May 17, 2009, 17:06
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#1
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Super Moderator
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Apolyton CTP2 Edition: Revision 990 (01-Jun-2009)
The Apolyton CTP2 Source Code team proudly presents the Apolyton CTP2 Edition Revision 990 from June the 1st 2009.
This update fixes a few bugs found in the Revision 981 that prevented you from playing on when a civilization was wiped from the map.
In addition it makes it more difficult to establish good relationships with the AIs on the first turn of contact. Now you have to build up trust first, before you can get a piece treaty or a map exchange. This reflects the AI behavior on subsequent turns if you do not offer a piece treaty or a map exchange.
Beside many other changes, it contains a new City Manager window, that does not have the tabs anymore but displays all the information you need in one window on one view.
We have a new combat option that changes how the defenders attack the attackers. Now they use their defense values for attacking. If you do not like that then you are free to play the game in the old style.
We now have an AI that is not only faster but also smarter. It now does not try to use units for conquering your cities that it should use for city garrison. In the last version, the result was that the units were kept in the cities and conquest failed, instead of using other units.
This Apolyton Edition can be directly installed over CTP2 v1.0, v1.1, or v1.11.
If you found a bug please report here as much relevant information as possible. This includes how to reproduce the problem, an attached screenshot or savegame may be helpful. If the game crashes (terminates without user intention) then include a crash log. You can enable crash logging by editing your userprofile.txt (in [Your CTP2 directory]\ctp2_program\ctp\) to set EnableLogs=Yes. The log can then be found at [Your CTP2 directory]\ctp2_program\ctp\logs\crash.txt. Please do not attach the crash.txt to a post, include the content of that file in your post.
For further changes check out the change log in the readme.
If you cannot forget about the past  here is the previous thread.
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Code:
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Brief Changelog:
2009-06-01 (Revision 990)
Fixed: The game does not crash, if a civilization is wiped out.
Fixed: The game does not hang if the AI cannot find enough transporters for
a goal like sieging a city.
Added: More of the government modifed functionality for buildings and
wonders was implemented.
Fixed: The AI regard for another player is recomputed when first cobtact
is made. This prevents the AI to give the human player a map exchange
a peace treaty etc. on the first turn of contact. Now the human player
has to build up trust, first.
Fixed: Units with zero movepoints cannot move after an upgrade anymore.
Fixed: The game now updates the displayed unit information including its picture.
Added: New database flags for modders:
- UnitDB:
UpgradeAnywhere Unit can be upgraded outside of cities and forts
UpgradeDoesNotHeal Unit does not regain fuel, HP, and movepoints
after an upgrade.
2009-05-17 (Revision 981)
Fixed: The AI does not try to use units for conquest if those units were
assigned for city garrison. Such a attack does not fail anymore.
Fixed: Cell unit strength computation was fixed so that the AI knows how
much units it needs to conquer your cities.
Changed: The empire manager now shows the actual numbers used for rations and
wages.
Changed: The original gameplay was restored, including terrain, units, elite
units were disabled, and the trade bonus through cities was removed.
Changed: Upgrade paths now match those of the original Apolyton Pack mod.
Fixed: The Great Library now shows the right information about terraforming.
Fixed: Active defense was added to the units destroyer, plasma destroyer,
leviathan, morey striker, and interceptor to match the Great Library.
Changed: "Smooth borders" option graphics to just show thicker borders so they
are more visible than the original.
Fixed: Trenches are generated again when a map is created and if
PERCENT_TRENCH in Const.txt is zero. PERCENT_TRENCH is set to zero
until we have converted the CTP1 trenches to CTP2 trenches.
Fixed: The map is now generated with a proper distribution of hills and
mountains.
Fixed: The AI garrisons its just conquered cities, properly.
Fixed: The game does not crash anymore if a new civ is added and that civ is
destroyed immediately and another new civ is created then again.
May happen through slave uprising.
Added: A "New Combat" option was added to the rules screen. If it is on, front
line units of a defending army will use their defense stat (rather
than attack) to attack the front line units of the attacking army.
