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Thread: Apolyton CTP2 Edition: Revision 1097 (07-Jun-2010)

  1. #61
    MisterEd
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    Quote Originally Posted by Maquiladora View Post
    Here's a fix for that (zip attached). Extract it to ...\Scenarios\AE_Mod\scen0000\default\aidata.
    Works like a champ now. Thanks much.

  2. #62
    MisterEd
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    Playing the AE Mod - Version 0.03 under the Scenarios of CTP2AE, and it was solid until I got to this point. Get a CTD everytime.

    Version 2010-06-08
    0x0046e74f [?ConvertCity@ArmyData@@QAE?AW4ORDER_RESULT@@ABVMap Point@@@Z + 0x22f]
    0x00477cb2 [?ExecuteSpecialOrder@ArmyData@@QAE_NPAVOrder@@AA_N @Z + 0x442]
    0x00472d7a [?ExecuteOrders@ArmyData@@QAE_N_N@Z + 0x44a]
    0x0047279f [?AddOrders@ArmyData@@QAEXW4UNIT_ORDER_TYPE@@PAVPat h@@ABVMapPoint@@HW4GAME_EVENT@@@Z + 0x64f]
    0x00471e59 [?AddOrders@ArmyData@@QAEXW4UNIT_ORDER_TYPE@@ABVMap Point@@@Z + 0x19]
    0x0047c9c4 [?GEVHookCallback@ArmyConvertCityOrderEvent@@EAE?

    AW4GAME_EVENT_HOOK_DISPOSITION@@W4GAME_EVENT@@PAVG ameEventArgList@@@Z + 0x54]
    0x00581297 [?Activate@GameEventHook@@QBE?AW4GAME_EVENT_ERR@@PA VGameEventArgList@@HAAH@Z + 0x37]
    0x00581c58 [?ActivateHook@GameEventManager@@QAE?AW4GAME_EVENT_ ERR@@W4GAME_EVENT@@PAVGameEventArgList@@HAAH@Z + 0x28]
    0x0057fd7d [?Process@GameEvent@@QAE?AW4GAME_EVENT_ERR@@XZ + 0x2d]
    0x0040c211 [?Process@CivApp@@QAEHXZ + 0x201]
    0x00406e74 [?CivMain@@YGHPAUHINSTANCE__@@0PADH@Z + 0x394]
    0x004068a5 [WinMain@16 + 0x65]
    0x0080fbdc [WinMainCRTStartup + 0x134]
    0x77a1d0e9 [__onexitbegin + 0x77044191]
    0x77bc19bb [__onexitbegin + 0x771e8a63]
    0x77bc198e [__onexitbegin + 0x771e8a36]
    Attached Files Attached Files

  3. #63
    BureauBert
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    Finally I bought a new pc -- and again it's not a real gaming machine, but much closer to that than the old one. And so I decided to resume my AE crashtesting -- as usual using my "ModernTimes"-Mod with loads of modifications, SLIC, and ultra-gigantic maps .

    One thing I "discovered" corresponds to MisterEd's crashlog-entry: I had the impression that my "early" crashes occur about the time when clerics start to wander around and do their thing, but I never got any entry in crash.txt. Now I just took clerics out of the AI's buildlists (together with most of the other special units except diplomats) -- result: These early crashes are gone.

    Now the game runs pretty fast and smoothly (even on an "ultra-gigantic" map with 23-24 civs) -- but only until a civ dies or a new one appears in the game, which leads to a certain CTD (without crash.txt-entry).

    If I can avoid this, I am now able to let the game run (still smoothly) into the modern era , where it -- well: crashes at some point without leaving anything in crash.txt and without apparent reason. I will continue crashtesting and hope that I will be able to provide at least some guess regarding the cause of this "late crash".

