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Thread: PROJECT: Playtest (Thread No. 6)

  1. #61
    LemurMadness
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    Originally posted by cue

    disabling wonder movies did not work, have to try compatibility mode a little better.

    There is no gain from Windows XP 64bit, may be some intense graphics programs run a little faster but thats it.
    It actually runs slower then 32bit as the drivers are not as developed.
    But I dont have time right now to nuke this basdard of an OS.
    Another XP64er here. I had some crashes (2 of them, no text dump? weird.), and I'm right now in 1200AD, but nothing as critical as your current issue, and I've finished two wonders (Aristotele's and Galileo's).

    I'm using right now the latest build (E's), [EDIT]Removed old link[/EDIT]

    Edit: The crashes are more constant now...

    1300 AD.

    It seems impossible to advance further without crashing.
    Last edited by Martin Gühmann; May 14, 2008 at 18:34.

  2. #62
    cue
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    Originally posted by LemurMadness


    Another XP64er here. I had some crashes (2 of them, no text dump? weird.), and I'm right now in 1200AD, but nothing as critical as your current issue, and I've finished two wonders (Aristotele's and Galileo's).

    I'm using right now the latest build (E's), [EDIT]Removed old link[/EDIT]


    Edit: The crashes are more constant now...

    1300 AD.

    It seems impossible to advance further without crashing.
    Moving the game to anoteher XP 32bit computer.
    Hope my wife understands
    Last edited by Martin Gühmann; May 14, 2008 at 18:35.

  3. #63
    Martin Gühmann
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    Post

    Originally posted by cue
    Moving the game to anoteher XP 32bit computer.
    Hope my wife understands
    There shouldn't be any need for that anymore since I found the problem, at least least I think, I have found it. But if you don't test the latest playtest version on your computer we will never verify it.

    -Martin
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  4. #64
    cue
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    Originally posted by Martin Gühmann


    There shouldn't be any need for that anymore since I found the problem, at least least I think, I have found it. But if you don't test the latest playtest version on your computer we will never verify it.

    -Martin
    Please, please give me the fix
    She was not as understanding as I had hoped (Stupid CamFrog)

  5. #65
    Martin Gühmann
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    Post

    Originally posted by cue
    Please, please give me the fix
    Actually, I could now tell you that you should read the whole thread or reread the first post again, but actually it is enough to tell you that you should read LemurMadness' post that you have quoted. He exactly points you to the latest version of the playtest, without the problem.

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  6. #66
    cue
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    Originally posted by Martin Gühmann


    Actually, I could now tell you that you should read the whole thread or reread the first post again, but actually it is enough to tell you that you should read LemurMadness' post that you have quoted. He exactly points you to the latest version of the playtest, without the problem.

    -Martin
    Thanks Martin, I mis-read that. My brain was so sure I had the latest version that I was sure he was talking about a new release. (Still working on that RTFM).
    I checked again and found a newer build.
    Build 836 (had 826).

    I still have those crases but they seem different. I used to get them at the begining of a turn or when a AI was making his turn now I got the crash in the middle of my movements.
    Hope you can make something out of this.

    EDIT: the game is much more stable then before, now crazes are rare and the game is well playable :happy:
    Excellent work!

    Version 2007-12-14
    0x007d6ac0 [?Get_Totally_Complete@CTPGoal@@UBE_NXZ + 0x90]
    0x007d1ae7 [?Prioritize_Goals@Scheduler@@QAE_NXZ + 0x117]
    0x007d12a8 [?Process_Goal_Changes@Scheduler@@QAE?AW4TIME_SLICE _STATE@1@XZ + 0x138]
    0x007ece70 [?GEVHookCallback@CtpAi_BeginSchedulerEvent@@EAE?AW 4GAME_EVENT_HOOK_DISPOSITION@@W4GAME_EVENT@@PAVGam eEventArgList@@@Z + 0x70]
    0x0057a5f7 [?Activate@GameEventHook@@QBE?AW4GAME_EVENT_ERR@@PA VGameEventArgList@@HAAH@Z + 0x37]
    0x0057afb8 [?ActivateHook@GameEventManager@@QAE?AW4GAME_EVENT_ ERR@@W4GAME_EVENT@@PAVGameEventArgList@@HAAH@Z + 0x28]
    0x005790dd [?Process@GameEvent@@QAE?AW4GAME_EVENT_ERR@@XZ + 0x2d]
    0x0040c60f [?Process@CivApp@@QAEHXZ + 0x1cf]
    0x00406f94 [?CivMain@@YGHPAUHINSTANCE__@@0PADH@Z + 0x394]
    0x004069f5 [WinMain@16 + 0x65]
    0x007fbafc [WinMainCRTStartup + 0x134]
    0x7d4e7d2a [__onexitbegin + 0x7cb261f2]
    Last edited by cue; January 3, 2008 at 04:37.

