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Thread: PROJECT: Playtest (the 4th Thread)

  1. #31
    Ekmek
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    thanks MArtin, it reloaded form the autoslave and i played about 100 turns after without a repeat
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  2. #32
    Protra3211
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    Hi E

    Have been playing with the latest playtest along with build 552c no other files ,just noticed the new build!
    Played 183 turns on very hard 8 civs, lagest map with no CTD. Didnt have any problems with the turns moving slow or odd messages from slic.
    AI,s are very busy building up their empires (average AI had 12 to 13 cities) almost building every wonder before me but manage one. In 5th place with 8 cites in the coner of the world. So have not had any wars yet to test out AI tactics.
    AI,s for the most part are at peace so far with I think two at war. Well im enjoying playing as it looks like the AI has the smarts to build up his empire before going to war. Will of course move on to the new build .Cant wait to see how AI tactics have improved when at war.

  3. #33
    Fugi the Great
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    Local Date
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    Still on last game using 552c, turn 624. First Crash since last post, seems very stable. Don't think this crash has anything to do with what anyone did, it just seemed like a normal CTP2 crash - whatever that means, you know when it just crashes for no apparent reason (the occasional solar flare, gravity fluctuations or whatever). Reloaded from the autosave okay, played the next turn okay, so I saved it for another day. Well here it is just in case anyone can make heads or tails out of it.
    Crash.txt:
    0x00000ae0 [(unknown) + 0x0]
    0x00437fd3 [?Process@Director@@QAEXXZ + 0x2d]
    0x0040ed26 [?ProcessUI@CivApp@@QAEJKAAK@Z + 0x22c]
    0x0040f045 [?Process@CivApp@@QAEJXZ + 0xa7]
    0x00407dd0 [?CivMain@@YGHPAUHINSTANCE__@@0PADH@Z + 0x3b6]
    0x00407847 [WinMain@16 + 0x74]
    0x008ad26c [WinMainCRTStartup + 0x134]
    0x77e814c7 [__onexitbegin + 0x772d5a2f]

  4. #34
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    LOL

    Yeah it does look like the "normal" crash...bummer though because I would like a crash free ctp2 (if i wanted crashes I'd start up civ4 again, that thing repeatedly killed my computer).

    How is the AI doing in the tech race? My civ3mod the AI would "quit" researching, meaning not research anything which I think has to do with the greater gold costs. If the AI is competitive in your games then I'll work on my mod more and try not to introduce anymore bugs.
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  5. #35
    Fugi the Great
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    I am finally starting to take the lead in Tech, but that was probably because I switched to Corp Rep. a few turns ago (from Communism for the shorter building times), been playing catch-up for the entire game where I was probably #2 from the bottom for the longest of times. I have the largest army, but Korea is also building a very large one very quickly - they are also #2 in science. Could be a major war down the road, but that won't be for a while since I am maxed out on my # of cities (not playing my normal modification - 1000 cities regardless of government). I am #1 in Economy by a long shot. I would probably be further advanced than I am, but I started in the middle of a swampy/jungle area that wouldn't let me grow quickly or produce anything fast enough to keep my tech up at the same time fight off multiple enemies and rebuild lost units. Most of my PW went into tearing out swamps and jungles and converting them to Prairie with farms on them so that the cities could finally start growing. The AI is not a push over in defending itself - okay wasn't until the invention of cannon, and now bombers, Cities all had 12 units defending - tore up my attackers pretty well. It still doesn't really know how to build attack armies though. I kept getting attacked by armies that half of them were settlers - or is it just using them to make armies look bigger than they are? Had a lot of suicide units that would attack one of my cities by itself and do little to nothing in damage - wasteful ( or is that reconnaissance). Or I would get attacked by a single military unit escorting a settler - nice that it was escorting the settler, but wasteful to attack with since it does no damage and just wastes the settler. Why does the AI care so little for the settler units? It should remember that each settler unit equals 10,000 citizens, it should not just throw it's population away like that.

