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Thread: CTP2 Apolyton Edition: Revision 1013 (25-Jul-2009)

  1. #1
    Martin Gühmann
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    Smile CTP2 Apolyton Edition: Revision 1013 (25-Jul-2009)

    The Apolyton CTP2 Source Code team proudly presents the Apolyton CTP2 Edition Revision 1013 from July the 25th 2009.

    This time we have a small AI improvement, a crashfix, and some new shiny interfaces.

    Now the AI does not unload its unit on the target continent far a way from the target. But it moves its sea transporters as close as possible and then unloads the units. This makes the AI actually reaching its oversea goals.

    There was another problem that made the game crashing when a civilization was conquered, this is now fixed, too.

    And the domestic manager got a complete overhaul. It now shows a lot of details. For instance what farmers, laborers, and merchants add to the resource collection. Or what trade adds to the gold income. And much more.

    This Apolyton Edition can be directly installed over CTP2 v1.0, v1.1, or v1.11.

    If you found a bug please report here as much relevant information as possible. This includes how to reproduce the problem, an attached screenshot or savegame may be helpful. If the game crashes (terminates without user intention) then include a crash log. You can enable crash logging by editing your userprofile.txt (in [Your CTP2 directory]\ctp2_program\ctp\) to set EnableLogs=Yes. The log can then be found at [Your CTP2 directory]\ctp2_program\ctp\logs\crash.txt. Please do not attach the crash.txt to a post, include the content of that file in your post.

    For further changes check out the change log in the readme.

    If you cannot forget about the past here is the previous thread.

    Code:
    Brief Changelog:
    2009-07-25 (Revision 1011)
    Fixed:    Army grouping via slic in the Magnificant Samurai scenario works now.
    Fixed:    Database errors do not show up anymore when the Magnificant Samurai
              scenario is loaded.
    Fixed:    After an unit upgrade, its information is updated properly.
    Fixed:    The game does not crash, if a civilization is conquered. (Another bug)
    Added:    Cities show on the main map optionally what they are building.
    Added:    A polution main map icon for dirty cities.
    Changed:  Other main map city icons have better transparency and outlines.
    Changed:  Some good sprites were replaced so that they can be better seen.
    Changed:  New modern city styles have now all the same color so that the 
              city styles cannot be distinguished so well anymore.
    Fixed:    The game cannot be one anymore by just building the Solaris project.
              For archieving the science victory all the other components of the
              Gaja Controller are now necessary, too.
    Fixed:    The AI does not consider tiles for new cities anymore if those
              tiles are already controlled by other cities.
    Fixed:    The messages for nano infected and nano destroyed cities address
              now the victim player and do not throw slic errors anymore.
    Changed:  The main map city icons for bio infection, nano infection, injoin
              and happiness attack now show the civilization color of the attacker.
    Fixed:    The feat that is supposed to give extra science now gives extra
              science.
    Fixed:    The feat that is supposed to increase the unit hit points now
              increases the unit hit points.
    Added:    A political map option was added to the minimap.
    Fixed:    When a city is founded inside foreign territory it adds national
              borders as it should do.
    Fixed:    The AI does not unload units from transporters on the target continet
              before the final landfall.
    Fixed:    Sea transporter pathes do not end one tile too early.
    Changed:  Unit support percent is now zero if production and unit support is
              zero.
    Fixed:    Units disbanded in the city window will now give their production
              costs to back to the city, and the city window is updated accordingly.
    Fixed:    When a city grows, the AI updates the values of positions for new
              cities, properly.
    Changed:  The Empire Manager shows now more information.
    Changed:  Crime for science is now calculated as all the other resources.
    Fixed:    Wonders that are supposed to give a flat food bonus give a flat food
              bonus instead a food percent bonus.
    Changed:  Laborers now benefit from the government coefficent, too.
    Fixed:    Changing between buildings, wonders, and units costs now 25% of the
              stored production.
    Fixed:    Database errors and Great Library errors in the Apolyton Edition
              scenario were removed.
    Changed:  Production that is left from one item in the city build queue can be
              used for the next build item.
    Changed:  When a city is captured all the stored production is lost.
    Added:    New database flags for modders:
    - UnitDB:
       VictoryEnslavementChance Unit's chance to enslave an enemy unit on victory
       GovernmentOnly           Unit can only be built with the given government.
                                   The Unit is not destroyed on government change.
    - TerrainImprovementDB:
       HealRate                 TerrainImprovent heals units on it with the given
                                   rate.
    Last edited by Martin Gühmann; July 24, 2009 at 21:08.
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    EPW
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    Maquiladora
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    Thanks Martin
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    Ekmek
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    nice. nice.
    Formerly known as "E" on Apolyton

