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Thread: PROJECT: Playtest (Thread No. 6)

  1. #301
    mapfi
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    thanks for the tip for the build queus, didn't know that one

    one thing that doesn't seem to work is disbanding a city via the national manager. i can click the button but nothing happens. have others seen that as well or should i attach my savegame?

    a minor thing which is just a nuisance is that the path routing for some special units seems to be off - let's say i want to frnachise a city, the unit will not directly walk to it but to a square that has no roads - i guess the reason for that is that the AI uses the same routine and you don't want the human to know where to look if it gets attacked?

  2. #302
    Maquiladora
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    Post

    Originally posted by mapfi

    one thing that doesn't seem to work is disbanding a city via the national manager. i can click the button but nothing happens. have others seen that as well or should i attach my savegame?
    Seems to work fine for me. Silly question but was your city size less than 4? Because when you try to disband a city that is too big, it doesn't give the warning when you disband from the national manager.
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  3. #303
    mapfi
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    Originally posted by Maquiladora


    Seems to work fine for me. Silly question but was your city size less than 4? Because when you try to disband a city that is too big, it doesn't give the warning when you disband from the national manager.
    Not so silly - so I can't disband a city that is larger than 3? Ok - did not know that. I can see why one would reason that you cannot disband a large city but then Martin's city capture options give you exactly this possibility - I think it should be either or...

  4. #304
    Martin Gühmann
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    [QUOTE] Originally posted by Maquiladora
    Probably the values from the userprofile.txt would be helpful.


    Do you mean these:

    WetDry=5
    WarmCold=5
    OceanLand=0
    IslandContinent=5
    HomoDiverse=5
    GoodCount=5
    Well, I tested these settings and the map looked ok, maybe I should next include the map plugins that were created with the same build not some older ones, even if it should make no difference in therory.

    Well, could you try the same testing with the executable you have compiled yourself, and see wether you can reproduce it?

    -Martin
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  5. #305
    Madcr0ws
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    Hi all, just a quick one...Do I need the CD to play the latest play test or is there a no cd patch for it I can grab somewhere?

  6. #306
    Martin Gühmann
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    Originally posted by Madcr0ws
    Hi all, just a quick one...Do I need the CD to play the latest play test
    Yes, you need the CD to play the Apolyton Edition.

    Originally posted by Madcr0ws
    or is there a no cd patch for it I can grab somewhere?
    No, there is no no-CD patch for it, that would violate the CTP2 source code EULA, at least our understanding of it. But no-one looks into your computer, so you can compile a version that doesn't require the CD, for instance the debug version has this included by default.

    But considering that Activision released the source code at all, it should pay off for them, at least a little bit considering that you should be able to buy the game cheap at some place like eBay.

    -Martin
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  7. #307
    mpt
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    It is pretty cheap on ebay. Does buying it there really pay off at all for activision? Doesnt all the money just go to the ebay seller instead?

    I remember when i bought the first call to power they had a nice map of the advances so that would be an advantage to getting the box version. Its sad but i think someoone has broken the eula, probably not someone here but i have seen ctp2 on the torrents quite recently.

    Even compiling the debug version dont you need the media files from the cd? I thought you did.

  8. #308
    Martin Gühmann
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    Originally posted by mpt
    It is pretty cheap on ebay. Does buying it there really pay off at all for activision? Doesnt all the money just go to the ebay seller instead?
    I don't know.

    Originally posted by mpt
    I remember when i bought the first call to power they had a nice map of the advances so that would be an advantage to getting the box version.
    I guess that you must be very lucky to get such a box.

    Originally posted by mpt
    Its sad but i think someoone has broken the eula, probably not someone here but i have seen ctp2 on the torrents quite recently.

    Even compiling the debug version dont you need the media files from the cd? I thought you did.
    Yes you need the media files, and as you noted, that's no problem to get them.