    Another cool thing I noticed and which merits a mention: Since I also upgraded my monitor to one of these fancy "widescreen"-models (just because they practically don't sell the old format any more), I have all sorts of troubles with old games . Not so with good old CTP: It naturally uses the wide screen in the only way that is suitable for a strategy game: it shows a larger portion of the world. I am really impressed with the simple intelligence and solidity of this game.

    I just have to post a screenshot:

    ctp2widescreen.gif
    The modding knowledgebase: CTP2 Bureau (with CTP2 AE Modding Wiki). Modern Times Mod (work in progress): MoT-Mod for CTP2.

  4. #64
    BureauBert
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    Sorry, I forgot to mention two things under the title of "bugreports" -- both are related to the scenario structure:

    1. If a scenario (as a Mod, i.e. without saved game) has a civ-list completely different from the original one and you start this scenario the civ-selection-menu shows you the default list instead of the scenario's list. You may select a civ fom this list and get the civ with the corresponding "index" in the scenario.

    2. At the first start of a scenario the scenario's great library gets loaded. If you resume a saved game from this scenario the default great library gets loaded instead.
    The modding knowledgebase: CTP2 Bureau (with CTP2 AE Modding Wiki). Modern Times Mod (work in progress): MoT-Mod for CTP2.

  5. #65
    mapfi
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    Another bugreport from playing into the modern age: I have two AIs in my game that built aircraft carriers for "lakes" that were 3 and 4 tiles large. Obviously a waste of ressource - so maybe the AI could check for the size of the lake, i.e. min 50 tiles or so and also check whether it boards other nations before building an armada in modern age. In the ancient age, there is no need for a fix. it seems exploring works fine.

    btw, cross water invasion seems to work very well between AIs now

  6. #66
    Maquiladora
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    Cool

    Quote Originally Posted by Maquiladora View Post
    I was hoping to make some more changes before I did. I likely upload in the next day or so.
    Well this didn't happen. I couldn't find where to enable good animations by default (seriously, I looked everywhere!) and then I got sidetracked by my PS3

    I'll be commiting some changes in the next week or so, I'm currently cutting out all the slic in the AE mod now the AI is much better in managing it's cities at source level (and it'll make the game faster), and this will make it easier to keep the mod up to date in the future too.
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  7. #67
    crowebird
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    I do not know if you have already fixed this for the next release, but the GoG version does include the music (in the Call to Power 2 directory under /ctp2_program/ctp/Sounds ); however, it does not play under the June 7th revision even when music is turned on. Is there some way to fix this on my end or is it an issue in the code itself?

  8. #68
    mapfi
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    another small bug:
    when i built a new capitol 1900 a.d. the city with the existing capitol did not loose only the capitol but all other city buildings other than wonders...

  9. #69
    BureauBert
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    During my latest testing I noticed an old bug which I think has already been filed as fixed: The AI are still doing diplomacy with themselves -- I am still/again getting messages like "The Nigerians have declared war upon the Nigerians", "The Thai have declared war upon the Thai" etc. ... So far I could not verify if the Nigerians, Thai etc. were also trying to bombard their own cities (as they used to with previous builds).

    A minor graphics issue I noticed: Some items on the minimap stay "static" (i.e. always in their original position) if you recenter the minimap -- like capitals and trade routes.
    The modding knowledgebase: CTP2 Bureau (with CTP2 AE Modding Wiki). Modern Times Mod (work in progress): MoT-Mod for CTP2.

  10. #70
    BureauBert
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    Regarding my crashes when civs appear/disappear, I made an observation that possibly makes the issue a bit more specific: Lately I have been playing in autoplay mode as the barbarians who had gained a city through a revolt. I am pretty sure the game crashed (actually it stalled) when the original civ tried to retake that city: At least they had moved a 12-stack next to the city and the crash occured during their turn. I think this is interesting regarding the "nature" of the crash because losing their last city doesn't eliminate the barbarians as a civ -- so the crash might rather be (last/first?) "city"-related than "civ"-related. I hope this helps -- will continue watching.
    The modding knowledgebase: CTP2 Bureau (with CTP2 AE Modding Wiki). Modern Times Mod (work in progress): MoT-Mod for CTP2.

