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Thread: Apolyton CTP2 Edition: Revision 1056 (28-Feb-2010)

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    Martin Gühmann
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    Smile Apolyton CTP2 Edition: Revision 1056 (28-Feb-2010)

    The Apolyton CTP2 Source Code team proudly presents the Apolyton CTP2 Edition Revision 1056 from February the 28th 2010.

    This time we have a a lot of crash fixes, AI improvements, game graphics improvements, a new minimap relation view, and the removal of the CD-check to make the Apolyton Edition compatible with the version from gog.com.

    The game, for instance, does not crash when you try to load a saved build queue for a city without any items in the build queue.

    The AI now calculates its city production, food, gold, and happiness ranks correctly. This way it does not use the same build list in all its cities. It can now more different things across its empire.

    The graphics are now double buffered. This means you do not see anymore how the stuff on the screen is drawn bit by bit, but is now drawn in one piece. Additional, a bug that causes from time to time a short blackening of the screen. This removes strain from your eyes and you can play longer.

    The minimap got a new view relations options. With this you can see on a glance who is your enemy and who is your friend. They are displayed in different colors. Blue is for you and your allies, green is for those you are at piece with, yellow is for the neutrals, white for those you do not know, and red is for those you are at war with.

    God old games (gog.com) has released Call to Power 2 as online download. Their version is officially licensed and so must be supported by the Apolyton Edition. Therefore the Apolyton Edition does not require the CD anymore.

    The 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, instead include the content of that file in your post.

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

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

    Code:
    Changelog:
    2010-28-02 (Revision 1056)
    Fixed:    If the AI runs into a foreigner and if it desires war, it goes to
              battle.
    Fixed:    The honor pollution agreement request does not set an embargo if
              accepted.
    Fixed:    If the AI considers whom to go to war with, it considers humans and
              robots alike.
    Fixed:    The AI unloads cargo from transport helicopters when it is at an army
              grouping point, so that the cargo units can be grouped.
    Fixed:    The AI does not try to group land units into sea transporters anymore.
    Changed:  Removed the CD-check, so that the retail version from gog.com runs
              with the Apolyton Edition.
    