Changed: Units with defense > 0 but attack = 0 no longer die immediately, and
will at least defend themselves. If New Combat rule is enabled they
will also counter-attack in a battle. Only an army that contains units
all with attack = 0 and defense = 0 will die immediately.
Added: The slic functions CreateBuilding and CreateWonder were added. The
difference with events with same name is that these functions do
not effect stored production in a city. And unlike the CreateWonder event,
CreateWonder function does not trigger a wonder movie.
Added: "City Land Attack", "City Air Attack" and "City Sea Attack" where
added to the battleview window to show these the city building
bonuses during battle.
Fixed: Many unit bonuses used in combat that were not working at all before.
Added: Added the slic function UnitMovementLeft(unit). It returns an integer
of the unit's movement remaining. 100 = 1 move, 33 = a single road move etc.
Fixed: ActiveDefence to only fire when there's a valid target and still alive.
This removes the exploit of making a full army of active-defender's
waste their active defense on one unit.
Removed: Counter-bombard and counter-active-defense units do not fire anymore
after an active defender has fired, this removes the big disadvantage
of being the defender, and it was very cheesy to look at.
Fixed: Units that have Attack=0 cannot attack anymore even if they have the
"CanAttack" flag (Cyber Ninja for example).
Changed: Bombard so bombarding units and defenders use same bonuses
(such as terrain defense, veteran etc) as they do in normal combat.
Fixed: The GetNeedsIrrigation flag now finds irrigation squares next to a city
with a irrigation source of another tile improvement.
Changed: The grid color was changed from white to black to match the other
zoom levels.
Fixed: Movebonus ("all terrain as x") units.txt flag.
Added: A no ruins option was added to rules window.
Changed: The government comparison tab of the empire manager displayed more
detailed information, and displays yet researched researched
governments so that you can compare them with your current government.
Changed: The AI goal calculation is now also unit dependent and the AI was
sped up.
Changed: The city manager was redesigned to display all information from the
tabs in one window.
Added: Some tile graphics and all the rules for submarine canyon/trench
tiles were added.
Changed: The UpgradeTo flag does not obsolete units anymore.
Fixed: The game does not hang anymore if the AI tries to load a transporter
that cannot move to its load position.
Added: A random map settings option was added to the map settings window.
Fixed: The "activate" and "disband" buttons in the city manager will be
after disbanding a unit.
Changed: The diplomacy manager and diplomacy proposal window were resized to
fit on 600 pixels high resolution again. The width of the proposal
window were increased and its layout were modified, for easier
modification later.
Fixed: The Diplomat photo now shows up when the AI sent you a proposal.
Changed: The advance options window was cleaned by removing options already
present in other windows. Also other option windows were cleaned up.
Added: A Custom start and end ages option was added to single-player rules
screen.
Fixed: The map does not auto-center on moving stealth units that you can't see.
Changed: Elite medal icon now replaces veteran medal icon, rather than sitting
below it.
Changed: No units can be expelled from a tile anymore if there is at least one
unit that cannot be expelled.
Fixed: The AI uses any units inside a newly founded city for garrison.
Changed: The AI uses less units for city garrison for the higher higher
defense levels. This is closer to the original game.
Changed: An enemy transporter does not show the cargo icon anymore if it only
carries stealth units.
Fixed: If you click on a hidden enemy stealth unit or on another kind of
unit or city inside the fog of war your units or cities will
deselected.
Changed: Slic event debug messages are now off by default.
Added: The AI will free slaves when it conquers a city if it neither owns
slaves nor it has any slavers.
Fixed: The AI builds caravans again.
Fixed: Rare crash at start-up (race condition with mouse initialization).
Fixed: The game does not crash anymore if the riot casualties option is used.
Changed: The map does not center on a pirate event if AutoCenter is off. |
__________________
Civ2 military advisor: "No complaints, Sir!"
Last edited by Martin Gühmann; June 1, 2009 at 18:11.
Reason: Apolyton Edition Revision 990 has been released
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May 17, 2009, 17:50
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#2
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Prince
Local Time: 22:14
Local Date: July 29, 2010
Join Date: Jul 2002
Location: San Francisco, CA
Posts: 848
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Cool! Time for me to have a go again then :-)) What level would you guys recommend to play at?