  11. #71
    mapfi
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    Another bug which should not be too difficult to correct: some of the units don't disappear from the build list once they are obsolete, e.g. cannon, artillery, cavalry, etc. - where can we clean that up?

  12. #72
    GlassDeviant
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    Quote Originally Posted by Yolky View Post
    Thanks for the hard work guys. I just started it up to see if it worked and not crashed and worked so far. It's so weird no to hear any music.

    How can I get the music to play without using winamp or windows media player?
    You don't need the CD to play the game, but you do need it to play the music.

    If having the CD in is preventing your game from starting properly on 64-bit Windows 7 (the only one I can speak authoritatively on as it's the only one since 32-bit XP Pro that I have played ctp2 on), go to the executable file (C:\Program Files (x86)\Activision\Call To Power 2\ctp2_program\ctp\ctp2.exe) and right click, select properties, Compatibility tab, and check "Run this program in compatibility mode for Windows XP (Service Pack 3)".

    I believe Vista has one that says "Run this program in compatibility mode for Windows XP (Service Pack 2)".

  13. #73
    GlassDeviant
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    Is it a known problem that the bombard and expel buttons cause crashes on rare occasions?

    Sometimes I can get it to not crash by exhausting the turns of all other non-fortified or sentried units before using the buttons, but other times I cannot.

  14. #74
    Maquiladora
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    Quote Originally Posted by mapfi View Post
    Another bug which should not be too difficult to correct: some of the units don't disappear from the build list once they are obsolete, e.g. cannon, artillery, cavalry, etc. - where can we clean that up?
    Have you actually discovered the obsoleting advance or are you suggesting we change the obsoleting advance of some units? It's normal that you can still build hoplites for a while after you've discovered pikemen, for example so you can build a cheaper garrison unit. Unless you can still build hoplites after you've discovered gunpowder, which should obsolete them. That would be a bug.
    Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
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  15. #75
    Maquiladora
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    Quote Originally Posted by mapfi View Post
    another small bug:
    when i built a new capitol 1900 a.d. the city with the existing capitol did not loose only the capitol but all other city buildings other than wonders...
    I'll have a look (because it shouldn't be too hard to find/fix. )
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  16. #76
    Maquiladora
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    Question

    Quote Originally Posted by mapfi View Post
    Got a problem with this one. the game crashes when I end the turn. Martin, can you help?

    Attachment 167065
    Martin, this save hits an assert on line 3134 in Governor.cpp and I have no idea why or how. It looks like something you recently worked on so I'll leave it to you
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  17. #77
    GlassDeviant
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    Quote Originally Posted by GlassDeviant View Post
    Is it a known problem that the bombard and expel buttons cause crashes on rare occasions?

    Sometimes I can get it to not crash by exhausting the turns of all other non-fortified or sentried units before using the buttons, but other times I cannot.
    The problem is getting worse, it is now happening with the terraform - plains button and the advanced farm button as well. I wouldn't know if it had something to do with the button panel or the buttons themselves, or the graphics routines surrounding their invocation or what.

    Sometimes it happens when I click the button, other times when I move the mouse away from the button to use the tool.

    The only changes I have made are to some of the text files, to allow for larger cities and more cities per government type, as follows:

    buildings.txt
    --------------
    IMPROVE_AQUA_FILTER
    RaiseOvercrowdingLevel 9
    RaiseMaxPopulation 21