    In a side note, we need a slider bar added to the box for gifting cities.
    Another thing, any possible way to change the # of cities you are allowed based on the size of the map without always change govern.txt? Just seems that if the # you get (govern.txt) is based on a normal map (I will assume that is what it is based on), but then switch to a large or gigantic map that there would be no need for wars since every nation is easily and quickly maxed out for number of allowed cities. Kind of takes away the reason for playing if you can't conquer - oops, I mean liberate - the nations of the world. If maybe something could be added to keep that # in proportion to the world size. Just an idea.

  6. #36
    Protra3211
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    Before starting the 553 build I just wanted to add a veiw comments. By using the cheat I could see that the AI had a good blend of tile improvements farms mines roads-best so far.
    Am considering changing the numbers in Const file that help build the map. Numbers from Apolyton Pack Const file in Gamedata.Just those nubers that deal with contions of land not the whole file. So as not to have too much clumby land. That mod generated the best maps with perfect blend of land.
    Might help the AI expand even faster.
    What about changing numbers in the Goverment file so that a larger army can be build as you go from one form of goverment to the next. Since the AI is ahead in tech about 50% of the game the AI will reach new forms of gov before you. This could make for harder game.
    Well on to playing 553 build.

  7. #37
    Ekmek
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    Thanks guys! Nice to hear that science is not broke so it was the way the AI handle the negative gold in my mod

    @Fugi
    1) For settlers. I added the CantGroup Slic (we tried hard coding it didnt work) to a my civ3mod so settlers cant be grouped at all. It sacrificed the escorting but eliminated the settler-grouped attacking.

    2) For armies I think the AI doesnt know bombarding well, it doesnt group bombing units like a player can. Plus I think bombing is way overpower in ctp2 where you can wipe out 12 stacks in a few turns. I'm looking to cut bombing power, but also my nonlethalbombard code lets you weaken defenders but you'll still have to fight to take a city.

    3) As for attacking, in the civ3mod the AI would move some stacks around (ancient era) but it may be due to me adding frenzy21 to it. I did have to quit a hard game after losing two cities early in a game so its there, but I think it was due to frenzy. But also I tweaked the strategies a bit I think that stuff deserves a new look, possibly borrowing from AoM.


    @Protra:
    1)When you do change the Const stuff let me know I'll add it to my updated EMOD, but really the diversity stuff is an issue, I think I max the diversity slider to get a good feel and that should be in the middle. I think maybe we should change it to the "official" const. BUt once you get a happy playtest of it.

    2) what do you mean larger army? more advanced army or making units cheaper? I think I can do that with the support coef, but not sure exactly what your looking for.


    As an opinion from both you guys, I see you are playing hard and very hard. Maybe we should fix the playing levels so hard is the new medium? let me knowwhat you think.
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  8. #38
    Protra3211
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    What I mean by larger army is that some forms of goverment will support more units while others will not.
    I think the best way to go for the AI would be to let each new goverment the AI discovers allow for more unit support.
    You might have noticed that at times the AI,s military power will drop at times in the line graph. This is because units are deleted to be in line with the new goverment unit support. Like going from Communism to Democracy.The AI is ahead in the tech race so will reach advaned goverments before you.

  9. #39
    Ekmek
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    Are there certain governments the Ai favors? Like Fascism or Communism, I think reducing the support cost for more war like governments will work, but democracies should have it be as a downside no large armies.
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  10. #40
    Protra3211
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    Hi E
    Well I played 93 turns of the new build 553 and im already in first place. I didnt tweak any files as I feel that we should all use the same files.
    For some back ground im playing on very hard -largest map-8 AI factions-and along with your build only have the E,s Diplomod.
    Now what seems to happening is that the AI is not building as many units as in the last build. Im in first place on the military graph line .Never had that happen before so early un less I got a weak empire near by and captured their cities.
    Also your right on setting diversity on max-map was perfect. Well the last build had the AI expanding more so something has changed. Hope you take another look at 552c.

