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PROJECT: Playtest Thread III

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  • #61
    Don't fret Tamerlin, as my threads prove I'm only learning now about programing But I think there is something in the code that calculates turns until growth (maybe citydata.cpp) if you figure out how to display that I think you'll be on the right track...
    Formerly known as "E" on Apolyton

    See me at Civfanatics.com

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    • #62
      Martin: Have your recent attempts to fix the AI-slowness problem had enough effect to make it worthwhile releasing a new playtest version? If so, I'll throw one together.

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      • #63
        Originally posted by J Bytheway
        Martin: Have your recent attempts to fix the AI-slowness problem had enough effect to make it worthwhile releasing a new playtest version? If so, I'll throw one together.
        I think this attempt is effective enough. However there is another problem that makes the game crash concerning the changes I did about vision. I was distracted by some other stuff like the AI specialists distribution. And now I am trying to figure out why the AI doesn't build special units and settles so slowly.

        I plugged in the build lists of GoodMod, and the results were that the AI settles agressively, but doesn't build any wonders. Now I want to look into the change about reducing the city garrision. That might have an effect as there is a GarrisonUnitBuildList flag for a BuildListElement.

        However without this side stuff I would have released a playtest myself.

        -Martin
        Civ2 military advisor: "No complaints, Sir!"

        Comment


        • #64
          Re: PROJECT: Playest Thread III

          Well it is time for a new playtest. It is again a .NET build so these these instructions are still valid:

          Do I need any additional files to make the playtest work?

          It is a build created with the .NET compiler. Therefore you need the .NET runtime environment to run the *.exe.
          If you dont already have it it is avalaible at windows update or here.
          Or at least you need those two dlls if you don't want to install the .NET runtime.
          I was able to reduce the massive slow down problem in more than one continent games. However it seems not gone totally. But how severe the problem is can only show a big playtest.

          Here is the change log since the last playtest:

          2005-03-05
          Disabled: AI unit text, so that you don't see the AI goals.
          Fixed: Crashes and memory leaks.
          Fixed: Minor translation problems with the French and German string files.
          Updated: strategies.txt, advancelists.txt, buildlistsequences.txt and unitbuildlist.txt,
          to make the AI more agressive and seperate the AI personalities more.
          Fixed: Vision of borders of civs you have no contact to in fog off and god mode.
          Fixed: A Vision problem and a crash in combination with city conquest.
          Changed: Disabled autosave for MP client.
          Added: Finished production handling in the MP turn start.
          Updated: Anet game number.
          Fixed: Basic AI population assignment.
          - If cities has slaves the number of pops to assign is calculated correctly.
          - The first pop in the database can now be used, meaning AI can use entertainers.
          - The minimum amount of calculated entertainers can now be assigned.
          - However this are only basic fixes, population optimisation has still to be done.
          Added: A new slic power operator: **
          Fixed: Slic database access, so that the feat units in CTC work.
          Added: Slic function AddSlaves to add slaves to a city.
          Added: Slic function IsOnSameContinent to check whether two locations are on the
          same continent.
          Fixed: Wonder start and almost complete messages are also send for the first wonder
          in the database correctly. Precisely you get now such messages for Aristotle's Lyceum.
          Fixed: Some minor bugs in the AI goal computation.
          Restored: Old operator of squd strengh. That caused the huge delays in the last version
          on maps with more than one continent.
          Changed: Pathfinding doesn't consider anymore danger on the way. Another solution for
          that has to be found. This removes the huge zone of control.
          Changed: Tile improvements for small cities of AIs get full utilisation bonus for placement.
          Changed: AI places tile improvements every fifth turn and roads every second turn.
          Added: CanSettleOn flag to unit.txt so that modders have the ability to limit settling
          to certain terrains.
          Changed: New games can now be started with only one civ (without any opponents).
          Changed: The version date is now derived from the exe's last link date (date is in GMT),
          to prevent showing a wrong date if ldl_str.txt has not been updated.
          Fixed: Turn counter synchronisation when creating a new civilisation (by revolt) to
          prevent one sided wars.
          Fixed: Science popup in hotseat and PBEM is delayed until the appropiate player's turn.
          Fixed: The risk levels in the drop down menu in the scenario editor are now in the
          right order.
          Fixed: Turn count in PBEM don't say anymore always "Turn 0"
          Changed: The same algorithm for SP and MP is used to generate Barbarians
          Changed: New terrain values

          And finally a link to the latest playtest:

          Edit: Link removed, there is already a new version out. Check later posts of this thread thread or the first post.

          -Martin
          Last edited by Martin Gühmann; July 21, 2005, 15:23.
          Civ2 military advisor: "No complaints, Sir!"

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          • #65
            Changed: The version date is now derived from the exe's creation date (not last modification date)
            Did you change something here, or did I mess up something in the code? It should really be the last modification (= link) date of the file. The file creation date is irrelevant.

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            • #66
              I think this might be the first bug with te new playtest, and I'm partly to blame

              I tried the new CanSettleOn flag. So I went to the text file and deleted all of the Settle: Land flags and put in CanSettleOn: Terrain_Grassland. The FLAG works !!!!!!!

              HOWEVER, when I started the game it came up as the urban planner AND NOT the settler you start with. The way I knew my flag worked was that I had to go to the cheat mode and then add settlers (after THAT i tested it out)

              I also went back into the units.txt and made it only CanSettleOn and just Settle: Land. ANd it settled any land (overrided the flag) and it started with the right settler.