    IMPROVE_AQUEDUCT
    RaiseOvercrowdingLevel 9
    RaiseMaxPopulation 21

    IMPROVE_ARCOLOGIES
    RaiseOvercrowdingLevel 16
    RaiseMaxPopulation 21

    IMPROVE_BODY_EXCHANGE
    RaiseOvercrowdingLevel 21

    IMPROVE_DRUG_STORE
    RaiseOvercrowdingLevel 7

    IMPROVE_HOSPITAL
    RaiseOvercrowdingLevel 12

    IMPROVE_INCUBATION_CENTER
    RaiseOvercrowdingLevel 21

    citysize#.txt
    --------------
    CITYSIZE_ZERO through CITYSIZE_FIVE
    BaseOvercrowding 6
    BaseMaxPop 24

    CITYSIZE_SIX
    Population 101
    MaxWorkers 101
    BaseOvercrowding 6
    BaseMaxPop 24

    govern.txt
    --------------
    GOVERNMENT_COMMUNISM
    TooManyCitiesThreshold 70

    GOVERNMENT_CORPORATE_REPUBLIC
    TooManyCitiesThreshold 90

    GOVERNMENT_DEMOCRACY
    TooManyCitiesThreshold 70

    GOVERNMENT_ECOTOPIA
    TooManyCitiesThreshold 120

    GOVERNMENT_FASCISM
    TooManyCitiesThreshold 70

    GOVERNMENT_MONARCHY
    TooManyCitiesThreshold 50

    GOVERNMENT_REPUBLIC
    TooManyCitiesThreshold 50

    GOVERNMENT_TECHNOCRACY
    TooManyCitiesThreshold 90

    GOVERNMENT_THEOCRACY
    TooManyCitiesThreshold 50

    GOVERNMENT_TYRANNY
    TooManyCitiesThreshold 25

    GOVERNMENT_VIRTUAL_DEMOCRACY
    TooManyCitiesThreshold 120
    Last edited by GlassDeviant; November 8, 2010 at 08:25.

  18. #78
    mapfi
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    Quote Originally Posted by Maquiladora View Post
    Have you actually discovered the obsoleting advance or are you suggesting we change the obsoleting advance of some units? It's normal that you can still build hoplites for a while after you've discovered pikemen, for example so you can build a cheaper garrison unit. Unless you can still build hoplites after you've discovered gunpowder, which should obsolete them. That would be a bug.
    I'm sure that there should not be any canons and cavalry when I have fusion tanks... it's either a bug or the obsoleting advance on some of the untis that I mentioned is not set right...

  19. #79
    mapfi
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    Finished a full game with a Gaia-Controller victory. Now I' ll wait for someone (Martin hopefully?) to do some more of his magic ;-)

    One thing I noticed in the late game: The AI is quite aggressive in attacking its rivals but it does not dare to go after the human player. First, that's a mistake - it assures me an easy win by watching and nibbling away at all AIs kingdoms; and second it makes the game boring. I suggest there should be a built in strategy favoring attacks on the human player and an incentive for the AIs to team up against the human player if they both have it in low regard.

    Of my previously noted bugs/issues, I wanted to list the following in order of decreasing importance:
    - alliances and military treaty with AIs. See prior post but these seem not to work as the AI breaks them way too quickly and stupidly (i.e. without having a force to make an impact) once it has units on my land
    - stealth unit picture apearing in the wrong spot
    - AIs building aircraft carriers for "lakes" that were 3 and 4 tiles large. It seems exploring in ancient times works fine though
    - clean up obsoleting advances for units - maybe I'll even do that, should not be too difficult

    Btw, it would help to write the exact rules around the Gaia-Controller into the great library, i.e. how many satellites/controllers needed for maximum range of the emitters, and how much coverage is needed. I'm not sure I know.

  20. #80
    boosterc4
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    so I am an old ctp fan. Have aom iv, downloaded in 2006 or 07. I have not been to any forum for a few years. stan seemed to be done working on this, and yet I now see a 2009 and 2010 ctp updat. question. if i donwloan the 2010, will I miss something becuase I dont have 2009? I prpbably have not updated anything in 3 years. just download 2010 and it updates everything?? also I changed some files myself along the way...will that be a problem. shall i just go for it. it seems to solve some glotiches, especially the damm cant attck anyone glitch. thanks in advance.