    -Martin
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  9. #309
    mpt
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    delete

  10. #310
    Protra3211
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    Hello everyone.
    Started a game with the new playtest -level hard -giantic map-large continents with water way around them.
    I did make a small change in one file-userprofle-I set the auto expire treaty to 20 turns.
    So far after 315 turns im doing ok.In the middle of the pack with 8 other nations.The Phoenicans are a superpower as well as the Zulu nation.Both are on my border so should be a intresting game.Been at war with the Zulu nation.They manged to push me back and take one city.But I have recaptured it.It was no use needed to end the war as they had way more powerful units.The AI plays good defense of its cities and builds plenty of garrison units.Its only in the early part of the game that you will catch the AI weak in this regard.
    Not perfect in offense but it will stack units up to 8 and spreads its forces out in a way to block you from going around them.Most AI factions have between 20 to 26 cities.Have to see how much the AI will expand over time.They have space to build cities but so far not using it.
    I found something of intrest on the Bureau Bert.s CTP2 Modification site.The Frenzy AI mod 2.5. of note-states-reworked the entire targeting frame work using new CTP2 AE features.Loaded this mod into my game -reload slic and so far intresting results.AI using bigger stacks to attack other AI,s-(used cheat to peek) but AI is not stripping away it city defense like the older versions of Frenzy.Leaving the AI open to counter attacks.AI,s still will sign cease fires after 20 to 30 turns.
    Last edited by Protra3211; August 21, 2008 at 01:03.

  11. #311
    Maquiladora
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    It seems that with CtP1 sprites, or any unit sprites made with the sprite maker, the move animation doesn't work, the unit just uses the first frame and slides along.

    If you can be bothered, try the CtP1 warrior I've attached, replace the CtP2 warrior gu003.spr. The attack animation works but not the movement. And it's the same for at least the CtP1 settler, archer and artillery, probably them all. I tried lots of things with makespr but I can't get movement working with the AE.

    It's strange because they move fine with CtP2 1.11, so how long has this been broken? Maybe it's just the loop animations which are used for movement, but not for attack. I haven't checked other types.
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  12. #312
    Ekmek
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    Originally posted by mapfi


    Not so silly - so I can't disband a city that is larger than 3? Ok - did not know that. I can see why one would reason that you cannot disband a large city but then Martin's city capture options give you exactly this possibility - I think it should be either or...
    IIRC there is a txt file where you can change the value from three. i wanted to added it at one point but found it was already there.
    Formerly known as "E" on Apolyton

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  13. #313
    Martin Gühmann
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    Originally posted by Maquiladora
    BTW I noticed that rush-buying (for units, buildings and wonders) is still being doubled for some reason. I reported this bug a long time ago I think. The upgrade code is working fine though, and is not doubling the unit rush-buy modifier from govern.txt to get the upgrade cost.
    Not exactly, this is only true if no previous production is store, the true formula is the following:

    rush by costs = rush buy modifier * (1 + percent of remaining production) * remaining production

    So in other words if you just one percent of production is missing then the rush buy costs are 1.01 of the missing shields.

    As it looks like it is purpose to have a higher penalty if there is more to complete.

    -Martin
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  14. #314
    Martin Gühmann
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    Smile

    A new version of the Apolyton Edition is ready for testing and playing. It is featuring a new way to upgrade units, an improved AI and a flicker bug fix.

    If you want to upgrade units there is now an extra button on the unit order button bank, on the status bar you can see: How many units you can upgrade in the active army. How many units you could upgrade if you had the gold to do it. And the total number of units in the army. Furthermore, you see the gold you need to upgrade all the units you can upgrade and the gold you would need to upgrade all units in the army.

    Various fixes have been added to the AI. In addition, the basic AI unit to goal assignment algorithm was redesigned. So that the AI now checks first whether it has enough units for sieging a city, instead of assigning and moving units to a city with canceling the goal if it figures out later that it does not has enough units. Also the AI unit rally algorithm has been redesigned so that the AI can group its units before it sieges cities.