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May 17, 2009, 18:03
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#3
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Super Moderator
Local Time: 23:14
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Join Date: Mar 2001
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Posts: 6,199
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Originally Posted by mapfi
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Cool! Time for me to have a go again then :-)) What level would you guys recommend to play at?
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Good question, well I tested it a few turns, yesterday. Well, actually it was a few "just one more turns".
I played on hard, as a builder I had no big problems, to play peacefully, even no slave attacks, well until I found a target civ.
I have no idea how difficult it is to conquer, but some AIs did conquer cities.
-Martin
__________________
Civ2 military advisor: "No complaints, Sir!"
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May 17, 2009, 21:16
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#4
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Emperor
Local Time: 22:14
Local Date: July 29, 2010
Join Date: Jun 2001
Posts: 7,665
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Thanks Martin
180 turns into my first game so far, only one small bug found. When I locate a slaver outside my city it appears further away. In the attached screen shot the slaver is north of Canterbury, but appears further away as you can see. Seems to be happening consistently, hopefully I didn't break it  Save attached.
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May 17, 2009, 21:19
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#5
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Emperor
Local Time: 22:14
Local Date: July 29, 2010
Join Date: Jun 2001
Posts: 7,665
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Originally Posted by mapfi
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Cool! Time for me to have a go again then :-)) What level would you guys recommend to play at?
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"Hard" or "Very Hard" difficulty, and "Ruins Only" or "Bandits" barbarian setting.
I started a game on "Impossible" with "Raging Hordes" barbarians and had problems getting even 2 cities built in the beginning. Once you crawl up to 3 or 4 cities and the AI takes up more land the barbs are no problem though.
If you use the "New Combat" option it's a lot easier to defend cities too. As the barbarians use only warriors in the beginning, and a fortified hoplite by itself can kill 2 or 3 warriors. On the "Old Combat" setting a warrior can get lucky against a hoplite, so it's harder to play defensively. The AI also fairs better on "New Combat" against barbarians.
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May 18, 2009, 02:37
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#6
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Emperor
Local Time: 22:14
Local Date: July 29, 2010
Join Date: Jun 2001
Posts: 7,665
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This path is weird, but when I move the destination to one square East of the bear the path is correct.
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May 18, 2009, 20:29
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#7
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Settler
Local Time: 16:14
Local Date: July 29, 2010
Join Date: Jan 2005
Location: Lawton, OK
Posts: 23
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When I try to launch a game with the AE Mod, it has a DB Error box pop up that says "ICON_ORDER_UPGRADE not found in Icon database. Continue?"
Clicking yes allows me to Select AE Mod and load it (within the single player menu)...and then the same box pops up...if I continue, I can select my civ, set options, rules, etc., but when I launch the game for good, it has the same box pop up again, and regardless of if I say yes or no to continuing, the game crashes to desktop.
without AE Mod though, there is no error...so I guess this is just a problem with AE Mod.
__________________
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May 18, 2009, 22:32
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#9
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Emperor
Local Time: 22:14
Local Date: July 29, 2010
Join Date: Jun 2001
Posts: 7,665
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It needs some work though. The only reason to use it right now is for the game play balance tweaks. The AI is not that much better (maybe just better growth), and the game is probably slower due to all the slic.
From what I've seen of the latest playtest in the vanilla game, the AI seems to be doing quite well. They seem to be building more wonders and city improvements than the last playtest too.
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May 19, 2009, 01:31
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#10
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Emperor
Local Time: 14:14
Local Date: July 29, 2010
Join Date: Jan 2004
Location: ??
Posts: 3,022
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At least it works, unlike the current version. And I think you have done a great job with it.
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May 19, 2009, 13:22
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#11
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Super Moderator
Local Time: 23:14
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Join Date: Mar 2001
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Originally Posted by Maquiladora
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It needs some work though. The only reason to use it right now is for the game play balance tweaks. The AI is not that much better (maybe just better growth), and the game is probably slower due to all the slic.
From what I've seen of the latest playtest in the vanilla game, the AI seems to be doing quite well. They seem to be building more wonders and city improvements than the last playtest too.