    See me at Civfanatics.com

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    mapfi
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    yepee - i'll start another game. this time on hard, at least...

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    cap601
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    I just started a new game and came across the following incident of a slaver apparently walking on water. I was attempting to move the settler to the hoplite when the slaver appeared and the move cancelled. I think I may have come across this in previous playtests but forgotten to report it. I've attached the save file if it's any help.
    Attached Images Attached Images
    Attached Files Attached Files

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    Maquiladora
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    Yea, I reported this in the last AE thread. I'm not sure what was changed since before the last AE to make the sprites of stealth units appear in the wrong place.

    BTW you can enable show city production in the graphical options, if you haven't already tried it.

    There is a small problem with the turns to new growth and turns to production. When you select a city then select the empire tab on the main control panel at the bottom the figures will change. I think it's using the wrong city data to calculate these things when the empire tab is used.
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  8. #8
    Martin Gühmann
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    Post

    Quote Originally Posted by Maquiladora View Post
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    BTW you can enable show city production in the graphical options, if you haven't already tried it.
    Why isn't that on by default?

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    Maquiladora
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    Quote Originally Posted by Maquiladora View Post
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    Yea, I reported this in the last AE thread. I'm not sure what was changed since before the last AE to make the sprites of stealth units appear in the wrong place.
    Well I have no idea where to start looking for this. Any tips Martin?

    There is a small problem with the turns to new growth and turns to production. When you select a city then select the empire tab on the main control panel at the bottom the figures will change.
    I found the source of this and should have a fix posted sooner or later.

    Why isn't that on by default?
    Yeah, maybe that would be a good idea.
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    SDKane
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    crash.

    (crash removed - updated one below)

    27 Civ scenario, Apolyton version, Civ 3 graphics (which by the way for some reason don't work as well in this version as well as the last - unless it's something I haven't noticed before, no big deal though I can live with a few non-smooth edges on the coast.)
    Last edited by SDKane; July 28, 2009 at 01:37.

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    Maquiladora
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    When did that crash happen SDKane? A save might also be useful.
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    SDKane
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    Quote Originally Posted by Maquiladora View Post
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    When did that crash happen SDKane? A save might also be useful.
    HTML Code:
    Version 2009-07-25
      0x00460f48  [?ResetCanResearch@Advances@@QAEXH@Z + 0x98]
      0x004c790e  [?SetHasAdvance@Player@@QAEXH_N@Z + 0x33e]
      0x0046089c  [?SetHasAdvance@Advances@@QAEXH_N@Z + 0x16c]
      0x00460af7  [?GiveAdvance@Advances@@QAEXHW4CAUSE_SCI@@H@Z + 0x157]
      0x004cbd3d  [?GEVHookCallback@GrantAdvanceEvent@@EAE?AW4GAME_EVENT_HOOK_DISPOSITION@@W4GAME_EVENT@@PAVGameEventArgList@@@Z + 0x5d]
      0x00580407  [?Activate@GameEventHook@@QBE?AW4GAME_EVENT_ERR@@PAVGameEventArgList@@HAAH@Z + 0x37]
      0x00580dc8  [?ActivateHook@GameEventManager@@QAE?AW4GAME_EVENT_ERR@@W4GAME_EVENT@@PAVGameEventArgList@@HAAH@Z + 0x28]
      0x0057eeed  [?Process@GameEvent@@QAE?AW4GAME_EVENT_ERR@@XZ + 0x2d]
      0x00580840  [?AddEvent@GameEventManager@@QAA?AW4GAME_EVENT_ERR@@W4GAME_EVENT_INSERT@@W4GAME_EVENT@@ZZ + 0xd0]
      0x00433175  [?dh_endTurn@@YAXPAVDQAction@@PAVSequence@@W4DHEXECUTE@@@Z + 0x35]
      0x0042b833  [?HandleNextAction@Director@@QAEXXZ + 0xc3]
      0x0040c21b  [?Process@CivApp@@QAEHXZ + 0x11b]
      0x00406f14  [?CivMain@@YGHPAUHINSTANCE__@@0PADH@Z + 0x394]
      0x00406975  [WinMain@16 + 0x65]
      0x0080a09c  [WinMainCRTStartup + 0x134]
      0x7c816fd7  [__onexitbegin + 0x7be44c7f]
    It keeps saying invalid file type when I upload how do I go around this? and the crash.txt above is the one for the save-game I'm trying to upload.