    2010-20-02 (Revision 1055)
    Fixed:    The AI does not check its city limit, if city limit is disabled.
    Changed:  The new game rules screen has been cleaned up and enhanced with
              discriptions of what the single rules are good for.
    Fixed:    Possible crashes due to missing city styles have been fixed.
    Fixed:    City turns to growth and production display now updates on begin
              turn and on city growth.
    Fixed:    For modders, an advance can only have four EitherPrerequisites and
              Prerequisites combined (this is a limitation of the Great Library)
    Changed:  EitherPrerequisite advances are shown in blue in the Great Library.
    Changed:  For modders, combining EitherPrerequisites and Prerequisites in the
              same advance.
    Fixed:    The AI now rolls over enemy units, if it is at war with them and the
              army is strong enough. This way the clears the way to an enemy cities
              and solves a problem it has with ZOCs.
    Fixed:    If a units gains a health bonus the health bar does not overflow
              anymore.
    Fixed:    If a unit gained a health bonus from a wonder and the wonder is lost
              the unit's health is reduced to the health without wonder.
    Fixed:    If the AI needs for a goal a transporter it takes the transporter
              army pair that are closest to each other, this way the AI sticks to its
              decision and does not change transporters and armies for a goal all the
              time.
    Fixed:    If a goody hut gives an advance then EitherPrerequisite and Prerequisite
              are now checked whether a player can have an advance.
    Fixed:    Bombard range now uses all ranged boni used in normal combat and
              not just the veteran boni.
    Fixed:    The AI now builds every turn tile improvements and roads.
    Improved: The AI consider roads along paths that it had layed down in the same
              turn.
    Changed:  The AI prefers to build gold tile improvemts if it does not need to
              build food or production tile improvements.
    Changed:  The AI builds in small cities tile improvements firs.
    Changed:  The AI rush buys items in cities without garrison first, then it
              rush buys items in small cities.
    Added:    The Ai now has build lists for small cities and cities near the 
              maximum size, so that it can build the right buildings there.
    Fixed:    If map auto center is off the map does not center anymore when
              something is pillaged.
    Fixed:    The game does not crash id you load a build queue into a city build
              queue that has been previously empty.
    Fixed:    Cities that prevents slavery will only reduce slave raid change by
              the given percentage instead of stopping it entirely.
    Changed:  Increased settle values for dessert and swamp so that the AI will
              eventually also will these areas, so less space for humans.
    Fixed:    Tiles with tunnels do not use the move costs of deep sea for ships,
              instead they use the move costs of their terrain.
    Fixed:    The AI calculates the goal priorities correctly, even if they are in
              diferent order in startegies.txt and goals.txt.
    Fixed:    The AI stops building settlers if there is no space left.
    Fixed:    The AI uses surpless settlers to increase the size of small cities.
    Fixed:    The AI builds land settlers and sea settlers at the same time.
    Fixed:    The game does not hang if it tries to optimize the sliders for a
              civilization that will starve when the happiness requirements have
              been met.
    Fixed:    The AI does not build ships in that do not have acceass to an ocean
              but only access to a puddle.
    Fixed:    The AI conqueres empty cities with armies containing settlers.
    Fixed:    The AI builds pollution reduction buildings in dirty cities.
    Fixed:    The AI does not try to refuel units in cities that are full.
    Fixed:    The ranking graph does not crash if the civilisations dead or alive
              is bigger 32.
    Added:    The ranking tab now has a wonder line graph.
    Fixed:    The AI builds slavers, or abolitionists, spies, and other special
              units at the same time.
    Changed:  Cyper Ninjas have a higher elite change when they investigate a city.
    Fixed:    Spies steal advances from cities of civilization that have advances
              to steal.
    Fixed:    The AI builds happy buildings in unhappy cities.
    Changed:  The AI builds wonders in high production cities.
    Fixed:    The AI calculates its city ranks correctly, so that it does not
              almost all its cities to the wonder building list.
    Added:    Added for each AI personality an island strategy, that will use an
              island specific advance list.
    Restored: The Penecilin wonder now does what it did in the original game.
    Changed:  The graphics are now drawn on a back buffer this removes drawing
              artifacts and saves your eyes.
    Added:    The minimap has a button to show you the players' capitals.
    Added:    The minimap has a button to show your relations with other
              civilisations. Blue is for you and your allies, green is for those
              you are at piece with, yellow is for the neutrals, white for those
              you do not know, and red is for those you are at war with.
    Fixed:    Fixed a problem with AI transporter handling, that also may lead to
              a crash.
    Fixed:    Fixed a problem when fort vision is removed because the tile under it
              had died.
    Fixed:    The drawing system does not try to use an invalid memory pointer,
              this led to flicker artifacts at best and crashed at worst.
    Fixed:    If a mod does not specify a tile improvement sound than the game
              handles it properly.
    Fixed:    The AI does not try to use boats that cannot reach the target continent.
    Fixed:    The game does not crash if a unit with a flag from a dead civilisation
              should be drawn. (Units of dead civilizations are not removed when 
              a civilization dies but later)
    Fixed:    The mouse scroll wheel now works in all list boxes.
    Fixed:    The new minimap buttons also show up in the French, German, Italian,
              Japanese, and Spanish version.
    Fixed:    If you receive a map then all tiles that the giver sees or own are
              updated.
    Fixed:    The AI does not use transporters carrying units that cannot be used
              for the goal that needs transport.
    Changed:  Player vision handling, the human player uses the vision of his/her
              player directly instead of a copy, this saves memory.
    Changed:  Lowered the AI priority for investigate city goals. There ar more
              worthy goals out there.
    Fixed:    When the game is closed, the memory is cleaned up like in the debug.
              This fixes a potential crash when leaving the game.
    Added:    New database flags for modders:
    - DifficultyDB:
       TechCostKnownDeduction 0.0 - 1.0
             Deducts a percentage of an advance's cost based on % of total
             civs in the game that you know that already have the advance.
    - UnitDB:
       RangedDefendCityBonus     Unit gets a ranged bonus in city defence.
       RangedAttackCityBonus     Unit gets a ranged bonus in city attack.
       IsSurfaceShip             Unit is a ship on the water surface.
       DefendSurfaceShipBonus    Unit gets a defence bonus for being a surface ship.
       AttackSurfaceShipBonus    Unit gets an attack bonus for being a surface ship.
       RangedSurfaceShipBonus    Unit gets a ranged for being a surface ship.
       AlwaysHeal                Units heals always even if it had been moved.
    - GoalDB
       SlaveryProtectionBonus    Goal gets a bonus if it is protected against slavery.
    Last edited by Martin Gühmann; February 27, 2010 at 20:25.
    Civ2 military advisor: "No complaints, Sir!"