  11. #41
    Ekmek
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    Wow thats good AND bad. I havent tweake dthe AI so I'm not sure what the change is. My guess might be that withte more diverse terrain the AI is not able to take advantage of having a lot of good tiles around it, instead it has to deal with a mix of good and bad tiles (swamps etc). The human can handle that better like Fugi's swamp game.

    but also the other guess might be the civs theselves, the differnt peronalities might accountfor a less expansive AI, maybe last time you had some Genghis Kahn types, now you have ghandis. BUt I'll have to defer that assessment to Martin G or J Bytheway or someone else familar with both code and the game.

    But if it is personalities I think long term we have to make it where the human has to switch strategies to deal with it...hmmm
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  12. #42
    Protra3211
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    Well I tried again with build and playtest with same settings but did allow for more land. . This time after 200 turns AI has picked up the pace and is building more units. I have 65 and the averge AI faction has about the same. One Civ already has 17 cites (China) and is going to be tough to beat!
    Love the new diplo pictures and how the whole interface looks.
    What I should do is look for bugs for you as I know your hoping to finish up. Will only post if I have a crash or odd problems such as odd AI behavior in this forum and save that game.

  13. #43
    Ekmek
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    Thanks Protra. Actually if you can post some of your screenshots (even with diplo pix ) in the screenshot thread. This place could use some publicity.


    GOOD NEWS! My message about running into players without war works! ...well kind of... its a yes/no about declaring war but yes doesnnt do anything (yet). But I went to diplo a formally declared war and war kicked off. So No more accidental wars in the future !

    ANd other good news is that the AI appeared to be doing tech normally again in my Civ3mod so I should be getting that out soon (unfortunately I'll be out for the next three days).
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  14. #44
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    Ok guys I have a 553b out now because I cant commit to 554.

    Anyways, the BIGGIEST change is that there are no accidental wars. You cant bump and you cant just attack. You have to go to diplomacy and declare war.

    But you will notice that a popup asks if you want to break the treaty. Answering yes, does NOTHING even though I tried to make it be a 'declare war' button. So just hit no until the pop up goes away. Also it wont put the other civs name in there. I havent worked with SLIC messages before which is probably why i havent got it totally working. I'm hoping someone can help (the message is '110 break treaty' IIRC) with that.

    but in the meantime let me know how the popup helps or hurt. Thanks for playtesting guys.






    attached is the updated playtest readme and if you havent noticed my builds have a db flag zip that has all the cdb files. they can be read with notepad and you can see all the flags available for the txt files.
    Attached Files Attached Files
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  15. #45
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    Local Date
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    anybody else getting this crash?