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Nevertheless, you should upload it to the repository, since I expect that such stuff is in and we don't want to have reports of stuff that should have been fixed.
-Martin
__________________
Civ2 military advisor: "No complaints, Sir!"
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May 19, 2009, 19:33
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#12
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Emperor
Local Time: 22:14
Local Date: July 29, 2010
Join Date: Jun 2001
Posts: 7,665
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Originally Posted by Martin Gühmann
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Nevertheless, you should upload it to the repository, since I expect that such stuff is in and we don't want to have reports of stuff that should have been fixed. 
-Martin
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I had intended to upload a better version but I didn't expect you to release a new AE so soon.
I'm sure I'll be able to upload it before the next AE
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Up to turn 350 in my first game with this new playtest. No crashes or major bugs so far.
Only one other thing found so far, what is the Emancipation Act REALLY supposed to do?
The Great Library statistics part says:
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Quote:
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Converts Slaves to citizens worldwide
Causes revolts in slave-holding cities
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but then in the gameplay section of the same article:
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Quote:
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With its signing, all slaves the world over are immediately converted to citizen status. The newly free citizens rise up against their former oppressors, rioting in all Cities on the map that employ Slaves.
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The converting of slaves to free citizens works fine, but they neither rioted or revolted. I'm assuming they should riot in all cities but the wonder's owner? Revolting would create massive problems and be majorly overpowered.
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May 20, 2009, 12:57
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#13
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Super Moderator
Local Time: 23:14
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Join Date: Mar 2001
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Originally Posted by Maquiladora
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I had intended to upload a better version but I didn't expect you to release a new AE so soon.
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I thought that was clear when you sent me the change log. That's usually the last part I do. Well, I just had to do some changes to improve its readability.  So you may check it again, so that I didn't misunderstood anything. Anyway it is a big difference if I have to go trough all the revisions reports myself or someone else does it. So thanks again.
Originally Posted by Maquiladora
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The converting of slaves to free citizens works fine, but they neither rioted or revolted. I'm assuming they should riot in all cities but the wonder's owner? Revolting would create massive problems and be majorly overpowered.
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I guess the former slaves should riot a little bit.
-Martin
__________________
Civ2 military advisor: "No complaints, Sir!"
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May 24, 2009, 03:42
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#14
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Emperor
Local Time: 22:14
Local Date: July 29, 2010
Join Date: Jun 2001
Posts: 7,665
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Should barbarians appear outside fog of war? It's pretty annoying, and certainly not standard for civ games. Did this happen in the 1.1 patched game?
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May 25, 2009, 12:17
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#15
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Settler
Local Time: 17:14
Local Date: July 29, 2010
Join Date: May 2009
Posts: 1
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I installed your patch over my original game it runs so far, but whenever i destroy a nation the game crashes in the next turn.
To crate a logfile does not work. I uploadet the savegame when you end the turn it automatical crashes.
additional the game crashes using the ae mod.
Also the screen turns sometimes for less then a second black in the game
Last edited by Andron; May 25, 2009 at 12:46.
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May 25, 2009, 14:37
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#16
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Super Moderator
Local Time: 23:14
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Join Date: Mar 2001
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Posts: 6,199
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Originally Posted by Maquiladora
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I had intended to upload a better version but I
I'm sure I'll be able to upload it before the next AE
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Originally Posted by Andron
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I installed your patch over my original game it runs so far, but whenever i destroy a nation the game crashes in the next turn.
To crate a logfile does not work. I uploadet the savegame when you end the turn it automatical crashes.
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So this means Maq has to hurry.  In fact, I already have a fix on my harddive, I just broke something else while I was fixing.
Originally Posted by Maquiladora
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Also the screen turns sometimes for less then a second black in the game
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Probably, something I have to fix, too. But unfortunately I don't know how much time it takes.
-Martin
__________________
Civ2 military advisor: "No complaints, Sir!"
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May 26, 2009, 00:51
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#17
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Emperor
Local Time: 22:14
Local Date: July 29, 2010
Join Date: Jun 2001
Posts: 7,665
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Originally Posted by Martin Gühmann
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So this means Maq has to hurry. In fact, I already have a fix on my harddive, I just broke something else while I was fixing.