  7. #67
    Maquiladora
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    OK I made some notes from a short playtest I just made with the latest unmodified AE.

    The "[civ1] are no longer at war with [civ2]" message you get for making a peace treaty doesn't sound right, especially as you're not at war when a permanent peace treaty is made.

    I'm not seeing the "watchful" eye icon above a city at all anymore after I use slave raid on it.

    I didn't get a message (even in the msg tab) about my slaver dying whilst trying to slave raid a city. I don't think I got a message about failing to slave raid (but not dying to) a watchful city either, not sure though as I couldn't see the watchful icon so I can't recall if it was watchful.

    "[yourcityname] has fallen into the hands of enemy forces" and "[thisciv] has captured [yourcityname]", are both these messages necessary each time one of your cities is captured, surely only the second one is enough?

    I was building Hoplites and Archers in many cities, then when I researched Feudalism all those city queues were cleared, instead of being changed to Pikemen and Longbowman respectively. I also received no message on why the queues were cleared/changed. Perhaps the queues can be updated and a message something like "Our latest scientific advance has rendered some military units obsolete. City build queues have been automatically updated to build the new unit/s instead".

    Finally a request; is it possible to make the "empire" and "city" tabs update when you adjust specialists? Like how they update when you change empire manager settings.

  8. #68
    LemurMadness
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    Originally posted by Maquiladora
    OK I made some notes from a short playtest I just made with the latest unmodified AE.

    The "[civ1] are no longer at war with [civ2]" message you get for making a peace treaty doesn't sound right, especially as you're not at war when a permanent peace treaty is made.

    I'm not seeing the "watchful" eye icon above a city at all anymore after I use slave raid on it.

    I didn't get a message (even in the msg tab) about my slaver dying whilst trying to slave raid a city. I don't think I got a message about failing to slave raid (but not dying to) a watchful city either, not sure though as I couldn't see the watchful icon so I can't recall if it was watchful.

    "[yourcityname] has fallen into the hands of enemy forces" and "[thisciv] has captured [yourcityname]", are both these messages necessary each time one of your cities is captured, surely only the second one is enough?

    I was building Hoplites and Archers in many cities, then when I researched Feudalism all those city queues were cleared, instead of being changed to Pikemen and Longbowman respectively. I also received no message on why the queues were cleared/changed. Perhaps the queues can be updated and a message something like "Our latest scientific advance has rendered some military units obsolete. City build queues have been automatically updated to build the new unit/s instead".

    Finally a request; is it possible to make the "empire" and "city" tabs update when you adjust specialists? Like how they update when you change empire manager settings.
    +1. I think I had proposed this before: making a list of possible specialists, like for example, Growth or Science, depending on the person's gameplay this could be very useful.

  9. #69
    Maquiladora
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    Found another MAJOR bug. When you hold a reception with a Diplomat it says the cost is 500 gold, but it deducts 1000.

    +1. I think I had proposed this before: making a list of possible specialists, like for example, Growth or Science, depending on the person's gameplay this could be very useful.
    Not sure I understand this. It sounds like how the city mayors work?

  10. #70
    LemurMadness
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    [SIZE=1] Not sure I understand this. It sounds like how the city mayors work?
    Hum, mayors select specialists too, besides the production queue?

  11. #71
    Maquiladora
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    Originally posted by LemurMadness

    Hum, mayors select specialists too, besides the production queue?
    Yeah, but how it decides to allocate specialists is not decided by the type of mayor if I recall correctly. So if you use the "Production" mayor, it might still use scientists, merchants etc, it actually depends on how the strategy in strategies.txt tells it to allocate every city's specialists.