    Edit: it seems to like .rar's
    Attached Files Attached Files
    Last edited by SDKane; July 28, 2009 at 01:39.

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    Maquiladora
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    Quote Originally Posted by SDKane View Post
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    It keeps saying invalid file type when I upload how do I go around this? and the crash.txt above is the one for the save-game I'm trying to upload.

    Edit: it seems to like .rar's
    I can't load this save game because I don't have the scenario it was created with (27 civ world map). Can I download it somewhere?
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    SDKane
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    SDKane
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    Wait a sec? - it's a scenario meaning there's rules involved that could be conflicting with the AE?

    Where can I get a map that I can have a good solid LONG game with every civ possible? Is there a way to get a map (just a map) that can do this?

    EDIT: world map 400x400 (the big kahuna where even england has detail) - even incorrect starting locations would be fine by me - I can just cheat and place them at the start. t'is all I really want lol.

  16. #16
    Maquiladora
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    Quote Originally Posted by SDKane View Post
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    Wait a sec? - it's a scenario meaning there's rules involved that could be conflicting with the AE?
    A quick test with the debug version seems to suggest the problem is the city styles in that saved scenario. It's looking for the science bonus of a particular city style (this was added in the AE), but it can't find it for the city style.

    Where can I get a map that I can have a good solid LONG game with every civ possible? Is there a way to get a map (just a map) that can do this?

    EDIT: world map 400x400 (the big kahuna where even england has detail) - even incorrect starting locations would be fine by me - I can just cheat and place them at the start. t'is all I really want lol.
    You best bet for now might be to download Omni's world map and create your own scenario using the AE. I don't know if the binary version has rivers or goods, but the txt version definitely doesn't have either, which means you'd have to add them all yourself. Unless someone has a better idea (given a day or two, it's not unlikely ).
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    SDKane
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    Great!

    Thanks for the help. I'll go with that idea and when I get something out of Omni's world map that works with AE I'll put it up for others to download for those looking for a big game.

  18. #18
    Maquiladora
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    Quote Originally Posted by Maquiladora View Post
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    A quick test with the debug version seems to suggest the problem is the city styles in that saved scenario. It's looking for the science bonus of a particular city style (this was added in the AE), but it can't find it for the city style.
    Well that wasn't the crash you posted but I fixed that anyway.

    For the crash you posted I'll also try to fix now. SDKane: did you use any custom rules or ages with the scenario? Also attaching your userprofile.txt might be useful.
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    SDKane
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    Not that I know of. Every time I install AE I wipe uninstall and reinstall CTP2 completely. Anything I put up is default. Unless there's custom ages in the Civ3 graphics mod - there's none that I know of. I tried playing without and the crash eventually still happens.