    A very nasty bug was a flickering of the tile highlight square that is painted around the tile on that the mouse pointer points. Such flickering draws your attention to it, even if nothing of interest is there, this is very tiring, but now it is removed so that you can play longer without getting tired.

    Here is the download link.

    And here is the list of changes from the readme:

    Code:
    2008-10-08 (Revision 907)
    Fixed:    The tile highlight square at the mouse pointing position does not not
              blink anymore. In general, blinking items draw attention even if
              there is nothing important. In that case it was blinking always at
              the of the GUI repainting speed, which just makes the player tired.
    Fixed:    The AI now uses the right settle city bounding rectangle for settling.
    Changed:  The AI only considers a city in its goal assignment as unexplored if
              no tile improvement is visible. That is the same way as a human player
              behaves, since if he sees a tile improvement without a city then he
              concludes it must be in the dark.
    Added:    Extra upgrade command for the order button bank. The upgrade command
              has to be enabled before the game start from special rules screen.
              The upgrade command button is only visible if an army is active
              that contains an upgradable unit.
    Fixed:    The AI does rebuild its capitol if it has lost its capitol.
    Fixed:    The ration, workday, and wages sliders now add happiness, even if
              the overall slider happiness is positive. This behavior is the 
              expected one, even if the programmers capped the total increase,
              originally.
    Changed:  Cities are now watchful for seven turns like in Cradle, so that
              slavers go more to other cities.
    Changed:  If the AI build for offense it builds city walls first. Makes its
              defense stronger and protects from slavery.
    Fixed:    Slaves do not go to cities if those cities are at the population
              maximum.
    Fixed:    Slave raid failure message now displays the target city correctly.
    Fixed:    Slavers do not go to cities with walls.
    Fixed:    The AI does not consider boats with cargo as defenders although
              the cargo cannot defend. (e.g. Slavers)
    Changed:  Cleaned up various AI code files to improve code reliability and
              speed.
    Fixed:    The game does not crash anymore if a new civilization has the same
              player number that was used by a civilization killed previously.
    Fixed:    A crash while the game checked whether a unit can settle.
    Changed:  Instead of moving units first to a goal and then canceling the goal
              if it has not enough units when the units were already moved, it now
              does not send its units to those goals at all.
    Changed:  The AI now considers all goals on the base of nearby units.
    Changed:  The AI uses an algorithm for rallying troops that works.
    Fixed:    Slavers now go to cities with at least to population points.
    Fixed:    Some problems in multiplayer, but not all.
    Changed:  Some settings in goods.txt and DiffDB.txt for the Apolyton Edition Mod.
    Fixed:    A crash with missing population assignment data.
    Fixed:    The AI can now settle more than one city per turn.
    Fixed:    A potential crash in the char window.
    Fixed:    A bug caused by adding new civilisations during the game.
    Fixed:    The AI strategy is restored after a game reload, this fixes the AI's
              settling behavior for instance.
    Fixed:    A bug that makes the game crash if a unit is killed after a reload
              before it had its turn.
    Attached Images Attached Images
    Last edited by Martin Gühmann; January 5, 2009 at 14:54. Reason: Updated links
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  15. #315
    Maquiladora
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    Excellent job Martin I'll give this a try today.

    Did you submit a news item for this yet? If not I can do it.
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  16. #316
    Maquiladora
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    Post

    A couple of things I noticed:

    1) The AI seems to be piling up Coracles in it's cities, actually maybe you told me why before. Anyway I saw one AI with 7 coracles in one city, with only 3 cities total.