    I don't think the mayor decides how to build specific tile improvements either, but it does build them automatically around that city if a mayor is on.

    Perhaps mayors could be made to use specific specialists and tile improvements.

    For example, the "production" mayor would first meet the minimum growth turns, then dedicate every other tile improvement and worker to squeezing out more production.

    The same requirements would probably apply for the defence, offence, wonders, happiness, and barbarian mayors too.

    Science, gold, food having different requirements.

  12. #72
    Maquiladora
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    What I don't know is how does each mayor choose which specialists to use? Does every mayor use strategy_default in strategies.txt? Thus all mayors using the same criteria to build tile improvements and specialists to use.
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  13. #73
    cue
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    I have been playing rather much lately.
    The game is stable and running good

    I put my computer on standby every night and the game resumes just fine.

  14. #74
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    Can anyone else confirm that rushbuy costs are double what they should be according to govern.txt?

    For example under Monarchy the Hoplite costs 1400 gold to rushbuy. 175 cost * 8 rushbuy modifier = 1400. But it should be 175*4 for rushbuying units under Monarchy, which is only 700 gold. The same is happening for building and wonder rushbuy modifiers, but I don't know why. Am I going crazy?
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  15. #75
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    Hey guys. Could you explain the current status of the Linux port? From a look at the SVN, I see a Linux branch and apparently some merging has been done. At this point, though, I don't understand if there are playtest Linux binaries or if a Linux version has to be compiled from the SVN branch manually.
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  16. #76
    Martin Gühmann
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    Post

    Originally posted by Solver
    Hey guys. Could you explain the current status of the Linux port? From a look at the SVN, I see a Linux branch and apparently some merging has been done. At this point, though, I don't understand if there are playtest Linux binaries or if a Linux version has to be compiled from the SVN branch manually.
    There is no Linux playtest version, if you want a Linux binary you have to compile it yourself, as far as I know it is playable in low screen resolution and may have some problems, besides the big problem the Linux branch is still out of sync with trunk. So you would use a havily outdated version of the game.

    Originally posted by Maquiladora
    What I don't know is how does each mayor choose which specialists to use? Does every mayor use strategy_default in strategies.txt? Thus all mayors using the same criteria to build tile improvements and specialists to use.
    As far as I know the human player is initialized with STRATEGY_DEFAULT, so commonly the mayors you use use STRATEGY_DEFAULT unless you use the scenario editor to change civilizations.

    For the mayors in general they consist of two parts, on the one hand you have the build list sequences, which you can select, and on the other hand you have the hard encoded AI part, which includes the specialist asignment and the tile improvement placement.

    Originally posted by Maquiladora
    Found another MAJOR bug. When you hold a reception with a Diplomat it says the cost is 500 gold, but it deducts 1000.
    Where does it say it (e.g. Great Library)?

    Originally posted by cue
    I have been playing rather much lately.
    The game is stable and running good
    Well, in that case I'll leave your last crash report alone.

    -Martin
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  17. #77
    cap601
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    From my experiences (see Linux thread for details) the Linux branch is actually uncompilable at present. Unfortunately I don't know how to fix the issue myself.

  18. #78
    Solver
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    Ah, I see. Thanks for updating me.
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  19. #79
    Maquiladora
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    Originally posted by Martin Gühmann

    Where does it say it (e.g. Great Library)?
    In the window that shows cost of certain commands when you're about to use them.

  20. #80
    Protra3211
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    Had a strange crash after only 30 turns .Happed 3 times in a row.Slic Event Error using latest playtest.Could not find the crash text but can post the game save if that will help sorry.Seem to happen when capturing a city.Did not tweak any files which can if not careful cause a crash.

  21. #81
    Maquiladora
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    Although Martin will probably kill me for it, I just turn off the "Debugslicevents" option, theres too many to click past to play the game properly.
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  22. #82
    Martin Gühmann
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    Post

    Originally posted by cap601
    From my experiences (see Linux thread for details) the Linux branch is actually uncompilable at present. Unfortunately I don't know how to fix the issue myself.
    As far as I can see it you have only one problem, Fromafar pointed out what to do and I pointed out that I fixed it in the windows version, so the only thing you have to do is to copy the solution. That can't be too difficult.