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Hurry with what, the AE Mod? Is this caused by the AE Mod? This is the crash.txt I got with his save:
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Code:
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0x007d6fb0 [?Add_New_Goal@Scheduler@@QAEXABQAVGoal@@@Z + 0x20]
0x007f6882 [?AddGoalsForArmy@CtpAi@@SAXABVArmy@@@Z + 0x142]
0x007f6547 [?GEVHookCallback@CtpAi_CreatedArmyEvent@@EAE?AW4GAME_EVENT_HOOK_DISPOSITION@@W4GAME_EVENT@@PAVGameEventArgList@@@Z + 0x67]
0x0057e447 [?Activate@GameEventHook@@QBE?AW4GAME_EVENT_ERR@@PAVGameEventArgList@@HAAH@Z + 0x37]
0x0057ee08 [?ActivateHook@GameEventManager@@QAE?AW4GAME_EVENT_ERR@@W4GAME_EVENT@@PAVGameEventArgList@@HAAH@Z + 0x28]
0x0057cf2d [?Process@GameEvent@@QAE?AW4GAME_EVENT_ERR@@XZ + 0x2d]
0x0057e880 [?AddEvent@GameEventManager@@QAA?AW4GAME_EVENT_ERR@@W4GAME_EVENT_INSERT@@W4GAME_EVENT@@ZZ + 0xd0]
0x00433165 [?dh_endTurn@@YAXPAVDQAction@@PAVSequence@@W4DHEXECUTE@@@Z + 0x35]
0x0042b823 [?HandleNextAction@Director@@QAEXXZ + 0xc3]
0x0040c26b [?Process@CivApp@@QAEHXZ + 0x11b]
0x00406f64 [?CivMain@@YGHPAUHINSTANCE__@@0PADH@Z + 0x394]
0x004069c5 [WinMain@16 + 0x65]
0x0080588c [WinMainCRTStartup + 0x134]
0x7c817077 [__onexitbegin + 0x7be4aaff] |
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May 26, 2009, 13:34
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#18
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Super Moderator
Local Time: 23:14
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Join Date: Mar 2001
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Posts: 6,199
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Originally Posted by Maquiladora
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Hurry with what, the AE Mod?
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Yes, unless you are not so sure anymore whether you can upload a fixed version for the next Apolyton Edition.
Originally Posted by Maquiladora
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Is this caused by the AE Mod? This is the crash.txt I got with his save:
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No, it isn't caused by the AE Mod, how could it, if it isn't used? But this is a serious bu that has to fixed as soon as possible.
-Martin
__________________
Civ2 military advisor: "No complaints, Sir!"
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May 26, 2009, 13:45
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#19
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Emperor
Local Time: 14:14
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Join Date: Jan 2004
Location: ??
Posts: 3,022
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Do you know what the bug is? Something to do with the AI creating an army?
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May 26, 2009, 14:14
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#20
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Super Moderator
Local Time: 23:14
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Join Date: Mar 2001
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Posts: 6,199
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Originally Posted by EPW
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Do you know what the bug is? Something to do with the AI creating an army?
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Well, when the AI creates an army, all the other AIs gets goals added for this army, like attacking it. This is also true for those AIs that are dead, if they are not the last on the player list. Since the AI is no more the game crashes.
I don't know but that should have already occurred in the last version.
But, actually, this isn't all, the latest additions for the government modified stuff has added another problem that will make the game crash. So far I have fixed those two problems, I just added another problem, if you have selected more than one city in the Edit Queue window.
I will be on my home computer at the next weekend again.
-Martin
__________________
Civ2 military advisor: "No complaints, Sir!"
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May 26, 2009, 14:29
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#21
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Emperor
Local Time: 22:14
Local Date: July 29, 2010
Join Date: Jun 2001
Posts: 7,665
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Originally Posted by Martin Gühmann
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No, it isn't caused by the AE Mod, how could it, if it isn't used? But this is a serious bu that has to fixed as soon as possible.
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OK, now I see why you need to release another AE so soon.