    2) I got this crash to desktop when I tried to create a 3rd game (without restarting CtP2):

    Code:
    Version 2008-10-08
      0x00451403  [?tileutils_EncodeScanline16@@YADPAGHPAPAGH@Z + 0x133]
      0x00451529  [?tileutils_EncodeTile16@@YAPAGPAGGGPAIH@Z + 0xb9]
      0x0044f99a  [?LoadMapIcons@TileSet@@QAEXXZ + 0x1da]
      0x004503bf  [?QuickLoadMapped@TileSet@@QAEXXZ + 0x2cf]
      0x0043946e  [?LoadTileset@TiledMap@@QAEXXZ + 0x4e]
      0x00406477  [?tile_Initialize@@YAHH@Z + 0x77]
      0x0040ae63  [?InitializeGame@CivApp@@QAEHAAVCivArchive@@@Z + 0x523]
      0x0040d0bd  [?Execute@StartGameAction@@UAEXPAVaui_Control@@II@Z + 0xd]
      0x0040be43  [?ProcessUI@CivApp@@AAEHIAAI@Z + 0x1b3]
      0x0040c26b  [?Process@CivApp@@QAEHXZ + 0x11b]
      0x00406f84  [?CivMain@@YGHPAUHINSTANCE__@@0PADH@Z + 0x394]
      0x004069e5  [WinMain@16 + 0x65]
      0x00800bdc  [WinMainCRTStartup + 0x134]
      0x7c817067  [__onexitbegin + 0x7be4fa0f]
    The settings were 12 players, impossible difficulty, maximum barbarians, Upgrade Units ON (it was off) and AI Free Upgrades OFF (it was on). On a gigantic Earth map. Just dropped to desktop as soon as I pressed launch.

    =========

    Also just noticed the "smooth border" option is still E's curvy borders, instead of the thicker borders I posted. Perhaps for the next AE?

    ==========

    BTW, really good job with the upgrade stuff Martin Works perfectly from what I can tell, a lot better than using sentinel command too. The GL article explains everything nicely too.

    Will air units be upgradeable in air bases in the next version (if there is one)?

    Also what about a pop-up when you try to upgrade outside a city/fort/air base a message pops-up, which explains what's wrong, and also has a button linking to the unit orders "Upgrade" GL article?
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  17. #317
    Martin Gühmann
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    Post

    Originally posted by Maquiladora
    Did you submit a news item for this yet?
    Not yet, I thought I would wait for some feedback, first. And then enrich my last post with some of the feedback.

    Originally posted by Maquiladora
    1) The AI seems to be piling up Coracles in it's cities, actually maybe you told me why before. Anyway I saw one AI with 7 coracles in one city, with only 3 cities total.
    Can the coracles reach other continents. That's the only think I can come up why the coracles stay there.

    Originally posted by Maquiladora
    2) I got this crash to desktop when I tried to create a 3rd game (without restarting CtP2):
    Is the crash reproducible?

    Originally posted by Maquiladora
    Also just noticed the "smooth border" option is still E's curvy borders, instead of the thicker borders I posted. Perhaps for the next AE?
    If you want to have them in why don't you submit them to the repository?

    -Martin
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  18. #318
    Maquiladora
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    Post

    Originally posted by Martin Gühmann

    Not yet, I thought I would wait for some feedback, first. And then enrich my last post with some of the feedback.
    OK, maybe I'll play more today and try to give some more feedback first.

    Can the coracles reach other continents. That's the only think I can come up why the coracles stay there.
    They can but they haven't discovered the route yet. I'll try to investigate more.

    Is the crash reproducible?
    It should be. Nothing I did was unique. Just start a game, go to options and select new game, then start a new game again etc. Eventually you get a crash. This seems to have been present in the AE for a while.

    If you want to have them in why don't you submit them to the repository?
    I posted them in a thread somewhere (maybe I'll find it later), but that was before I had source access on my PC.

    Unfortunately now I don't have the source access on my PC either since I reformatted. But it's not important anyway. I'll copy them to my own game if I can find them again.
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  19. #319
    NWN-Plasma
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    Bug Report

    Hey.

    When I build the proclamation of freedom (? I hope its the correct translation. Its the wonder witch ends slavery.) I get a "Slic Event Source Error Error". I made a screenshot and attached it to this post. In addition I append the savegame.

    greetings NWN-Plasma

    PS Sorry for my bad english
    PPS This is my first bug report, so don't be to hard with me O:-)

    http://apolyton.net/upload/view/9855...IBugReport.rar

  20. #320
    Martin Gühmann
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    Smile Re: Bug Report

    Originally posted by NWN-Plasma
    When I build the proclamation of freedom (? I hope its the correct translation. Its the wonder witch ends slavery.)
    In the English version, it is called Emancipation Act. Just in case you wanted to know it.