  2. #2
    mapfi
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    Yes!! I know what I'll be doing this weekend

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    Maquiladora
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    Thanks Martin
    Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
    CtP2 AE Wiki & Modding Reference
    One way to compile the CtP2 Source Code.

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    Boban-2
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    Thank you, Martin!!!
    Let's try!

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    Protra3211
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    Wow! Long list of fixes with improvements to the AI and graphics.Thank you.

  6. #6
    Tamerlin
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    Thank you Martin! Two thumbs up!
    "Democracy is the worst form of government there is, except for all the others that have been tried." Sir Winston Churchill

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    mapfi
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    Got four things so far:
    - in the German version, the option to display the city production is mislabeled, i.e. it's on when the label says off and vice versa
    - still have the problem that if I want to move onto a tile that is occupied by a special unit (i.e. slaver), the slaver picture appears like five tiles away from where it's actually located. seems to be a graphics problem only and has been there for a while, thought this was fixed but I guess I'm mistaken
    - in my first game I had the problem that in a case where I suggested a map exchange with an AI, the deal was accepted but I did not get to see the AI's map. Cannot replicate it further along in the game (i.e. works fine) but if it happens again I'll post the savegame
    - optimize sliders in the nation view results in way to much happiness across the board, i.e. 75 or 76 being the lowest instead of 73 - is this hurting the AI? I can correct it for my nation but I assume this algorithm is what the AI uses, right? Or is it only supposed to work with concurrently optimizing specialists in every city?

    btw, great so far though!!
    Last edited by mapfi; February 22, 2010 at 21:17. Reason: added last sentence ;-)

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    DakaSha
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    I'm sorry if this is a known issue but im new and better to say it then not i guess:

    When using the sliders in empire view if you you do more then one slide the calculations get messed up. An example would be sliding the work day slider and the effect on Crime. Slide it back and forth a couple of times and youll see that the results are often different even when in the same position. This is just an example. It does it with all sliders as far as i can tell

    When you exit the window then return it SEEMS to be put in the right position but its kinda worrying. May be related to above post
    Last edited by DakaSha; February 24, 2010 at 05:46.

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    DakaSha
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    Ive pretty much confirmed "Convert" to be buggy (See cradle AE thread). Also it seems the AI converts directly from ships when not being watched.. This may be a "feature" though. i guess so that the AI is more effective against itself when not being watched.

    If this is already known the again im sorry. rather be safe then well.. sorry? hmm

    It could also just be in combo with the cradle mod. again i just dont know
    Last edited by DakaSha; February 26, 2010 at 22:49.

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    Martin Gühmann
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    Post

    I updated the first post with revision 1056. I haven't fixed anything mentioned in this thread. I just fixed some AI issues, and removed the CD-check so that the Apolyton Edition can be used with the gog version.

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

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    Iselwin
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    /God old games (gog.com) has released Call to Power 2 as online download. Their version is officially licensed and so must be supported by the Apolyton Edition. Therefore the Apolyton Edition does not require the CD anymore/

    Guys... I love you.
    *cries*

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    LemurMadness
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    Greetings everyone! It's nice to see that the Source Code project continues to function on improving one of the best Civ games ever. Thanks everyone for making this revision possible and please keep up the excellent work!

    I tried the previous revision on a Win7 machine, but it seems it crashed constantly. I'll try with this revision and see how it works out.

  13. #13
    Martin Gühmann
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    Quote Originally Posted by LemurMadness View Post
    I tried the previous revision on a Win7 machine, but it seems it crashed constantly. I'll try with this revision and see how it works out.
    So you mean I shall buy a Windows7 and a new hard drive and test the game on them.