I'll try to check it and upload it on Thursday or Friday at the latest. Or EPW can do it
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May 29, 2009, 10:54
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#22
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Settler
Local Time: 21:14
Local Date: July 29, 2010
Join Date: Mar 2005
Location: Dinant - Belgium
Posts: 1
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Hi everybody.
First, the good news : the Apolyton mod is great !
Now, the bad news : (the bug seem to be well known) when a civilisation is destroyed the games crashes.
I'm playing CTP2 french edition with Windows XP.
Crash.txt
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Code:
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Version 2009-05-16
0x007d6fb0 [?Add_New_Goal@Scheduler@@QAEXABQAVGoal@@@Z + 0x20]
0x007f6882 [?AddGoalsForArmy@CtpAi@@SAXABVArmy@@@Z + 0x142]
0x007f6547 [?GEVHookCallback@CtpAi_CreatedArmyEvent@@EAE?AW4GAME_EVENT_HOOK_DISPOSITION@@W4GAME_EVENT@@PAVGameEventArgList@@@Z + 0x67]
0x0057e447 [?Activate@GameEventHook@@QBE?AW4GAME_EVENT_ERR@@PAVGameEventArgList@@HAAH@Z + 0x37]
0x0057ee08 [?ActivateHook@GameEventManager@@QAE?AW4GAME_EVENT_ERR@@W4GAME_EVENT@@PAVGameEventArgList@@HAAH@Z + 0x28]
0x0057cf2d [?Process@GameEvent@@QAE?AW4GAME_EVENT_ERR@@XZ + 0x2d]
0x0040c351 [?Process@CivApp@@QAEHXZ + 0x201]
0x00406f64 [?CivMain@@YGHPAUHINSTANCE__@@0PADH@Z + 0x394]
0x004069c5 [WinMain@16 + 0x65]
0x0080588c [WinMainCRTStartup + 0x134]
0x7c817077 [__onexitbegin + 0x7be4aaff] |
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May 31, 2009, 20:25
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#23
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Super Moderator
Local Time: 23:14
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Join Date: Mar 2001
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Posts: 6,199
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__________________
Civ2 military advisor: "No complaints, Sir!"
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May 31, 2009, 21:08
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#24
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Emperor
Local Time: 22:14
Local Date: July 29, 2010
Join Date: Jun 2001
Posts: 7,665
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Originally Posted by Martin Gühmann
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So anything left to upload.  Otherwise I will release the next version, tomorrow.
-Martin
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It's a good job you reminded me  (or rather the reply email did)
I haven't even looked at the AE Mod to upload yet, so I'll try and do it now...
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June 1, 2009, 18:10
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#25
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Super Moderator
Local Time: 23:14
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Join Date: Mar 2001
Location: Tübingen, Germany
Posts: 6,199
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Revision 990 has been released, I updated the opening post of this thread and renamed it accordingly. I reset the upload date in the Apolyton download section, but as it looks like I cannot reset the hit counter. When I updated it had 6354 hits. And if you where logged in while you downloaded one of the previous versions you should have got an email notification.
-Martin
__________________
Civ2 military advisor: "No complaints, Sir!"
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June 3, 2009, 06:46
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#26
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Chieftain
Local Time: 13:14
Local Date: July 29, 2010
Join Date: Jun 2009
Posts: 31
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New here. Came across a mention of an upgraded CtP2 and a wave of nostalgia washed over me. Dusted off the disk(literally) downloaded the AE mod and fired up a new game. Fun times.
However, I ran across two issues: (Note, these are all from v981; 990 hasn't finished downloading yet. Net connection sux.)
#1
I was trying out some of the optional rules, and the gold costs for units and cities seem to be off in their calculations by at least an order of magnitude.  It just ain't right when you've got only 4 cities and about 20 units and your maintenance/upkeep costs are greater than your entire GNP: -200 per turn for my army; total income only 110. Now add the city costs to that!
Did somebody forget a constant somewhere?
#2
When playing the AE mod itself, I found that whenever I tried to load an autosave, (like to replay that one city assault where I got massacred by coracles  ), the game would crash. When I restarted the program, I was able to load the games without a hitch. This happened reliably(3 times). Here's the crash log for your fun and amusement:
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Code:
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Version 2009-05-17
0x005b20dc [?Get@?$CTPDatabase@VBuildingRecord@@@@QAEPBVBuildingRecord@@HH@Z + 0xc]
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Last edited by Hans Lemurson; June 3, 2009 at 07:00.