    Originally posted by NWN-Plasma
    I get a "Slic Event Source Error Error". I made a screenshot and attached it to this post. In addition I append the savegame.
    I'll see what I can do, I hope this error pop-up is not too annoying.

    Originally posted by NWN-Plasma
    PS Sorry for my bad english
    PPS This is my first bug report, so don't be to hard with me O:-)
    Oh, I didn't notice, but as you said it, you are right. Seriously, you already told us that you don't play with an English version of CTP2. So you don't need to tell us more. In fact, I have already seen much worse English here. So enjoy yourself, write some English (to get better), and welcome.

    -Martin
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  21. #321
    Pedrunn
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    I am playing the apolyton edition without mods since yesterday an i am reaching turn 200 (about 700 AD) 16 civ game in hardest level.

    CRASH REPORT

    I had two crashs in 170's turn and 180's turn during AI gameplay but they did not repeated after loading the autosaved games so i kept playing. In turn 190's a message minimized the game (Parameter #0 of GEA_unit of of SetUnloadMovement added during event FinishUnload is invalid) but after clicking "continue" I kept playing. The games is doing fine if you don count these incidents

    AI REPORT

    - The AI seems more active in diplomacy specially when it comes to asking remove my units from their territory (and i got attacked twice for not doing so). The Irish offered me a peace treaty and a map exhange some turns later.
    - I did not launched any attacks againsty my enemies and nobody launched any against me so far. The games is pretty slow when it comes to combat.
    - The AI seems to be using the naval ships a lot even though the coracle is the only ship avaible so far. I liked that.
    - The AI seems to build a lot o cities vary close to one another. I find it very clumsy but i may be the one wrong here.
    - The AI is doing a great job when it comes to tile improvements. Yhey are placing them much better than I am (if there is no tileimp cheat like free PW i have got to congratulate them).
    - I did not used cheat mode so far to check how is the unit distribution and city orgnization yet but i plan to do it later.

    GAMEPLAY REPORT

    - Research - For god sake, the technology advancement is crawling! Somtimes i have nothing worthy building in my cities and i cant stand the hoplites anymore . Just got samurais but I feel without options. I hope the mods (I will try them next) did something right about it;
    - Trade system - I remember CTP1. Why they changed it?!? I had forgot how lame CTPII trade is.
    - The other stuff looks good. Despite all, CTPII is a great game and i am having fun with city settlement and exploration. I just wish a more warm wardecs and combats.


    I will keep playing the game after lunch for more reports.
    Last edited by Pedrunn; November 9, 2008 at 14:32.
    "Kill a man and you are a murder.
    Kill thousands and you are a conquer.
    Kill all and you are a God!"
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  22. #322
    Martin Gühmann
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    Post

    Originally posted by Pedrunn
    - I did not launched any attacks againsty my enemies and nobody launched any against me so far. The games is pretty slow when it comes to combat.
    Of course this also depends on map size, for instance how close are the AIs to each other, and it depends also on their personality.

    Originally posted by Pedrunn
    - The AI seems to build a lot o cities vary close to one another. I find it very clumsy but i may be the one wrong here.
    Each city gives you more production and more science, and this is important for the early game, if you have limited space, then settle more compact. But of course how a particular AI acts depends also on its personality. You should find AIs that settle closer and others that settle wider.

    Originally posted by Pedrunn
    - The AI is doing a great job when it comes to tile improvements. Yhey are placing them much better than I am (if there is no tileimp cheat like free PW i have got to congratulate them).
    You are playing on impossible, on that difficulty level the AI gets some boni, for instance more production than the human player, well on the other hand the AI can now max out the sliders and does it.
    Civ2 military advisor: "No complaints, Sir!"