    0x004cd700 [?GameObj_Get@@YAPBVGAMEOBJ@@PAV1@K@Z + 0x9]
    0x00484524 [?Get@ObjPool@@QBEPBVGAMEOBJ@@K@Z + 0x24]
    0x004844f3 [?GetUnit@UnitPool@@QBEPAVUnitData@@K@Z + 0x13]
    0x004ffcea [?KillUnit@Unit@@QAEXW4CAUSE_REMOVE_ARMY@@J@Z + 0x1a]
    0x004dea34 [?Settle@Player@@QAEJAAVArmy@@@Z + 0xca]
    0x004f11eb [?GEVHookCallback@SettleEvent@@EAE?AW4GAME_EVENT_HO OK_DISPOSITION@@W4GAME_EVENT@@PAVGameEventArgList@ @@Z + 0x6d]
    0x005bc74f [?Run@GameEventHook@@AAE?AW4GAME_EVENT_ERR@@AAViter ator@?$list@UNode@GameEventHook@@V?$allocator@UNod e@GameEventHook@@@std@@@std@@PAVGameEventArgList@@ AAJ@Z + 0x63]
    0x005bc6e6 [?Activate@GameEventHook@@QAE?AW4GAME_EVENT_ERR@@PA VGameEventArgList@@JAAJ@Z + 0x7e]
    0x005bd35a [?ActivateHook@GameEventManager@@QAE?AW4GAME_EVENT_ ERR@@W4GAME_EVENT@@PAVGameEventArgList@@JAAJ@Z + 0x3a]
    0x005bb004 [?Process@GameEvent@@QAE?AW4GAME_EVENT_ERR@@AAH@Z + 0x2f]
    0x005bd1b8 [?ProcessHead@GameEventManager@@QAE?AW4GAME_EVENT_E RR@@XZ + 0x33]
    0x005bd15b [?Process@GameEventManager@@QAE?AW4GAME_EVENT_ERR@@ XZ + 0x7b]
    0x0040f031 [?Process@CivApp@@QAEJXZ + 0x103]
    0x00407dc0 [?CivMain@@YGHPAUHINSTANCE__@@0PADH@Z + 0x3b6]
    0x00407837 [WinMain@16 + 0x74]
    0x008adebc [WinMainCRTStartup + 0x134]
    0x7c816d4f [__onexitbegin + 0x7bc6a157]
    Last edited by Martin Gühmann; May 22, 2008 at 17:46.
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  16. #46
    Protra3211
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    So far after playing 300 turns only had one slow down problem which lasted for a short time. Using build 553 no Civ3 mod yet but will try it next game.
    On very hard in 3rd with 7 other Civs-game at first was peacefull as I had two peace treaties with nations on my border. France(32 cities),Egypt(35cities) and China(28cities) are in the lead.
    France has been beating up a nation on my border, the Dutch taken city after city(down to 6) so I will be seeing more action soon. Will miss are technolgy trading.
    AI to AI wars for the most part are short but against humans it can be another case. However France is staying at war as it takes out the Dutch,almost humun like in a way as it is driving for the kill.
    I bring this up because I know that your looking at the frenzy mod which at times did work in other mods.
    But will the updates to AI to AI diplomacy will it work against the AI as it might cause it to fight too many wars and weaken its defense.
    Im looking at the Fascist unit.As you know when you switch out of Fascism all these units are deleted.
    France has 45 units made and would take a big loss of power all at once. They have around 200 units in all.
    Im thing of making Mass Media the obsoleteAdvance so most AI factions would switch to the Machine Gunner unit to replace fascist unit.
    Mass media was used to expose the truly criminal nature of Fascism and its role in destabilizing of international relations.

  17. #47
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    Protra thanks!
    There will be a 557 soon and it looks just as stable (the crash I posted earlier loks linked to the SLIC issues I was having). So far in playtesting my civ3mod I noticed that since the 'new' medium is the old hard things changed a lot.

    I built my first unit, a scout, ready to explore and came across THREE french cities. Yikes. THey put that gold and shields to good use and I checked stats and I was 11 out of 12. Fortunately I started with elephants next to my city and hurried to polytheism to get Elephant Warriors. I was three cities by this time to the French 4+ and they had me boxed in. My elephants turned the tide which made me concerned.

    I checked the cheat the FRench had a huge navy and were deploying catapults all over the world. I faced many warrior-catapults in cities. I think I over weakened the catapult so i ncreased there power. But then I check personalities and saw that they were all identical and a heavy emphasis on exploration and expansion, NOT attack. I boosted attack and strted to get a response from the French. A mild one but it was only a few turns after the personality tweak.

    So I have since updated all the personalities and they will be included in 557 so you ought to see a different game play out of the AI if the coding behind the new personalities is right.

    As for CIv3mod. I have yet to package the final release. I redid all the icons and I'm doing my initial playtesting now.
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  18. #48
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    Ok,

    557 is now up

    Civ3mod is up and ready

    and I have new tiles, its a smaller zip because it has the only needed 565 file (I'm running out of space), and I added some new imps for Civ3

    and for those wondering, Civ3mod is Civ3ish. It has the graphics and some features but the stuff I added has really made it a combo of ctp2 and civ3 with some new features.
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  19. #49
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    I think bureaubert's crash
    0x0047ffa3 [?FindLevel@Advances@@QBEJQBVAdvanceRecord@@J@Z + 0xb4]
    0x00480049 [?Serialize@Advances@@QAEXAAVCivArchive@@@Z + 0x3c]
    has somethimg with this function is it the loop?