    -Martin
    Last edited by Martin Gühmann; March 5, 2010 at 12:11.
    Civ2 military advisor: "No complaints, Sir!"

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    LemurMadness
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    It crashes less now, to the point that I can enjoy +50 turns without any problem. The flicker is gone. Everything is working fine!

    I noticed that the AI doesn't likes diplomats getting nearby their cities, and I need to escort it with a unit but hum, the AI doesn't likes that either (says Get out of my territory or I'll invade you with all my might)

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    Martin Gühmann
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    Post

    Quote Originally Posted by LemurMadness View Post
    It crashes less now, to the point that I can enjoy +50 turns without any problem.
    Maybe we should be a little bit more constructive, what does your crash.txt say?

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

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    DakaSha
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    Quote Originally Posted by Martin Gühmann View Post
    So you mean I shall buy a Windows7 and a new hard drive and test the game on them.

    -Martin
    Maybe you should read his post again?

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    LemurMadness
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    Surprised the game hasn't crashed ever since. Sadly, my Windows 7 machine suddenly decided to bug out and now it turns out into endless reboots without description of what's going on.

    I examined a lot of gameplay, and I am quite confused with how diplomacy works. Civilizations with high regard and even with Alliance suddenly decides to attack me, for no reason at all!

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    LemurMadness
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    Some other things I've seen:

    - The out-of-place invisible units are still there.
    - Loading a large queue on multiple cities will crash the game.
    - The new combat... well, I can defend cities with slavers now!

    PS: Is there any way to show the scores of other civilization? That would be a nice feature request! How much score a Civ has on Science, Military, etc... or a percentage value, the same used on the zero sum graph.
    Last edited by LemurMadness; March 11, 2010 at 18:04.

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    Braunstein
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    Crash while playing wonder movie

    Hi,

    At my computer the current version crashes always if it tries to play a wonder movie.
    The crash file is attached.

    Thanks
    Heiko

    Edited by Martin Gühmann so that no one has to download this crash.txt again:

    Code:
    Version 2010-02-27
      0x0068ec4e  [?Process@aui_DirectMovie@@UAE?AW4AUI_ERRCODE@@XZ + 0x1be]
      0x00665d2d  [?PlayOnScreenMovie@aui_Movie@@IAE?AW4AUI_ERRCODE@@XZ + 0xdd]
      0x0068e912  [?Play@aui_DirectMovie@@UAE?AW4AUI_ERRCODE@@XZ + 0x1f2]
      0x00666814  [?Idle@aui_MovieButton@@UAE?AW4AUI_ERRCODE@@XZ + 0xe4]
      0x0067ca32  [?Idle@aui_UI@@UAE?AW4AUI_ERRCODE@@PAVaui_Region@@@Z + 0x92]
      0x0067c9f5  [?Idle@aui_UI@@UAE?AW4AUI_ERRCODE@@PAVaui_Region@@@Z + 0x55]
      0x0067e5a8  [?Process@aui_UI@@UAE?AW4AUI_ERRCODE@@XZ + 0x18]
      0x0040bd03  [?ProcessUI@CivApp@@AAEHIAAI@Z + 0x1b3]
      0x0040c12b  [?Process@CivApp@@QAEHXZ + 0x11b]
      0x00406e74  [?CivMain@@YGHPAUHINSTANCE__@@0PADH@Z + 0x394]
      0x004068a5  [WinMain@16 + 0x65]
      0x0080ec5c  [WinMainCRTStartup + 0x134]
      0x7c816fd7  [__onexitbegin + 0x7be3f1df]
    Attached Files Attached Files
    Last edited by Martin Gühmann; March 12, 2010 at 14:19. Reason: No need to download a little file

  20. #20
    LemurMadness
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    Sounds really silly, but I can't find the crash.txt dump anywhere...

    Looks like the problem with the queue is when you load a queue with items that the city already has...

    And migrating your capitol removes all of your former's improvements.

  21. #21
    Martin Gühmann
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    Post

    Heiko, for some reason I talk about the content of the crash.txt and not about the files itself. Simply it is a hassle to download it and to look for it on my hard drive, here is it with the bug description and the same place.

    [QUOTE=LemurMadness;5763097]Sounds really silly, but I can't find the crash.txt dump anywhere...