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June 3, 2009, 11:15
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#27
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Emperor
Local Time: 22:14
Local Date: July 29, 2010
Join Date: Jun 2001
Posts: 7,665
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Originally Posted by Hans Lemurson
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New here. Came across a mention of an upgraded CtP2 and a wave of nostalgia washed over me. Dusted off the disk(literally) downloaded the AE mod and fired up a new game. Fun times.
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Just out of interest, where did you hear about it?
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Quote:
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#1
I was trying out some of the optional rules, and the gold costs for units and cities seem to be off in their calculations by at least an order of magnitude. It just ain't right when you've got only 4 cities and about 20 units and your maintenance/upkeep costs are greater than your entire GNP: -200 per turn for my army; total income only 110. Now add the city costs to that! 
Did somebody forget a constant somewhere?
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 It's fair to say some of the optional rules have not been tested as much as they should have been. These extra gold costs also need to be detailed to the player in the empire manager.
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Quote:
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#2
When playing the AE mod itself, I found that whenever I tried to load an autosave, (like to replay that one city assault where I got massacred by coracles ), the game would crash. When I restarted the program, I was able to load the games without a hitch. This happened reliably(3 times). Here's the crash log for your fun and amusement:
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Was this with the experimental religion mod, or the AE Mod proper? (These should be separated in a future release).
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June 3, 2009, 16:29
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#28
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Chieftain
Local Time: 13:14
Local Date: July 29, 2010
Join Date: Jun 2009
Posts: 31
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Originally Posted by Maquiladora
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Just out of interest, where did you hear about it?
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Well, that's a long story...
I was on the boards for "Sword of the Stars" writing up a suggestion for an interface improvement based on those message-icons from CtP1. (Whatever happened to them? They were great.) Being reminded of CtP by this, I decided to do a little google search for "Call to Power 3" just to see if by some chance there had been any continuation of the series. (Obviously there hasn't.) The only reasonably useful link I found was to a message posted on CivFanatics mentioning that one "Ages of Man" mod was about as close as you'll get to CtP3. I was intruiged. I looked that up, and downloaded AoMIV, but was frustrated when I found that this was only an update to the prior versions of AoM. So, in searching apolyton for CtP2 info, I came across mention that the latest update (981) of the Apolyton Edition of CtP2 had been released. "Holy shnikeys! Not only have there been more updates to CtP2, but the latest one came out less than two weeks ago! Must...download..."
And there you have it.
Originally Posted by Maquiladora
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It's fair to say some of the optional rules have not been tested as much as they should have been. These extra gold costs also need to be detailed to the player in the empire manager.
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I did some checking again on this, using the "1 gold per unit" rule, and it claims that I'm paying out 1245 gold per turn in wages(my GNP is 900). However, I am still producing science and putting away gold into my savings. I think it's probably just a display issue.
Originally Posted by Maquiladora
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Was this with the experimental religion mod, or the AE Mod proper? (These should be separated in a future release).
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Nope, just the AE Mod itself.
One more question: After restarting the game and loading the latest save, I noticed that in the Great Library it had no mention of the Ramayana or Aristotle's Lyceum going obsolete. Their bonus values were correct (+1  and +10%  ) but no obsolescence. I then started a new game using the AE mod, exited from it, and then reloaded my original game, and when I checked back in the GL, both wonders had their obsolescences back.
So my question is: when you load s game saved from a mod, does it reload all of the mod settings too? I would imagine so, but I know that the settings for any given game can be changed just by editing the userprofile (and so I was able to add and remove the "gold payment" rule from an already-started game. I know that this also affects any saved game you play. Similarly, changing the color-profiles (in colors00.txt) for the different players also changed every game.
So, given this, how can you be certain that s saved game from a mod will reload under proper conditions?
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June 3, 2009, 16:56
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#29
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Emperor
Local Time: 14:14
Local Date: July 29, 2010
Join Date: Jan 2004
Location: ??