    Code:
    //----------------------------------------------------------------------------
    //
    // Name       : Advances::FindLevel
    //
    // Description: Find level (length of prerequisite chain) of an advance.
    //
    // Parameters : rec				: advance description in database
    //				fromLevel		: length of chain reaching this advance
    //
    // Globals    : g_theAdvanceDB	: advance database
    //
    // Returns    : sint32			: length of largest chain of prerequisites
    //
    // Remark(s)  : throws an overflow_error when a loop is detected in the chain.
    //
    //----------------------------------------------------------------------------
    sint32 Advances::FindLevel
    (
    	AdvanceRecord const * const	rec, 
    	sint32 const				fromLevel
    ) const
    {
    	if (fromLevel > g_theAdvanceDB->NumRecords())
    	{
    		throw std::overflow_error(REPORT_ADVANCE_LOOP);
    	}
    
    	sint32	maxLevel = fromLevel;
    
    	for (sint32 prereq = 0; prereq < rec->GetNumPrerequisites(); prereq++) 
    	{			
    		AdvanceRecord const * prereqRecord = 
    			g_theAdvanceDB->Access(rec->GetPrerequisitesIndex(prereq));
    
            if (rec == prereqRecord)
            {
                throw std::overflow_error(REPORT_ADVANCE_SELF);
            }
            		
    		sint32 const level	= FindLevel(prereqRecord, 1 + fromLevel);
    		if (level > maxLevel)
    			maxLevel = level;
    	}
    
    	return maxLevel;
    }
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  20. #50
    Ekmek
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    Actually now I think its a bug in the code Fromafar or MArtin could you help? it happens when the Cubans who are pretty adavnced pop a gody hut. I think its because they are too adavnced and this is the coe that the crash mentions (for units and advances)

    Code:
    goodyhut.cpp
    
      if (advances->GetMinPrerequisites
                            (rec->GetEnableAdvanceIndex(), maxNovelty) 
                        <= maxNovelty
                       )
                    {
    				   possible[nextPossible++] = i;
    			    }
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  21. #51
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    Just some notes on my Civ3mod playtestin. Bureaubert is helping as well. I think his problem is relsated to the smaller Civ3 tech tree and that he used a massive map and the code bugged on tryingto give an advance to such an advanced player. Will try to fix it.


    As for my game I had a peaceful game going and decided to spice it up by fighting some romans. surprisingly the sent a knight and captured one of my cities on my home island. i took it back easy but my attempts to invade them have been crushed at the beach.

    I lucked out against the mayans and took a large city with no defenders, don't know if it was luck, but the AI should have done that (i did see something leave before I invaded it)

    overall its a good game.

    I've had to make some adjustments and fix some of my good code (I traded horses but could stil build horse units, not supposed to happen).

    The gold stuff I add for units and cities hits the player, not the AI, and it forced me to lower my science rate and change to more peaceful govts, keepingme behind (as I put in the code negative gold only hurts the player not AI). butthen there is a point when i make so much gold its not an issue so ihave add another multiplier but will see how it does.

    I alsohad to lower the catapult strength, now they are TOO strong. so a new revision should be soon and some fixing to my civ3mod.
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  22. #52
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    Bureaubert's crash http://www.apolyton.net/forums/showt...93#post4346793