    Originally posted by cap601
    Had a strange crash after only 30 turns[...].[ ]Happed 3 times in a row.[ ]Slic Event Error using latest playtest.
    That is an error message not a crash. The difference between this and a crash is that the error message asks you kindly whether you want to continue or stop, while a crash stops you without asking.

    By the way what does it say, any screen shots?

    Originally posted by Maquiladora
    Although Martin will probably kill me for it, I just turn off the "Debugslicevents" option, theres too many to click past to play the game properly.
    Actually I told you to so. And haven't asked to change it back, since I myself still encounter to many of them.

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  23. #83
    Protra3211
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    Thank you Maquiladora -that worked and was able to continue playing the game.
    But will keep the old save. Your right MartainI could press Yes and keep playing.Have to reload that game to see what the message was saying.Thank you for the quick help.

  24. #84
    Solver
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    By the way, I played some this evening. Using the 14 December playtest, there's constant crashing. When I got out of the BC years, it crashes pretty much every 2 turns. Never reproducible, I can always play at least one more turn after reloading.
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  25. #85
    Maquiladora
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    Do you have a crash.txt Solver? Also, are you sure you're not encountering the debug slic event warnings like Protra above?
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  26. #86
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    No crash dump, at least where I expect it to be. And no, those are hard crashes, separate from the slic event warnings, though I got some of those too.

    I don't have the DirectX SDK here now, I should probably download it and compile the newest revision.
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  27. #87
    Martin Gühmann
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    Post

    The crash.txt can be found in the ...\ctp2_program\ctp\logs\ directory if you have enabled logging in your userprofile.txt. To enable logging you have to make sure that EnableLogs is set to yes in your userprofile.txt.

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  28. #88
    Protra3211
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    Well I have started a intresting game using the new playtest.I did set the debugslic to no for this game only.
    My back up computor well be where I well check for problems in the code when playing.
    Before starting the game I took the diplomacy text file and reset the variables(numbers) using the AOM setting.
    next in the strategies file I change the Goal Seige to 7000.The setting was 62000 so only a small change.
    Only tweaked the DiffBD a little -not too much for production and last gave the AI more time to think setting found in Const file.Thats it
    Playing 8 civs on largest map.After 131 turns im in 6th place .Im the building the Celtic empire and so far not to much to worry about yet.Met the Polynesians and Mongols.No peace treaties yet.The AOM setting is perfect for human to AI diplomatc exchanges.Not as easy to get a peace treaty but the AI is not quick to turn against you so I feel this a good balance.
    Only 2 wars have been started by the AI,s so AI ti AI diplomacy will not be hurt by the change.
    Hope the change in the strategies file will improve AI tactics .The AI in last playtest would move large stacks near your cities but then back off. This should change that. Best thing about the playtest from what I can see is how well the AI manages it cities which in the long run gives it the production power to build faster than human player.
    Side note -I use the AutoExpireTreatyBase=20 this setting is found in Userprfile.
    Will post the two files soon-strategies and diplomacy text files.Maybe some else might want to give it a try.

  29. #89
    Martin Gühmann
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    Originally posted by Protra3211
    next in the strategies file I change the Goal Seige to 7000.The setting was 62000 so only a small change.
    That's why the AI is now so bad in city taking since revision 787. The attack goal is higher than the siege goal, actually it should be the way around - and enemy units on the way to the city to conquer should be attacked by occasion.

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  30. #90
    Protra3211
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    In most mods the attack and goals setting in strategies file are almost the same with attack goal being higher.
    In the 1.11 version its (strategies file)
    Goal Seige Priority 405000 MaxEval 20 MaxExec 4 Percity
    Goal Attack Priority405000 MaxEval 25 MaxExec 25
    I think I know where the problem is .In Goals file found in aidata the threat bonus is higher in attack goal.In the 1.11 version its Seige thats higher 500 and attack is a 100.
    Last edited by Protra3211; January 15, 2008 at 21:58.

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