    Anyhow I feel I've posted too many mishaps regarding this edition and I feel bad about it, so I might as well post some pro's and things I like

    - I love the new ore's whoever changed the graphics of Iron, Uranium, Copper, Gold (oh god especially gold), really made a necessary graphic change. As I play with a ton of goods (typically I'll cheat and add good clusters that are hot-spots for certain goods to give me a reason to go and capture and area).

    - The AI is a lot less dumb and provides a challenge, props to the person(s) who have worked hard to make that better.

    - The interface is wonderful and much easier to use.

    Suggestions for further enhancements from my point of view and playstyle. I will admit I'm a builder and economist more than I am a conqueror so this might not apply to everyone.

    1) Tundra needs more goods.
    Rationale: I used to live in northern Canada and I can say although it might be harsh and sparse there's still money to be made up there.

    Suggestion:
    i) caribou
    ii) Fur - as per civ 2 (+food +gold bonus's [more emphasis on gold])
    iii) Musk Ox - as per civ2 (+food +gold bonus's [more emphasis on food])
    iv) Polar Bear (+gold bonus)

    2) Trade and commerce
    Rationale: one could play and beat the game without access to a single good whatsoever, competition and and the acquisition of goods should have a direct affect on the outcome of the game.

    Suggestion: make gathering goods provide bigger (more sensible) increases in net profit. Sometimes you can acquire a good that provides +2000 gold per turn while others provide +24 gold per turn. Granted the rare goods and minerals should provide more economy and production but not to the point that ignoring the common - realistically essential goods - is a viable way to go about business. I suggest flat-lining the value of goods and all cities should have an equal demand for such goods. I also find some inconsistencies regarding this where I'll have 3 cities that have oil (from a pre-made oil field on one of my maps) but they also demand oil (while London which is nowhere near any oil deposits demands none).
    I'm also unsure but maybe - perhaps - that as a city grows the demand for certain goods rises. So your monster size 40 capital is hungry for all the goods your empire could provide.

    Suggestion 2: improvements increase demand and profit from goods. A nuclear power plant boosts city demand for uranium by XXX% or an oil refinery and airport boosts city demand for oil by XXX% Earlier years: A bank increases city demand for gold by XXX% a broker increases demand of all minerals and jade by XX% A bazaar place increases demand for hardwood, wheat, apples, elephant, caribou, sugar, fruit etc. by XX% A drug store increases demand for medical herbs and poppies by XX% and a hospital does the same.

    Negative effects: Eco-transit reduces demand for oil in city but increases demand and profit of wheat. Thus you may shatter your oil producing income but increase your wheat industry (in the stead of the real-life corn).

    Wonders: East India company increases demand for Bears, caribou, gold, jade and sugar for the city it's built in. London Exchange increases demand for everything in that city.

    Anyhow that's all thats on my mind for the commerce sector of the game If you find these suggestions useful that's awesome, if not thats ok too. I just think goods and trade should add much more depth and strategy to the game as in its real life counterpart if there was no demand for goods and riches than America, Canada, and Mexico would may not have come to exist.

  20. #20
    Maquiladora
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    Quote Originally Posted by SDKane View Post
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    Not that I know of. Every time I install AE I wipe uninstall and reinstall CTP2 completely. Anything I put up is default.
    OK thanks.

    It seems that when one of the civs discovers an advance the game then rechecks all the remaining advances that can be researched. At this point it seems to be checking advances that are outside the advance database, in this case checking advance #107 when there are only 0-106 in the default AE advance database.

    Unless there's custom ages in the Civ3 graphics mod - there's none that I know of. I tried playing without and the crash eventually still happens.
    Where did you download it from? Best to check just in case.

    Anyhow I feel I've posted too many mishaps regarding this edition and I feel bad about it
    Better that you post them now rather than someone else later.