    Code:
      0x0047ffa3  [?GetMinPrerequisites@Advances@@QBEJJJ@Z + 0x6]
      0x00480049  [?GetMinPrerequisites@Advances@@QBEJJJ@Z + 0xac]
      0x004ce35a  [?ChooseType@GoodyHut@@AAE?AW4GOODY@@ABJ@Z + 0x177]
      0x004ce5f8  [?OpenGoody@GoodyHut@@QAEXABJABVMapPoint@@@Z + 0x33]
      0x00492eb2  [?CheckTerrainEvents@ArmyData@@QAEXXZ + 0x60]
    Code:
    //----------------------------------------------------------------------------
    //
    // Name       : Advances::GetMinPrerequisites
    //
    // Description: Get the number of missing steps to get to an advance
    //
    // Parameters : adv     : the advance to get to
    //              limit   : when to stop counting and report it as too advanced
    //
    // Globals    : g_theAdvanceDB
    //
    // Returns    : sint32  : the number of missing prerequisite steps
    //
    // Remark(s)  : - When you already have the advance, the returned value is 0.
    //              - When you have all prerequisites for the advance, but do not
    //                have the advance itself, the returned value is 1.
    //              - When you are missing prerequisites for the advance, the 
    //                returned value is the sum of the recursive application of 
    //                this function to the missing prerequisites.
    //              - When the limit is reached, the returned value is unspecified,
    //                but always larger than the limit.
    //
    //----------------------------------------------------------------------------
    sint32 Advances::GetMinPrerequisites(sint32 adv, sint32 limit) const
    {
    	if (m_hasAdvance[adv])
        {
    		return 0;
        }
    
    	AdvanceRecord const *   rec         = g_theAdvanceDB->Get(adv);
    	sint32                  totalneeded = 0;
    
    	for (sint32 prereq = 0; prereq < rec->GetNumPrerequisites(); ++prereq)
        {
    		if ((rec->GetIndex() != rec->GetPrerequisitesIndex(prereq)) &&
                !m_hasAdvance[rec->GetPrerequisitesIndex(prereq)]
               ) 
            {
    			totalneeded += 
                    GetMinPrerequisites(rec->GetPrerequisitesIndex(prereq), limit - 1);
    
                if (totalneeded > limit)
                {
                    return totalneeded;
                }
    		}
    	}
    
    	return totalneeded + 1; 
    }
    Code:
        case GOODY_ADVANCE:
            {
                Advances const *    advances     = g_player[owner]->m_advances;
    		    AdvanceType *       possible     = 
                    new AdvanceType[g_theAdvanceDB->NumRecords()];
    		    size_t              nextPossible = 0;
                sint32 const        maxNovelty   = risk.GetMaxAdvanceLeap();
    
    		    for (AdvanceType i = 0; i < g_theAdvanceDB->NumRecords(); ++i) 
                {
                    if (advances->HasAdvance(i)) 
    					continue;   // known
    
    				if (g_theAdvanceDB->Get(i)->GetGoodyHutExcluded())
    				    continue;   // EMOD new flag to prevent some unts from appearing
    
    				if ((g_theAdvanceDB->Get(i)->GetNumPrerequisites() > 0) &&
    			        (g_theAdvanceDB->Get(i)->GetPrerequisitesIndex(0) == i)
                       )
                        continue;   // undiscoverable
    
                    if (advances->GetMinPrerequisites(i, maxNovelty) <= maxNovelty)
                    {
                        possible[nextPossible++] = i;			    
                    // else: too advanced
    		    }
    
    		    if (nextPossible) 
                {
    		        m_value = possible[(nextPossible * m_value) / k_VALUE_RANGE];
    		    }
                else
                {
                    result  = GOODY_BOGUS;
                }
    
    		    delete [] possible;
    	    }
            break;
    how do i get it so that there is no crash when you get too advanced? I think this is a problem on large maps a lotof advances become available.

    I see its linked to risks.txt so I'm going to look there as well. The other issue is that Ctp2 seems to have technologies that have 2 min prereqs and I have one. I have changed my advances.txt to have two minprereqs but stil it crashes
    Last edited by Ekmek; March 29, 2006 at 12:19.
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  23. #53
    Martin Gühmann
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    Post

    Originally posted by E
    Bureaubert's crash http://www.apolyton.net/forums/showt...93#post4346793

    Code:
      0x0047ffa3  [?GetMinPrerequisites@Advances@@QBEJJJ@Z + 0x6]
      0x00480049  [?GetMinPrerequisites@Advances@@QBEJJJ@Z + 0xac]
      0x004ce35a  [?ChooseType@GoodyHut@@AAE?AW4GOODY@@ABJ@Z + 0x177]
      0x004ce5f8  [?OpenGoody@GoodyHut@@QAEXABJABVMapPoint@@@Z + 0x33]
      0x00492eb2  [?CheckTerrainEvents@ArmyData@@QAEXXZ + 0x60]
    What says the log files of the debug version, E?