  23. #323
    Maquiladora
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    Post

    Originally posted by Pedrunn

    - Trade system - I remember CTP1. Why they changed it?!? I had forgot how lame CTPII trade is.
    If you're using the new upgrade system, trade should be more important now to collect as much gold as possible. Especially if the AI has free upgrades enabled, you really need to upgrade often.
    Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
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  24. #324
    ohkrlll
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    mss32.dll problem

    I downloaded the latest playtest but it doesn't work because it says mss32.dll is missing. I downloaded mss32.dll (i tried 2 different versions 6.7.something and 7.0.something) and both give the same result: it doesn't work. I get the error message that:
    _AIL_digital_master_volume@4 is not found in the library of dynamic liaisions of mss32.dll.
    any clue??

  25. #325
    Martin Gühmann
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    Post Re: mss32.dll problem

    Originally posted by ohkrlll
    I downloaded the latest playtest but it doesn't work because it says mss32.dll is missing. I downloaded mss32.dll (i tried 2 different versions 6.7.something and 7.0.something) and both give the same result: it doesn't work. I get the error message that:
    _AIL_digital_master_volume@4 is not found in the library of dynamic liaisions of mss32.dll.
    any clue??
    The file is in the ..\ctp2_program\ctp\ folder. It comes with the original installation of CTP2, and can be find on the CD in the civmain.ctp file, which is a zip file even if its extension suggests something else.

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

  26. #326
    Pedrunn
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    I am continuing my game today but i wonder: does the AI uses specialist?
    "Kill a man and you are a murder.
    Kill thousands and you are a conquer.
    Kill all and you are a God!"
    -Jean Rostand

  27. #327
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    Post

    Originally posted by Pedrunn
    I am continuing my game today but i wonder: does the AI uses specialist?
    Of course. They especially use entertainers (and the empire slider together to control happiness) much more efficiently.
    Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
    CtP2 AE Wiki & Modding Reference
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  28. #328
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    Thanks Martin!
    I don't have the original installation of CTP2 however. Must I get it to make the playtest work?

  29. #329
    Martin Gühmann
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    Post

    Originally posted by ohkrlll
    I don't have the original installation of CTP2 however. Must I get it to make the playtest work?
    You need to copy the playtest onto the original files you have installed from the CD. And the CD needs to be in the CD-drive.

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

  30. #330
    CoreCore
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    Very Repeatable Build 907 Crash(es).. Please advise!

    Hi AE Crew!

    Great Work!! =) It really Looks Wonderful! =)

    Crash report:

    I have attached a saved game that when loaded cannot get to the next turn, it seems to always CTD (Crash to Desktop).

    Crash.txt:

    Version 2008-10-08
    0x00495c2b [?RiotCasualties@CityData@@QAEXXZ + 0xab]
    0x0048b3a5 [?BeginTurn@CityData@@QAE_NXZ + 0x525]
    0x004e16cf [?BeginTurnCity@UnitData@@QAEXABVUnit@@AAVUnitDynam icArray@@@Z + 0xf]
    0x004d9f0d [?BeginTurnCity@Unit@@QAEXAAVUnitDynamicArray@@@Z + 0x2d]
    0x0049791d [?GEVHookCallback@CityBeginTurnEvent@@EAE?AW4GAME_E VENT_HOOK_DISPOSITION@@W4GAME_EVENT@@PAVGameEventA rgList@@@Z + 0x4d]
    0x0057b347 [?Activate@GameEventHook@@QBE?AW4GAME_EVENT_ERR@@PA VGameEventArgList@@HAAH@Z + 0x37]
    0x0057bd08 [?ActivateHook@GameEventManager@@QAE?AW4GAME_EVENT_ ERR@@W4GAME_EVENT@@PAVGameEventArgList@@HAAH@Z + 0x28]
    0x00579e2d [?Process@GameEvent@@QAE?AW4GAME_EVENT_ERR@@XZ + 0x2d]
    0x0057b780 [?AddEvent@GameEventManager@@QAA?AW4GAME_EVENT_ERR@ @W4GAME_EVENT_INSERT@@W4GAME_EVENT@@ZZ + 0xd0]
    0x00432a35 [?dh_endTurn@@YAXPAVDQAction@@PAVSequence@@W4DHEXEC UTE@@@Z + 0x35]
    0x0042b103 [?HandleNextAction@Director@@QAEXXZ + 0xc3]
    0x0040c26b [?Process@CivApp@@QAEHXZ + 0x11b]
    0x00406f84 [?CivMain@@YGHPAUHINSTANCE__@@0PADH@Z + 0x394]
    0x004069e5 [WinMain@16 + 0x65]
    0x00800bdc [WinMainCRTStartup + 0x134]
    0x7c817067 [__onexitbegin + 0x7be4fa0f]

