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Thread: PROJECT: Playtest Thread III

  1. #31
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    You can download winRAR from the official site
    http://www.rarlabs.com/
    The RAR format is from them so...

    It´s a trial for 30 days by the way.
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  2. #32
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    Originally posted by Martin Gühmann
    The aui components are common componets widly used in the code, therefore I don't think the problem lies there.
    I don't think the problem lies there either, I just think I need to understand it to understand where the problem does lie .

    The SPRiskLevelStringTable is also used in spnewgamewindow.cpp and so far there are no reports that there is something wrong.
    Yes. I noticed that too. But I suspect that the use there is superfluous and the result doesn't actually appear anywhere in the game...

    Anyway, after a couple of days thinking about it I have an idea what to try next.

  3. #33
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    Maq,

    Maybe you should add a link to the latest playtest build in your first post for a lot of thenew guys coming by...(atleast I didn't see it there)
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  4. #34
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    I added a link to the latest one, but do I need to link to the last playtest that is playable on more than one continent? Does that playtest support the mods?
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  5. #35
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    I just found Monarchy in a ruin and got this popup, any idea why it does that and in a different colour?

    Using latest playtest.
    Attached Images Attached Images
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  6. #36
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    The same thing happens every time I have researched a new goverment, missing gov name and the question in white color.

  7. #37
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    Sorry I couldn't find the link because it was in the Martin quote so it didn't look like link.

    Not Sure if we need to provide the other links, but then again customer service is what we are about!


    PS anyone else notice that the latest playtest date on the start up still uses July 2004???

    And anyone know how to disable the start up video? It wears me out as I test my tiles and sprites for errors....
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  8. #38
    J Bytheway
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    Originally posted by E
    And anyone know how to disable the start up video? It wears me out as I test my tiles and sprites for errors....
    Yes - use the command line argument "nointromovie" .

  9. #39
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    Originally posted by J Bytheway


    Yes - use the command line argument "nointromovie" .
    Thanks J, which file though?victorymovie.txt?
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  10. #40
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    You add it in the target line in a shortcut like

    "D:\Games\CtP2 Playtest\ctp2_program\ctp\ctp2.exe" -nointromovie
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  11. #41
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    Got It thanks Maq!
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  12. #42
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    E,
    another way to skip the intromovie is to hit any key once the Load has completed.

  13. #43
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    thanks Mirimunchkin,I was doing that but just got aggitated because I was just starting a new game, looking around then exiting. And then repeat to see how things flowed with my tiiles (by the way I 've done a lot of tweaking to clean it up and it looks really good, I'll post the newest soon.)
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  14. #44
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    Where can I download the latest Playtest???

    And I´d also like to see all the current altered source code files (specialy if they are all together in a ZIP)

    I only found an old version in the directory, and even this one seams very, very good.

    thanks,

    Felipe

  15. #45
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    Playtest is on the first page of this thread, but I feel generous: :
    2004.12.28.CTP2.Playtest.rar


    code BUT you have to download each individual piece done since then (thest of page 14 and 15 in the Altered Source Files thread)
    2004.12.27.CTP2.ALL.zip

    thread:
    http://apolyton.net/forums/showthrea...&pagenumber=14

    Edit: Removed link. You can download the latest version of the Apolyton edition from here.
    Last edited by Martin Gühmann; May 23, 2008 at 18:02.
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  16. #46
    sekel
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    Hi everyone,

    I noticed that the playtests since October introduced major problems with the AI, due to experimental changes.

    What exactly were you trying to acheive?

    Is the new AI getting better or it just brought more problems???

    thanks,

    Felipe

  17. #47
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    I heard its better but i think going to the AI thread will help better...
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  18. #48
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    But the september playtest is the last possible for multiplaying.

  19. #49
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    Do you get the PW bug in the september playtest or any other bugs rdorau? Im still playing MP with the 1.1 patch unfortunately.
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  20. #50
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    Sorry, I don't know the pw bug. There are some bugs especially at synchronizing. It lasts very long. But with the last two playtests you can't play at all.

  21. #51
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    Yeah, playing with the old playtests is like playing with 1.0 and using the newest playtest is worst of all for MP, which is a shame because theres some really good fixes like right-clicking for stealth units and rush-buying (i think it was fixed again)
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  22. #52
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    I fear that the attempts made to fix problems with MP based on the descriptions of what Activision's patch did have done more harm than good.

  23. #53
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    Originally posted by sekel
    Hi everyone,
    I noticed that the playtests since October introduced major problems with the AI, due to experimental changes.
    What exactly were you trying to acheive?
    Is the new AI getting better or it just brought more problems???
    thanks,
    Felipe
    iirc calvitix made many different changes to the AI. It is not clear to me that the net result is an improvement. Pathfinding is now badly broken in my opinion, which is a shame because it had been greatly improved last April by someone (Fromafar?).
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  24. #54
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    Play test 2004 4.30

  25. #55
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    Soory about last post hit the wrong key

    Been using this play test version for now. Seems to work great . AI expands very fast . Will hem human player in so much so that its a battle to build your empire. AI to AI diplomacy works fine. AI factions expand by war or build up in times of peace.
    Now I know much work has been done since then but I have found that the first play test had the AI expanding at a perfect rate. After 300 turns on highest level was still in last place.

  26. #56
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    Running playtest game

    I have started a game with the latest playtest build this morning modded with the Updater2.

    All is fine for the moment but there is still something that is preventing the National manager to be the perfect managing tool. The number of turns before the next population increase is still missing for each city. IMO, the entry named Population could be shortened to Pop which should leave enough place for an entry named Inc or Incr. The National manager would also be much more useful if double-clicking or right-clicking on the name of a city would open the City manager (which name appears in English in the French build and that is something I have to correct in the French files).
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  27. #57
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    I would have liked to mod the National Manager to create a new entry with the Number of Turns before Population growth next to the Population entry but I am afraid that simply modifying the window implies some programming as I have not find anything other than the strings in the text files. Does someone know how to do this and how could I help if someone is willing to do it?
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  28. #58
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    Peter was working on making it appear next to the pop size and the name on the map, dont know if he still is or not.

    It would be useful in the city manager specialists tab too, when youre tweaking specialists.
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  29. #59
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    Tamerlin,
    I'd just do a search on the appropriate files (you probably can find which ones from where Flinx posted it in the Altered Source code files) and post where you think the code is. Hopefully someone may help you a long
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  30. #60
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    Thanks Maq and E, as far as I am concerned I would need a lot of help as I know nothing about programming.

    I agree that the Number of turns before population increase is useful in each window of the National Manager and that it should also appear as a default information in the City Manager screen.

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