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Apolyton Pack v1.0! CTP2 the way it should be!

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  • #61
    Can't build aqueducts

    I spent last evening playing the recently updated Apolyton Pack, and have gotten about 250 turns into it (i.e. around 1000 AD) and have just realized that I cannot build aqueducts to increase the size of my cities, even though I attained the Masonry advance long ago...anyone else getting this bug?

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    • #62
      Yes, others have experienced the problem. Please post in the 1.1 thread instead, thx

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      • #63
        Ok, thanks!

        Sorry for the faux pas - I blame it on inexperience!

        I'll trudge my sorry posterior over to the 1.1 thread then..it's a shame though..I had a good game going, until I realized my cities couldn't grow any larger..all for naught!

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        • #64
          Apolyton Pack 1.1 thread

          Well, I just searched the main board for the Apolyton Pack 1.1 thread, and couldn't find it...there's a med pack 1.1 thread, which is an entirely different subject matter...

          I guess I'll just keep checking back to this thread to find out if theres any way I can play the Apolyton Pack 1.1 (gigantic
          map game) and have the aqueducts work.

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          • #65
            I spent last evening playing the recently updated Apolyton Pack, and have gotten about 250 turns into it (i.e. around 1000 AD) and have just realized that I cannot build aqueducts to increase the size of my cities, even though I attained the Masonry advance long ago...anyone else getting this bug?
            Well, I'm also getting this bug... and, boy, it is frustrating! Ed, thanks for your information, or else I would have played my current game for some more dozens of turns before I noticed the bug!

            Anyway, I wonder if this problem has been corrected by v1.1. I'm currently playing AP v1.0. To tell you the truth, I already downloaded v1.1, but I don't want to install it yet, since I'm having a lot of fun with my current game, and I suppose (but can't say it for sure) that, once I install the update, I'll have to start a new game, won't I?

            Any help would be appreciated...
            I watched you fall. I think I pushed.

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            • #66
              Hello Alex, I'm glad to hear that I'm not the only one at the receiving end of this bug!

              Anyways, I've got version 1.1 installed, so if I were you, I'd hold off on upgrading to 1.1, unless you don't mind not being to enlarge your cities!

              Well, I've tried both med mod and the Apolyton Pack, but haven't yet been able to finish a game in either due to building queue problems...

              Should I try Cradle?



              Oh well, I'm having fun anyways...I'm willing to give med mod
              and the Apolyton Pack another try if and when fix patches are provided...that's assuming, of course, that this particular bug
              isn't due to an installation problem on my part (I don't think it is)...

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              • #67
                All I can say is wierd. The Apolyton Pack changes nothing in relation to buildings. Aqueduct has not been touched.

                Todesengel:
                Take a look at "Changes.txt" in the Apolyton Readmes folder of the download.

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                • #68
                  Aqueduct bug

                  Hmm...could this bug be related to the fact that I have both med mod and the apolyton pack unzipped into my call to power 2 folder?

                  I suppose I could try deleting the whole file and reloading everything with only the apolyton pack...

                  Before I do this though, could anybody who has uploaded the Apolyton 1.01 upgrade and played it tell me if they have been able to build aqueducts?

                  If the answer is yes, then perhaps having the med mod in the same folder is causing the problem...

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                  • #69
                    Hmm...could this bug be related to the fact that I have both med mod and the apolyton pack unzipped into my call to power 2 folder?
                    Ed, I don't think this is the problem, because I don't have the med mod installed (just Apolyton's and, of course, the original game), and I'm experiencing the bug.

                    The Apolyton Pack changes nothing in relation to buildings. Aqueduct has not been touched.
                    Hmmm... really wierd. Aqueduct appears correctly at the GL, but no sign of it on the building queue. Correct me if I'm wrong, but I think that Masonry is the advance you need to discover in order to build the aqueduct. When I look at the Masonry entry at the GL, it doesn't show aqueduct as one of the buildings that are made available (the other is Arena, if my memory serves me).

                    I'll try to search the .txt files to see if I can find something wrong.
                    I watched you fall. I think I pushed.

                    Comment


                    • #70
                      Aqueduct bug

                      Great news, Alex!

                      I'm pretty much of a philistine when it comes to computers, but I decided to poke around and see what I could make of this damnable aqueduct bug, so I went into the default settings file, and found that Aqueduct was listed as becoming available with the advent of concrete...and that Arena was listed as becoming
                      available with the advent of Masonry - so the two were switched somehow...so I changed them, went back to my game, and voila, the aqueducts appeared in the building list!

                      I haven't actually built an aqueduct yet, but I'm about to go back to the game and give it a go...

                      Dale: I haven't finished my game yet, obviously, but from what I have played thus far, the AI is terriffic! And I love the additional
                      territory that the gigantic map option makes available...The first thing my best friend said, who is also an avid Civ player from way back, when he saw me playing CTP2 on the default 'gigantic' setting was 'gee that map looks small - are you sure thats the
                      gigantic map setting?'

                      So reformatting the map size was a capital idea. Great job.

                      Back to dreamland....

                      Comment


                      • #71
                        Co-Founder, Apolyton Civilization Site
                        Co-Owner/Webmaster, Top40-Charts.com | CTO, Apogee Information Systems
                        giannopoulos.info: my non-mobile non-photo news & articles blog

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                        • #72
                          Airunit file

                          It seems that the new file that was posted to fix the airunit bug, didn't do much. I think it's strange that only some have reported this, and that Dale haven't seen it at all. It's clear that the program reacts to something in the programming code in this perticular file. I'll try to download the entire 1.01 pack, instead of just the 1.01 update. Maybe this will do the trick. If someone knows what could fix this, please help. This bug is really unnecessary in this great pack. It clearly makes Ctp2 a much more enjoyable game, i only wish that there was some way to make it even more challenging...

                          Well anyway, thanks to Dale for doing this for all of us

                          I hope we can sort these minor problems out, so we can eliminate these crashes mid-game.

                          Thanks...

                          Comment


                          • #73
                            Can I just ask people who have/haven't got the error, what you have debugslic set to in userprofile.txt ?
                            Concrete, Abstract, or Squoingy?
                            "I don't believe in giving scripting languages because the only additional power they give users is the power to create bugs." - Mike Breitkreutz, Firaxis

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                            • #74
                              Originally posted by Immortal Wombat
                              Can I just ask people who have/haven't got the error, what you have debugslic set to in userprofile.txt ?
                              I tried setting the debug to No, and that seemed to do the trick.
                              All airunits now seem to work as they should, without the program crashing to desktop. And thats really all I wanted

                              So now I'll just keep on playing this great game, and I hope you guys out there, who are trying to make this game even more playable and enjoyable, keep on working.

                              Just one more question... Is it possible for you Dale, or any other for that matter, to make the A.I. in this pack play a little more aggressive? It seems to me that they allow their defenses to crack way to easy. They should attack you more early in the game, to keep you from outgrowing them in strength. Anyway, thats just me...

                              Again thanks to Immortal Wombat for making this easy

                              Comment


                              • #75
                                Originally posted by Edward Riel
                                Should I try Cradle?
                                Of course you should
                                Yes, let's be optimistic until we have reason to be otherwise...No, let's be pessimistic until we are forced to do otherwise...Maybe, let's be balanced until we are convinced to do otherwise. -- DrSpike, Skanky Burns, Shogun Gunner
                                ...aisdhieort...dticcok...

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