  21. #81
    mapfi
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    seems like people aren't that active these days. Boosterc4: If you download the most recent playtest, you have got all the files, you don't need to download earlier versions. Likely, it'll also replace the files in which you would have made any changes but if you want to be sure, just do a clean install of CtP2 and then copy the most recent playtest files into it.

  22. #82
    boosterc4
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    thanks mapfi. I installed the newest version and it went fine. Yet I still have the problem where after you capture a few empires, the attach ability stops. I have seen comments about that. What is the fix for that? What file?

  23. #83
    boosterc4
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    OK. me thinks i figured it out. i download into ctp2 file as instructed. yet when i downlaoded all the aom stuff in the past, it created an aom5.5.05 file. that is obviously where the game is played. so i re-installed into this file, and wow. launched program and an entriely new start screen came up. so i think i shall give this a play and maybe i am cooking with gas now. I am highly intelligent but not a computer whiz, yet messing with these files over the years makes me pretend that i am competent

  24. #84
    mapfi
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    seems like you've got. you don't need any mods if you play with the newest playtest version. you may still want to try to use them but they may not work properly. most of the stuff the mods correct is AI behaviour which the playtest does take care of.

  25. #85
    MisterEd
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    New kinda crash

    Playing the 1097 v ersion of CTP2AE with Cradle III - Phoenix (EPIC - 2300AD) and I get the following CTD right before I see "color bar" switch to red for the barbarians.

    Version 2010-06-08
    0x007e7b39 [?Get_Totally_Complete@Goal@@ABE_NXZ + 0x89]
    0x007e6f28 [?Compute_Raw_Priority@Goal@@QAEHXZ + 0x38]
    0x007e0972 [?Prioritize_Goals@Scheduler@@QAE_NXZ + 0xc2]
    0x007e0168 [?Process_Goal_Changes@Scheduler@@QAEXXZ + 0x138]
    0x00800c43 [?GEVHookCallback@CtpAi_BeginSchedulerEvent@@EAE?AW 4GAME_EVENT_HOOK_DISPOSITION@@W4GAME_EVENT@@PAVGam eEventArgList@@@Z + 0x73]
    0x00581297 [?Activate@GameEventHook@@QBE?AW4GAME_EVENT_ERR@@PA VGameEventArgList@@HAAH@Z + 0x37]
    0x00581c58 [?ActivateHook@GameEventManager@@QAE?AW4GAME_EVENT_ ERR@@W4GAME_EVENT@@PAVGameEventArgList@@HAAH@Z + 0x28]
    0x0057fd7d [?Process@GameEvent@@QAE?AW4GAME_EVENT_ERR@@XZ + 0x2d]
    0x0040c211 [?Process@CivApp@@QAEHXZ + 0x201]
    0x00406e74 [?CivMain@@YGHPAUHINSTANCE__@@0PADH@Z + 0x394]
    0x004068a5 [WinMain@16 + 0x65]
    0x0080fbdc [WinMainCRTStartup + 0x134]
    0x763ad0e9 [__onexitbegin + 0x759d4191]
    0x779519bb [__onexitbegin + 0x76f78a63]
    0x7795198e [__onexitbegin + 0x76f78a36]
    Attached Files Attached Files

  26. #86
    boosterc4
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    so i downlaoded the new version. got it from the ctp2 beureau site. games plays, but the road improvment depicts a hydropnic farm picture or something. it costs as much and functions like a road, but irretating. the graze farm icon is fine. early in game so i cant test other icons..or go to cheat mode? not sure where to find the coomand that tell what pic a road will be...tga file right? no one else seems to have this prob in searching here. any ideas?