    I just think goods and trade should add much more depth and strategy to the game as in its real life counterpart if there was no demand for goods and riches than America, Canada, and Mexico would may not have come to exist.
    I agree completely, trade goods and routes have to become as essential as building cities, or terrain improvements. Unfortunately we have lots of things like this that need rethinking. So you'll have to mess around in the text files yourself to improve that aspect of the game for now, like making upgrades and unit gold support more expensive, or increasing profit from routes, things like that.
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    Version 2009-07-27
    0x0044f414 [?MoveIntoTransport@ArmyData@@QAE_NABVMapPoint@@AAV CellUnitList@@@Z + 0x64]
    crash w/ cradle3

  22. #22
    SDKane
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    Another thing I'd like to toss out there: Is it possible to manually draw your own trade route paths? Another method to combat piracy.

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    Maquiladora
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    Quote Originally Posted by SDKane View Post
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    Another thing I'd like to toss out there: Is it possible to manually draw your own trade route paths? Another method to combat piracy.
    That would eliminate piracy.

    It's possible to influence the path a route takes, by increasing the freight cost of a terrain in terrain.txt, so that a route goes over land rather than water for example. Although that's unrealistic, and would make the game less interesting IMO.
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    Music - slider will not turn the volume up or down. It is always at a constant volume.

    Screen scroll - how do you adjust the screen scroll speed (not mouse speed) so that the screen is not moving left/right or up/down at very fast speeds?

  25. #25
    Pedrunn
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    While starting the game in the 25-07-09 apolyton edition in a vanilla patched ctp2 game, I have got the message "CRARR4B_string.txt not found in asset tree" and crash back to desktop.

    Any help?
    "Kill a man and you are a murder.
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    Kill all and you are a God!"
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  26. #26
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    That's a cradle file, you got to remove the ruleset entry in userprofile.txt before going back to vanilla.

  27. #27
    Yolky
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    Well I don't know if this is usefull or not. As I said in my other post, in general, when I load up the game, I got 2 error messages saying something about a Sprite Long bowman not found in sprite data base and sprite_elephant_warrior not found in sprite data base, I click on continue and the game plays.

    Well the game is still minimized and all I do is click on it, and can start playing the game. I noticed also when I am in a new game, and I don't like how the map looks, I click on start new game, and same thing happens, you get the load screen, and then the 2 messages again, but this time I can't play, the game just quits. I start it again.

    A bit annoying but love the new graphic interface when it loads, new resolutions, and options. Great job. Hopefully I will not have any problems playing the game.

    Not shure if it's a bug, or something I did wrong during installation.

  28. #28
    Maquiladora
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    Quote Originally Posted by Yolky View Post
    This quote is hidden because you are ignoring this member. Show Quote
    Well I don't know if this is usefull or not. As I said in my other post, in general, when I load up the game, I got 2 error messages saying something about a Sprite Long bowman not found in sprite data base and sprite_elephant_warrior not found in sprite data base, I click on continue and the game plays.
    You should not get those errors at all. I'd figure that out first. Did you make sure to overwrite all files when extracting the AE to your CtP2 folder?

    Check newsprite.txt in \ctp2_data\default\gamedata it should have these new entries:

    #AE MOD
    SPRITE_ELEPHANT_WARRIOR 81
    SPRITE_LONGBOWMAN 89
    SPRITE_LEGION 85
    SPRITE_SWORDSMAN 84

    Now check that the sprites themselves exist in \ctp2_data\default\graphics\sprites named GU081.SPR, GU089.SPR, etc. Note they're not GU81.SPR, GU89.SPR etc.
    Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
    CtP2 AE Wiki & Modding Reference
    One way to compile the CtP2 Source Code.

  29. #29
    LemurMadness
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    Looks like even after buying one of the AI's cities, it still can make improvements on it.
    Also, after changing Capitol, the host city loses all improvements.
    And looks like the AI doesn't even bothers if you're allied, it will attack you! The diplomacy manager shows the happiest face ever, when they suddenly throws a rock at you.
    Last edited by LemurMadness; August 15, 2009 at 20:09.

  30. #30
    Yolky
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    I unintstalled the game, and reinstalled it. This time I didn't bother with the patch 1.1 because it said it was compatiable with 1.0 and now I don't get any error messages.

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