    However you would achieve much more if you use the debugger, that can give you the exact line where the game crashes.

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

  24. #54
    Ekmek
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    Martin,

    I compiled a CTpdebug version and the game wont load with a debug because of an assert failure

    Code:
    void World::GetContinent(const MapPoint &pos, sint32 &cont_number, BOOL &is_land) const
    {
    	BOOL GET_CONTINENT_RETURNED_INCONTINENT_VALUE = FALSE;
    	is_land = !IsWater(pos); 
    	
    	
    	cont_number = GetCell(pos)->m_continent_number;
    	if (is_land) { 
    		cont_number -= LAND_CONTINENT_START; 
    	} 
    
    	if (cont_number < 0)
    	{
    		
    		Assert(GET_CONTINENT_RETURNED_INCONTINENT_VALUE);
            is_land = FALSE; 
            cont_number = 0; 
    	}
    
    	if (!is_land && cont_number >= LAND_CONTINENT_START)
    	{
    		
    		Assert(GET_CONTINENT_RETURNED_INCONTINENT_VALUE);
            is_land = FALSE; 
            cont_number = 0; 
    	}
    }
    saying the problem is the line in bold

    EDIT: (the spacing messed up when i pasted from msvc)
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  25. #55
    Ekmek
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    Well the GetContinent error I CANT figure it out but it appears to be a problem with some files I edited for my Civ3mod. Anyone know how this functioned is called and where I might have changed it?

    A normal ctp2 compiles and runs fine, but the debug version gets this crash



    As for the advances. I think I know whats doing it. Its because my advances tree allows the AI to cruise up to one path bypassing some techs but then has to go back and get the others. And from the looks of the code it looks at your highest number tech, the latest and tries to give the next one. But in my case the next advance requires a tech done a different route.

    I think this is a DEFECT. can anyone confirm. if anything I think if it does the goody hut check and it cant get the next highest then it should give you whatever you are researching at the time (which the AI was back on an ancient tech).

    Am I tinking right on this?
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  26. #56
    Ekmek
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    As an amateur I have to ask two stupid questions related to this advances bug (code below):

    1) In the bold how can a finction call the same finction in its code (in this case the GetMinPrerequisites function calls GetMinPrerequisites) ?

    2) how is GetMinPrerequisites a sint32? it has two values the advance and the limit. Does it add or multiply them together? the goody hut code posted previously looks like it just needs one value to find the next advance so how does it get one advance from a sint32 that has two values with it?

    Code:
    sint32 Advances::GetMinPrerequisites(sint32 adv, sint32 limit) const
    {
    	if (m_hasAdvance[adv])
        {
    		return 0;
        }
    
    	AdvanceRecord const *   rec         = g_theAdvanceDB->Get(adv);
    	sint32                  totalneeded = 0;
    
    	for (sint32 prereq = 0; prereq < rec->GetNumPrerequisites(); ++prereq)
        {
    		if ((rec->GetIndex() != rec->GetPrerequisitesIndex(prereq)) &&
                !m_hasAdvance[rec->GetPrerequisitesIndex(prereq)]
               ) 
            {
    			totalneeded += 
                    GetMinPrerequisites(rec->GetPrerequisitesIndex(prereq), limit - 1); 
    
                if (totalneeded > limit) // is this causing the bureaubert crash?
                {
                    return totalneeded; // return m_researching; ?
                }
    		}
    	}
    
    	return totalneeded + 1; 
    }
    
    sint32 Advances::GetMinPrerequisites(sint32 adv) const
    {
        return GetMinPrerequisites(adv, m_size * k_MAX_Prerequisites);
    }
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  27. #57
    J Bytheway
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    This isn't really appropriate for the playtest thread, but anyway...