  27. #87
    boosterc4
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    ok sorry for all the sudden posts. I figured this out.
    this new update is for ctp2 only. loaded it there and ran just ctp2 and it works. I had the AOM updates through aom4 and went through those files for this update. it does not work with aom. too bad. aom is good with a glitch that this could have solved. the cannot attack when civ conquered syndrome. been a long time since i just played ctp2. this is a great update to that game though i like aom better and it seems to look and play better. thank you for your patience.

  28. #88
    Johndytt
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    Local Time
    23:23
    Help ! Try to click on link above,get a not found on this server msg.I want to try this mod but can't find It.Also Instructions are all-ways helpful to get it right.

  29. #89
    BureauBert
    Senior Staff BureauBert's Avatar
    Join Date
    13 Apr 2003
    Location
    Vienna, proud home of bureaucracy
    Posts
    297
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    Local Date
    June 18, 2013
    Local Time
    09:23
    Hello again, and a happy new year!

    I used this first day of the new year for good and discovered a new kind of crash -- which tells the following about itself:

    Code:
    Version 2010-06-07
      0x007e7b39  [?Get_Totally_Complete@Goal@@ABE_NXZ + 0x89]
      0x007e6f28  [?Compute_Raw_Priority@Goal@@QAEHXZ + 0x38]
      0x007e0972  [?Prioritize_Goals@Scheduler@@QAE_NXZ + 0xc2]
      0x007e0168  [?Process_Goal_Changes@Scheduler@@QAEXXZ + 0x138]
      0x00800c43  [?GEVHookCallback@CtpAi_BeginSchedulerEvent@@EAE?AW4GAME_EVENT_HOOK_DISPOSITION@@W4GAME_EVENT@@PAVGameEventArgList@@@Z + 0x73]
      0x00581297  [?Activate@GameEventHook@@QBE?AW4GAME_EVENT_ERR@@PAVGameEventArgList@@HAAH@Z + 0x37]
      0x00581c58  [?ActivateHook@GameEventManager@@QAE?AW4GAME_EVENT_ERR@@W4GAME_EVENT@@PAVGameEventArgList@@HAAH@Z + 0x28]
      0x0057fd7d  [?Process@GameEvent@@QAE?AW4GAME_EVENT_ERR@@XZ + 0x2d]
      0x0040c211  [?Process@CivApp@@QAEHXZ + 0x201]
      0x006f1c8e  [?CheckForEasterEggs@ChatWindow@@QAEHPAD@Z + 0x12e]
      0x006f1b06  [?ChatCallback@ChatWindow@@SAXPAVaui_Control@@IIPAX@Z + 0x66]
      0x0067b4b2  [?TextFieldWindowProc@@YGJPAUHWND__@@IIJ@Z + 0xa2]
      0x76336238  [__onexitbegin + 0x7595d2e0]
      0x763368ea  [__onexitbegin + 0x7595d992]
      0x76337d31  [__onexitbegin + 0x7595edd9]
      0x76338112  [__onexitbegin + 0x7595f1ba]
      0x00406eb2  [?CivMain@@YGHPAUHINSTANCE__@@0PADH@Z + 0x3d2]
      0x004068a5  [WinMain@16 + 0x65]
      0x0080fbdc  [WinMainCRTStartup + 0x134]
      0x76233677  [__onexitbegin + 0x7585a71f]
      0x77019d42  [__onexitbegin + 0x76640dea]
      0x77019d15  [__onexitbegin + 0x76640dbd]
    This one occurs during the barbarian's turn -- regularily some turns after they have gained one or more cities through revolts. The crash happens right after the messages about items that have been completed and will be built in these cities.