Posts: 3,022
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The goldhunger costs are steep to say the least:
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Code:
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| Units Name |
GoldHunger |
| UNIT_ABOLITIONIST |
5 |
| UNIT_AIRCRAFT_CARRIER |
150 |
| UNIT_ARCHER |
1 |
| UNIT_ARTILLERY |
30 |
| UNIT_BATTLESHIP |
150 |
| UNIT_BOMBER |
50 |
| UNIT_CANNON |
20 |
| UNIT_CARAVAN |
0 |
| UNIT_CARGO_HELICOPTER |
45 |
| UNIT_CARRACK |
15 |
| UNIT_CATAMARAN |
5 |
| UNIT_CATAPULT |
16 |
| UNIT_CAVALRY |
15 |
| UNIT_CITY |
0 |
| UNIT_CLERIC |
0 |
| UNIT_CORPORATE_BRANCH |
0 |
| UNIT_CRAWLER |
200 |
| UNIT_CRUISE_MISSILE |
0 |
| UNIT_CYBER_NINJA |
100 |
| UNIT_DESTROYER |
60 |
| UNIT_DIPLOMAT |
0 |
| UNIT_DREADNAUGHT |
180 |
| UNIT_ECO_RANGER |
5 |
| UNIT_ECO_TERRORIST |
25 |
| UNIT_EMPATHIC_DIPLOMAT |
25 |
| UNIT_FASCIST |
20 |
| UNIT_FIGHTER |
30 |
| UNIT_FIRE_TRIREME |
10 |
| UNIT_FRIGATE |
45 |
| UNIT_FUSION_TANK |
130 |
| UNIT_HOPLITE |
1 |
| UNIT_HOVER_INFANTRY |
50 |
| UNIT_INFANTRYMAN |
15 |
| UNIT_INFECTOR |
100 |
| UNIT_INTERCEPTOR |
65 |
| UNIT_IRONCLAD |
30 |
| UNIT_KNIGHT |
16 |
| UNIT_KRAKEN |
210 |
| UNIT_LAWYER |
100 |
| UNIT_LEVIATHON |
250 |
| UNIT_LONGSHIP |
6 |
| UNIT_MACHINE_GUNNER |
20 |
| UNIT_MARINE |
14 |
| UNIT_MOBILE_SAM |
40 |
| UNIT_MOREY_STRIKER |
70 |
| UNIT_MOUNTED_ARCHER |
3 |
| UNIT_NUCLEAR_SUBMARINE |
50 |
| UNIT_NUKE |
50 |
| UNIT_OCEAN_CITY |
0 |
| UNIT_PARATROOPER |
28 |
| UNIT_PIKEMEN |
4 |
| UNIT_PLASMA_DESTROYER |
100 |
| UNIT_SCOUT_SUB |
75 |
| UNIT_SEA_ENGINEER |
0 |
| UNIT_SETTLER |
0 |
| UNIT_SHIP_OF_THE_LINE |
30 |
| UNIT_SLAVER |
7 |
| UNIT_SPACE_CITY |
0 |
| UNIT_SPACE_PLANE |
100 |
| UNIT_SPY |
16 |
| UNIT_SPY_PLANE |
90 |
| UNIT_STEALTH_BOMBER |
90 |
| UNIT_STEALTH_FIGHTER |
75 |
| UNIT_SUBMARINE |
40 |
| UNIT_SWORDSMAN |
3 |
| UNIT_TANK |
40 |
| UNIT_TELEVANGELIST |
100 |
| UNIT_TROOP_SHIP |
20 |
| UNIT_URBAN_PLANNER |
0 |
| UNIT_WAR_WALKER |
90 |
| UNIT_WARRIOR |
0 |
| UNIT_Z_FREIGHT_TRANSPORT |
0 |
| UNIT_LONGBOWMAN |
5 |
| UNIT_ELEPHANT_WARRIOR |
15 |
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June 3, 2009, 17:30
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#30
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Chieftain
Local Time: 13:14
Local Date: July 29, 2010
Join Date: Jun 2009
Posts: 31
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That's just equal to the production hunger, right? Also, my army consists only of Archers, Warriors and Hoplites, whose support/hunger cost is 1.
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