    UserProfile.txt:

    NumPlayers=29
    AiOn=Yes
    UseNiceStart=Yes
    UseMapPlugin=Yes
    Difficulty=2
    RiskLevel=1
    Pollution=Yes
    UnitAnim=Yes
    GoodAnim=Yes
    TradeAnim=Yes
    WaterAnim=Yes
    LibraryAnim=No
    WonderMovies=Yes
    BounceMessage=No
    MessageAdvice=Yes
    TutorialAdvice=No
    EnemyMoves=Yes
    RevoltWarning=Yes
    EnemyIntrude=Yes
    UnitLostWarning=Yes
    TradeLostWarning=Yes
    CityLostWarning=Yes
    AutoCenter=Yes
    FullScreenMovies=Yes
    AutoSave=Yes
    PlayerNumber=1
    CivIndex=21
    GameName=Cor'e
    LeaderName=Cor'e
    CivName=Welsh
    SaveNote=
    Gender=0
    NoHumansOnHost=No
    LogPlayerStats=No
    SfxVolume=5
    VoiceVolume=5
    MusicVolume=10
    XWrap=Yes
    YWrap=Yes
    AutoGroup=No
    AutoDeselect=Yes
    AutoSelectNext=Yes
    AutoSelectFirstUnit=Yes
    AutoTurnCycle=No
    CombatLog=No
    UseLeftClick=Yes
    ShowZoomedCombat=Yes
    UseFingerPrinting=No
    UseRedbookAudio=Yes
    RequireCD=No
    Prophylaxis=No
    TryWindowsResolution=No
    UseDirectXBlitter=Yes
    ScreenResWidth=1400
    ScreenResHeight=1050
    ZoomedCombatAlways=Yes
    AttackEveryone=No
    NonRandomCivs=No
    GameWatchDirectory=
    AutoEndMultiple=Yes
    WetDry=5
    WarmCold=5
    OceanLand=5
    IslandContinent=5
    HomoDiverse=5
    GoodCount=5
    ThroneRoom=No
    MaxPlayers=32
    MapSize=3
    AlienEndGame=Yes
    UnitCompleteMessages=Yes
    NonContinuousUnitCompleteMessages=Yes
    DebugSlic=Yes
    DebugSlicEvents=Yes
    DiplomacyLog=No
    CheatAge=0
    DontKillMessages=No
    AIPopCheat=Yes
    ShowCityNames=Yes
    ShowArmyNames=No
    ShowTradeRoutes=Yes
    UnitSpeed=1
    MouseSpeed=5
    LeftHandedMouse=No
    CityBuiltMessage=Yes
    UseAttackMessages=No
    MapPlugin0=dll\\map\\geometric.dll
    MapPlugin1=dll\\map\\crater.dll
    MapPlugin2=dll\\map\\plasma2.dll
    MapPlugin3=dll\\map\\plasma2.dll
    OldRegisterClick=No
    CTP2Mode=Yes
    MoveHoldTime=500
    BattleSpeed=5
    ScrollDelay=3000
    AutoSwitchTabs=Yes
    AutoRenameCities=No
    AutoOpenCityWindow=Yes
    ShowEnemyHealth=Yes
    ShowCityInfluence=Yes
    ShowPoliticalBorders=Yes
    EndTurnSound=Yes
    EnableLogs=Yes
    DisplayUnits=Yes
    DisplayCities=Yes
    DisplayBorders=Yes
    DisplayFilter=Yes
    DisplayTrade=Yes
    DisplayTerrain=Yes
    CloseOnEyepoint=No
    ShowExpensive=Yes
    ColorSet=0
    ShowOrderUnion=Yes
    RecentAtTop=Yes
    RuleSets=
    CityClick=No
    EndTurnWithEmptyBuildQueues=No
    RunInBackground=No
    AutoExpireTreatyBase=-1
    CityCaptureOptions=Yes
    Upgrade=Yes
    SmoothBorders=No
    CivFlags=Yes
    NoAIProductionDeficit=No
    NoAIGoldDeficit=No
    AICityDefenderBonus=No
    BarbarianCities=No
    SectarianHappiness=Yes
    RevoltCasualties=Yes
    RevoltInsurgents=Yes
    BarbarianCamps=No
    BarbarianSpawnsBarbarian=Yes
    AINoSinking=No
    AINoCityLimit=No
    GoldPerUnitSupport=Yes
    GoldPerCity=Yes
    AINoShieldHunger=No
    AINoGoldHunger=No
    AIFreeUpgrade=No
    AIMilitiaUnit=No
    OneCityChallenge=No
    EnergySupply&DemandRatio=No
    ShowDebugAI=No
    CitiesLeaveRuins=No
    NoCityLimit=No
    DebugCityAstar=No