    Originally posted by E
    As an amateur I have to ask two stupid questions related to this advances bug (code below):

    1) In the bold how can a finction call the same finction in its code (in this case the GetMinPrerequisites function calls GetMinPrerequisites) ?
    It calls itself in just the same way it calls any other function (Actually the situation is somewhat more complex than this, but you don't want to know the details). This is called recursion, and it's very useful at times. I'm not sure it's really the best thing to do here, but I also don't think it's what is causing the crash. Not directly, anyway (If it was, I would have expected more copies of GetMinPrerequisites on the call stack).

    2) how is GetMinPrerequisites a sint32? it has two values the advance and the limit. Does it add or multiply them together? the goody hut code posted previously looks like it just needs one value to find the next advance so how does it get one advance from a sint32 that has two values with it?
    The comment above the function explains what its return value means. The goody hut code compares this value with another integer using <=. This is a perfectly normal thing to do.

  28. #58
    Martin Gühmann
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    Post

    Originally posted by E
    Well the GetContinent error I CANT figure it out but it appears to be a problem with some files I edited for my Civ3mod. Anyone know how this functioned is called and where I might have changed it?
    Probably it is a problem caused by your files or we can now see because of your modified files. So did you try to load a game with the default files?

    Originally posted by E
    A normal ctp2 compiles and runs fine, but the debug version gets this crash
    Did you press the ignore button on the assert popup window? The button that allows you to continue - and not one of the other buttons.

    Anyway if it still crashes you can can look into the log files in the log subfolder of the ctp folder and post the assertion falure stacks printed there.

    And by the way as John already pointed out, this thread isn't the appropiate place for this. Therefore for next time please open a seperate thread or use any other appropiate thread. You know all these code stuff might not be so interesting for the avarage playtester.

    -Martin
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  29. #59
    Ekmek
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    Originally posted by Martin Gühmann


    Probably it is a problem caused by your files or we can now see because of your modified files. So did you try to load a game with the default files?
    Oh its definetely my modified files because I put them in my code/playtest folder (its a little screwed up but basic game) and it worked there (surprisingly). So i know its a modified file but I don't know where get continent would be messed with and how because i don't see any ties of it to db text stuff. Well except probably terrain.txt but all i did was change resource values and goods.


    Did you press the ignore button on the assert popup window? The button that allows you to continue - and not one of the other buttons.

    Anyway if it still crashes you can can look into the log files in the log subfolder of the ctp folder and post the assertion falure stacks printed there.

    And by the way as John already pointed out, this thread isn't the appropiate place for this. Therefore for next time please open a seperate thread or use any other appropiate thread. You know all these code stuff might not be so interesting for the avarage playtester.

    -Martin

    Ok, I'll dig up the log files, i think i did look there and nothing but the same popup of an assert failure and the line is IIRC.

    I did try the Ignore and it still crashed.


    I'll open threads for the 'get Continent' and MinPreq crashes (in a bit)
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  30. #60
    BureauBert
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    Missing Stuff In Build 557

    To clean up my mess I did a fresh install of CTP2 and CTP2 AE:

    - Installed CTP2
    - Installed Patch 1.11
    - Copied the original folder
    - Copied the 557 build files into this new ("AE") folder
    - Started ctp2.exe from the AE folder

    This did not work out - I got lots of error messages concerning missing stuff. Installing playtest version 2005-10-23 in the first place, and then build 557 resolved the problem (at least I got as far as to start the game without error messages - I didn't start a game with this fresh install so far).

    Just to let playtesters know ...

    P.S.: The main purpose of cleaning up my mess is that I want to try to rebuild my totally fantastic unplayable MoT-Mod from ground up - and as a Scenario , as it should be.
    I think Scenario structure issues have been fixed? Could a savvy member of the most estimated Source Code Team confirm this? Pleeease, thanks a lot in advance!
    Last edited by BureauBert; April 10, 2006 at 12:50.
    The modding knowledgebase: CTP2 Bureau (with CTP2 AE Modding Wiki). Modern Times Mod (work in progress): MoT-Mod for CTP2.

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