrr has stated, it's configured by default to use the seperate files if they're in the right place. You can check this by finding your saves directory (for steam it's ...\Steam\userdata\41771232\65740\local) and open the ccsettings.xml. You should then see the following in the file: <filesystem> <path directory="./"/> <path directory="data00.cc"/> <path directory="data01.cc"/> <path directory="data02.cc"/> </filesystem> Which is what does the magic. If you're using a non-steam version and it doesn't have this in the ccsettigns.xml file, let us know. I hope this helps!
  12. deanolium

    [MOD] Island Mod

    Weird, I'll check again to see what going wrong, as that's sounding like the default behavior.
  13. deanolium

    [MOD] Island Mod

    Hmmm - will check the slider, but it should work. It's the topmost one in the strategy game generation screen entitled Captured Islands Count. The variable is in /scripts/Campaign/classic_campaign.h -- look for the iUEC and iAPA variables; these are how many islands each side starts with. ---------- Post added at 19:44 ---------- Previous post was at 19:42 ---------- I should note - that by extract the zip file, it should create a folder called scripts in the carrier command directory. If it creates a directory called islandMod_v2 then move everything from that directory into the program folder. I've checked the slider, and it does work. So check the folder is right, and maybe check the 'k' timewarp key works as a check that the mod is working.
  14. deanolium

    Mod Script Findings

    Something interesting I've just found. The AI takes literally no time (well one cycle) to take over a neutral island. This means it can rapidly take them over far faster than the player. This is controlled in scripts/advisors/assault.h and I'm not sure whether it's a bug or not. It does make it unfair and probably should be tweaked to take some time for the AI to do so.
  15. deanolium

    [MOD] Island Mod

    Well, you can easily just hit 'e' before you change vehicle ;) I could easily use a button to switch between the two behaviours, and will probably be my next change for this. For now, if you want it in the old style, just delete/rename the file /scripts/campaign/telecontrol.h as that's where I put that change in.
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