              So I think there is a bug or code somewhere that happens during start up to check for the best starting settler? But it doesnt make sense because the tech wasn't available...I'll look in the code but not sure where to start...
              Formerly known as "E" on Apolyton

              See me at Civfanatics.com

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              • #67
                Marin that’s not my addslave function is it couse it has a bug.
                "Every time I learn something new it pushes some old stuff out of my brain" Homer Jay Simpson
                The BIG MC making ctp2 a much unsafer place.
                Visit the big mc’s website

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                • #68
                  Still looking but I think it has something to do with the Settle: flag. I think the game checks for those flags to see if a settler and then picks the first available one. I'll try to find the check and add CanSettleOn to it.

                  BigMC whats your bug? also I played with my tiles briefly and copied volcanoes but made them land and changed the tile set and came out with single square islands (no beach tiles) and it appeared on start up so I think there is something about 'internal' for the game to identify terrains which makes it hard coded to only use the ones on startup and not new ones we add.
                  Formerly known as "E" on Apolyton

                  See me at Civfanatics.com

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                  • #69
                    When I bombard a city on one turn, on the next turns it automatically bombards for me, for example after many turns of bombarding I wanted to attack but after I move my other non-seiging units it switched to my previously bombarding stack and did it automatically.

                    There is a way to stop it by selecting and moving/using that bomarding stack first before any other units (I think turning off auto-cycle units might work too) so you catch it before it decided to autobombard.

                    Ive attched the save. Just move the 3-stack (archer, warrior, archer) closer to the orange AI's 2 settlers then it switches to the 12 stack and bombards by itself.

                    NOTE: and no Im not giving the command to bombard twice on the previous turn so it waits till the next turn and auto does it.

                    This is obviously with the new playtest.
                    Attached Files
                    Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
                    CtP2 AE Wiki & Modding Reference
                    One way to compile the CtP2 Source Code.

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                    • #70
                      Also you can still tell if a city is empty by bombarding it, if its empty it wont allow it.

                      And the new government discovery popup still has the white text and missing name.
                      Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
                      CtP2 AE Wiki & Modding Reference
                      One way to compile the CtP2 Source Code.

                      Comment


                      • #71
                        Originally posted by Maquiladora
                        Also you can still tell if a city is empty by bombarding it, if its empty it wont allow it.
                        I guess that the bomber´s crew flying over the city can notice it is empty

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                        • #72
                          Flying catapults?
                          Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
                          CtP2 AE Wiki & Modding Reference
                          One way to compile the CtP2 Source Code.

                          Comment


                          • #73
                            Originally posted by Maquiladora
                            NOTE: and no Im not giving the command to bombard twice on the previous turn so it waits till the next turn and auto does it.
                            Actually I just realised it is giving the bombard order twice, but its not me doing it.

                            I give the order to bombard, my units bombard but then the "Clear Orders" command is in the right-click commands menu, so its waiting to bombard again, which has to be next turn.

                            This also happens with incite revolution with the spy, it gives the order twice. I guess this happens with all orders.
                            Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
                            CtP2 AE Wiki & Modding Reference
                            One way to compile the CtP2 Source Code.

                            Comment


                            • #74
                              Originally posted by Fromafar
                              Did you change something here, or did I mess up something in the code? It should really be the last modification (= link) date of the file. The file creation date is irrelevant.
                              I didn't change anything. The point could be the link issure, clearly Windows Explorer says the file was last modified on the 5th. However I only modifyed the comments of the source files and ran the compiler. So the *.exe should be identical with the one I creted before midnight. However I cannot know for sure, whether the *.exe was relinked.

                              Originally posted by E
                              Still looking but I think it has something to do with the Settle: flag. I think the game checks for those flags to see if a settler and then picks the first available one. I'll try to find the check and add CanSettleOn to it.
                              Indeed it has to do something with one of these flags, of course not with your flag. But actual you should find the place in the code on your own.

                              Originally posted by Maquiladora
                              When I bombard a city on one turn, on the next turns it automatically bombards for me, for example after many turns of bombarding I wanted to attack but after I move my other non-seiging units it switched to my previously bombarding stack and did it automatically.

                              There is a way to stop it by selecting and moving/using that bomarding stack first before any other units (I think turning off auto-cycle units might work too) so you catch it before it decided to autobombard.

                              Ive attched the save. Just move the 3-stack (archer, warrior, archer) closer to the orange AI's 2 settlers then it switches to the 12 stack and bombards by itself.

                              NOTE: and no Im not giving the command to bombard twice on the previous turn so it waits till the next turn and auto does it.

                              This is obviously with the new playtest.
                              And this really occured in this playtest for the first time? My first thought is that it has to do with the modified bombard code. But that was already in the last playtest build from late December. However if there are all orders affected then it might be something else.

                              Originally posted by The Big Mc
                              Mar[t]in that�s not my addslave function is it couse it has a bug.
                              Well I added my version of this function, since I had to test it on my own. At testing it didn't crash the game, however the Assert poped up that the AI had problems with distributing its specialists. But that was a problem common to all slaves regardless how they were added to the city.

                              I realized that the problem was located something else. And left the function in. It has the advantage that it uses the MakePop event, so you can detect it when it occurs and do some stuff via slic whenever a slave is added to a city. However I didn't implement the remove slave part, but that shouldn't be a big deal.

                              -Martin
                              Civ2 military advisor: "No complaints, Sir!"

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                              • #75
                                And this really occured in this playtest for the first time? My first thought is that it has to do with the modified bombard code. But that was already in the last playtest build from late December. However if there are all orders affected then it might be something else.
                                Its definitely all orders, well all the ones ive tried so far, all except some of the special units, slave raid and pillage does repeat though.

                                It stops when you ungroup then group the stack before the next turn, of course all this does is clear orders so its the same thing.
                                Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
                                CtP2 AE Wiki & Modding Reference
                                One way to compile the CtP2 Source Code.

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