    It is sopposed to be in the logs subdirectory of your ..\ctp2_program\ctp\ folder. However, I remember a strange thing with Vista, namely that it puts all the savegames into a subfolder of the MyDocuments or somewhere in the program setting folder. Well, just use windows search to search for it.

    If you can't find it maybe generating logs is disabled, zou can enable generating logs in your userprofile.txt, which may be also somewhere else on your harddrive than your CTP2 folder.

    Quote Originally Posted by LemurMadness View Post
    And migrating your capitol removes all of your former's improvements.
    You mean it does not only removes the capitol from the city building list but also all the other buildings?

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

  22. #22
    mapfi
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    Playing along nicely although ran into a pretty stupid AI behavior:
    I had a research pact with the AI for more than 30 turns (which I had forced it into), then I finally got it to agree to a trade agreement and a military agreement, hoping we'd be allies soon. So the AI send his first 4 unit stack my way but then decides on the third turn to attack my first city and miserably looses against the 4 units in there (i.e. total loss on his side, no loss on mine). I don't mind the AI trying to deceive me but it's pretty stupid to enter a military agreement only to dishonor it 3 turns later - if anything, it should have mooved deap into my territory with lots of units and then crippled me (and that would have worked I'm afraid)

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    HareKrishna
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    I have a database error when starting a game. Anything like Longbowman and Elephantrider sprite not found. Sorry, for the weak description, but my game is on another PC.

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    mapfi
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    My game crashes when I finish the turn 1918 AD (on the turn of the next player, concurrent with a crash sound of a unit). Savegame attached.

    One more thing that I noticed when playing: When I get an advance from a goody hut or a player, this messes up my current science project. it seems the project is stored in a relative manner, not absolute, so when the selection changes (because of getting another advance) so those the project...
    Attached Files Attached Files

  25. #25
    Ekmek
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    Quote Originally Posted by Martin Gühmann View Post
    God old games (gog.com) has released Call to Power 2 as online download. Their version is officially licensed and so must be supported by the Apolyton Edition. Therefore the Apolyton Edition does not require the CD anymore.
    I saw that gog has some people commenting on the game. This would be a good place to advertize the source code project. Anyone have a gog account and can ppost a link directing people here?
    Formerly known as "E" on Apolyton

    See me at Civfanatics.com

  26. #26
    Andrewspriggs
    Settler Andrewspriggs's Avatar
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    Sweet! (although I guess I should've been checking here more frequently). I guess I know what I'm going to be doing this weekend!
    ---

  27. #27
    calltopower2fan
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    Cant wait for the next version

  28. #28
    Wozer
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    Hi there. I found this mod of ctp2 and as an old fan of ctp2 i instantly wanted to test it. So i installed the game, patchted it to 1.11 and copied the unzipped into the the folder. But now i get an error, if i try to run the game.
    the first Errorbox says
    "add_str.txt linie 36:error
    Could not find text for id DoNotImportDefaults"

    The next Error says
    "CivApp Error
    Unable to init the database"

    Can someone please help me ?

    My OS ist win 7 on 64-Bit. I try the compatiblymodes, but that didnt help.

  29. #29
    Norolia
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    I found a bug I'd like to report. For some reason the game will not allow me to load missiles into nuclear submarines that have been upgraded from submarines. I built a new nuclear submarine and was able to load the missiles just fine.

    My guess is there is something with the upgrading process and going from a unit that can't carry cargo to one that can. Otherwise the unit seems to be fine.

  30. #30
    Martin Gühmann
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    Post

    Quote Originally Posted by Wozer View Post
    Hi there. I found this mod of ctp2 and as an old fan of ctp2 i instantly wanted to test it. So i installed the game, patchted it to 1.11 and copied the unzipped into the the folder. But now i get an error, if i try to run the game.
    the first Errorbox says
    "add_str.txt linie 36:error
    Could not find text for id DoNotImportDefaults"

    The next Error says
    "CivApp Error
    Unable to init the database"

    Can someone please help me ?
    Looks like the new executable did not overwrite the original. So I just would put the Apolyton Edition over it again and check whether the executable was replaced, which you find in your ..\ctp2_program\ctp\ directory.

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

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