    UserCritMsgs.txt:

    QueryRebuildCapitol:1
    ConfirmLoadSaveDelete:1
    ConfirmSaveOvrwrite:1
    22IACannotAffordSupport:1
    16IAOutOfFuel:1
    23IACityWillStarve:1
    21IACannotAffordMaintenance:1
    10aInvestigateCityFailed:1
    10bStealTechnologyFailed:1
    10cInciteRevolutionFailed:1
    10gNukeFailed:1
    10dAssassinationFailed:1
    10gSafeFromNukes:1
    10hImmuneToNanoTerror:1
    10hNanoTerrorFailed:1
    10iBioInfectFailed:1
    10jImmuneToPlague:1
    10jPlagueFailed:1
    10zStoppedBySpies:1
    11aInvestigateCityFailed:1
    11bStealTechnologyFailed:1
    11bNothingToSteal:1
    11bStoleTechnology:1
    11cInciteRevolutionFailed:1
    11dAssassinationFailed:1
    11gNukeFailed:1
    11hNanoTerrorFailed:1
    11hImmuneToNanoTerror:1
    11iImmuneToBioInfect:1
    11iBioInfectFailed:1
    11jImmuneToPlague:1
    11jPlagueFailed:1
    11zStoppedBySpies:1
    41UnitDisbandedOnGovChange:1
    44WonderStarted:1
    44aWonderStopped:1
    45WonderAlmostFinished:1
    47WonderComplete:1
    57PlayerDiscoversNewGovernment:1
    012NewGovEnacted:1
    097WonderDestroyed:1
    097aWonderObsolete:1
    145NoEmbassiesWonder:1
    153ConvertFailedAttacker:1
    166FreeslaveFailedAgressor:1
    209UprisingFailedAttacker:1
    229TerrorhackFailedAttacker:1
    251NaniteDefuseEliminatesNukes:1
    350NetworkPlayerLeft:1
    352DifferentPlayerJoined:1
    353YouAreNowHost:1
    TANoKillCivilian:1
    QueryLoadQueue:0

    System:

    WinXP SP3, AMDx2, 4GB RAM, CPT2 CD in same DVD Drive that CPT2 was installed from.

    BTW, how do i hear the game's music? It won't play, it may have played before AE 907 was over laid over the install... i forget.

    TIA! Cor'e =)

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