    I am also trying to create barb-specific units like robbers and robber barons, terrorists and terror commandos etc. To achieve this (and other things ...) I introduced barbarian governments ("early gang", "autonomous collective", and "advanced gang"). Now I want to make let's say a robber baron buildable only for good old barbs and so I add GovernmentOnly to the unitrecord:

    Code:
    UNIT_ROBBER_BARON {
        DefaultIcon ICON_UNIT_ROBBER_BARON
        Description DESCRIPTION_UNIT_WARRIOR
        DefaultSprite SPRITE_ROBBER_BARON
        Category UNIT_CATEGORY_FLANKER
        UpgradeTo UNIT_TERRORIST
        UpgradeTo UNIT_BARB_TANK
        Attack 25
        Defense 20
        ZBRangeAttack 0
        Firepower 1
        Armor 1
        MaxHP 15
        ShieldCost 360
        PowerPoints 10
        ShieldHunger 0
        FoodHunger 0
        GoldHunger 0
        MaxMovePoints 300
        VisionRange 1
        EnableAdvance ADVANCE_FEUDALISM
        ObsoleteAdvance ADVANCE_FLINTLOCK
        GovernmentOnly GOVERNMENT_EARLY_GANG
        BombardRange 0
        ActiveDefenseRange 0
        MaxFuel 0
        CanAttack: Land
        CanSee: Standard
        CanSee: Stealth
        MovementType: Land
        Size: Small
        VisionClass: Standard
        IgnoreZOC
        SoundSelect1 SOUND_SELECT1_KNIGHT
        SoundSelect2 SOUND_SELECT2_KNIGHT
        SoundMove SOUND_MOVE_KNIGHT
        SoundAcknowledge SOUND_ACKNOWLEDGE_KNIGHT
        SoundCantMove SOUND_CANTMOVE_KNIGHT
        SoundAttack SOUND_ATTACK_KNIGHT
        SoundWork SOUND_WORK_KNIGHT
        SoundVictory SOUND_VICTORY_KNIGHT
        SoundDeath SOUND_DEATH_KNIGHT
        LossMoveToDmgNone
        CanEntrench
        CanExpel
        CanPillage
        CanPirate
        NoSlaves
        ExertsMartialLaw
        DeathEffectsHappy
        IsFlanker
        IsMounted
        IsSpecialForces
        CanReform {
            Sound SOUND_ID_REFORM_CITY
            Effect SPECEFFECT_REFORMCITY
        }
        SettlerSlaveRaids {
            Sound SOUND_ID_SETTLER_SLAVE_RAIDS
            Effect SPECEFFECT_SETTLER_SLAVE_RAIDS
        }
        SlaveRaids {
            Chance 0.75
            DeathChance 0.5
            Timer 2
            Amount 4
            Sound SOUND_ID_SLAVE_RAIDS
            Effect SPECEFFECT_SLAVE_RAIDS
        }
        InciteRevolution {
            Chance 0.25
            EliteChance 0.35
            DeathChance 0.5
            Sound SOUND_ID_INCITE_REVOLUTION_SP
            Effect SPECEFFECT_INCITE_REVOLUTION
        }
    }
    Now when I play as the barbs and open their citybuildlist the unit is not available -- although they have the required advance and are under the right "government" . The strange thing is that GovernmentOnly does work for other governments and units.

    In turn I tried to make some units unavailable for good old barbs using NoBarbarian. Unfortunately I have to report that the idea for this variable is excellent but it doesnt't seem to have any effect.
    The modding knowledgebase: CTP2 Bureau (with CTP2 AE Modding Wiki). Modern Times Mod (work in progress): MoT-Mod for CTP2.

  30. #90
    Petrell
    Settler Petrell's Avatar
    Join Date
    24 Jan 2003
    Location
    Surfing the information highway
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    21
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    This is Petrell's Country Flag
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    Local Date
    June 18, 2013
    Local Time
    10:23
    Quote Originally Posted by Johndytt View Post
    Help ! Try to click on link above,get a not found on this server msg.I want to try this mod but can't find It.Also Instructions are all-ways helpful to get it right.
    As I said in second page I'm hosting the file on my site until further notice. Just use the link in my sig and go to Dowloads. It's inside temp folder for now at least.
    Any society that would give up a little liberty to gain a little security will deserve neither and lose both.

    Petrell's Domain Webmaster

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