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Cradle 1.3

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  • #16
    Here is the link

    I just noticed that you started your game...You may have to confirm in that current succession game what CRA_building.txt everyone has by checking the date of the file. The Great Library file is also changed, but that should not affect gameplay.
    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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    • #17
      Originally posted by hexagonian
      Here is the link
      Hmm, that's odd. I almost always play with maxplayers > 0 and never had any problems. Didn't hear any of the other team 1 players complain either. Either it's a system specific deal (which would be weird but not entirely impossible) or something else was going wrong in stankarp's game...
      Edit: unless he was playing Cradle v1.3, which I haven't played yet. But if Cradle v1.3 is the cause of the problem it should be fixable. I'll look into that when I have the time...

      I just noticed that you started your game...You may have to confirm in that current succession game what CRA_building.txt everyone has by checking the date of the file. The Great Library file is also changed, but that should not affect gameplay.
      I'm assuming everyone is using the exact same configuration as with the test-game which I sent around first; this test round was played before you posted that update so there shouldn't be a problem (if they changed *anything* to their system since the test game, it's their problem to fix it in time...).

      However, I myself will be participating in both succession games so I need details. Then I can adapt my ModSwapper settings to be compatible with both games: is CRA_buildings.txt the only file you changed?
      Administrator of WePlayCiv -- Civ5 Info Centre | Forum | Gallery

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      • #18
        Here is the list of changes from what was originally posted...

        If you are using version 1.2 or 1.3, the only files affected are CRA_buildings.txt and CRA_Great Library.txt. The only file that could possibly cause a problem is the CRA_building.txt file. It is entirely possible that everyone could still make the switch to the updated file - I know from playing that I have not had any problem with making numerical changes to files, but I cannot gurantee that statement either, because the change was to the enable advance.

        This fix was also made to all of the 'Victory Option' setups, since they have their own building.txt and Great Library.txt files. - No conflict there.

        I changed the descriptive in all of the 'Victory Options' gamefile to also indicate the ending year and replaced a Great Library graphic in the 'Birth of an Empire' setup. - No conflict there.

        I feel like Firaxis with their first patch...
        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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        • #19
          thx
          Administrator of WePlayCiv -- Civ5 Info Centre | Forum | Gallery

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          • #20
            Originally posted by hexagonian

            I feel like Firaxis with their first patch...
            That IS funny!

            I think using Craddle for the succession games is a great idea and can't wait for game2 to begin.
            'The very basis of the liberal idea – the belief of individual freedom is what causes the chaos' - William Kristol, son of the founder of neo-conservitivism, talking about neo-con ideology and its agenda for you.info here. prove me wrong.

            Bush's Republican=Neo-con for all intent and purpose. be afraid.

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            • #21
              I am playing cradle ultra gigantic maps, 15 civs. When I got past turn 300 I started to get crashes when I tried to save some times. I had max player on 20. I reset it to 0 and then started again. Got to turn 300 and its started again

              I found auto save does save the game but it does not save it accurately every time. The turns to next advance is often changed and some PW projects are not completed when in fact they were.

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              • #22
                stankarp: I think the max number of civs in a game is 28 or 29. In your game, it looks like you might have exceeded this limit: 15 (civs) plus 20 (maxplayer) equals 35. This might explain your game crashes IMO

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                • #23
                  Originally posted by The Rusty Gamer
                  Are there any others mods that anyone might recommend?
                  Of course GoodMod for MedPack2 and ApolytonPack. GoodMod is mainly designed to add new trade goods to the game. It is a add on mod and improves the ApolytonPack a lot not only concerning goods but also concerning the AI. However if you only want to play Cradle than you don't need it as it is already a part of Cradle. But if you want to play a mod that doesn't change the tech tree than I highly recommend GoodMod for ApolytonPack. For a link to GoodMod just read my signature.

                  Originally posted by Leonidas
                  stankarp: I think the max number of civs in a game is 28 or 29. In your game, it looks like you might have exceeded this limit: 15 (civs) plus 20 (maxplayer) equals 35.
                  Should I say that you are wrong Leonidas? Actually maxplayer means what it indicate to mean the maximum number of civs in a game. So if you set maxplayer to 20 than the maximum numbers of players that could appear in your game is 20 unfortunatly there is a problem when you kill player 2 for example and a new civ will become player 2 so I guess that is the problem, because player 2 should be already dead, I had some problems with player1's war over script concerning this civ replacing, I deactivate it and the problem was gone I also had a problem with DiploMod and this issure as I played with enabled debug slic. A slic reload the turn before helped for one turn and than it was clear that it was a slic problem. Maybe you should set maxplayer to 0 if the game starts replacing civs.

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

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                  • #24
                    save game crashes

                    "" I am playing cradle ultra gigantic maps, 15 civs. When I got past turn 300 I started to get crashes when I tried to save some times. ""

                    I too had very similar troubles. I am using cradle ultra gigantic map, 7 civs. I got to about turn 250 AD in my last game and no matter what I did I could not get the game saved. I got very irritated and started a new one. This time I started saving a copy of the game every dozen or so turns in a separate dir and every so often I opened that file in cheat mode to see what the computer was up to. Now in this game the save game crashes started around 600 AD and I may have found what did it. Here is my set up:

                    NumPlayers=7
                    Difficulty=3
                    RiskLevel=1
                    Pollution=No
                    ScreenResWidth=1024
                    ScreenResHeight=768
                    MaxPlayers=0
                    MapSize=3
                    DebugSlic=No

                    This is just the ones I see most mentioned. If anyone needs more let me know.

                    The trouble I think starts when I defeated the first empire. If you open the file up in the cheat mode and scroll through the civs, I destroyed the second civ – Japan. The second civ is a duplicate of the first and the last one gets dropped off the list. At this point saving the game is fine. Then later on a new civ pops up – the Greeks. They assume the second spot in the list and now everyone is back on the list. Within a turn I got save game crashes. Not a scientific test but I am now in the same predicament I was in over a month ago. I save the game after every turn once I get past about 30 to 40 cities. I guess I will start another one and see if it does it again.

                    Great game, If I can get past the save game crashes. I would love to play a game all the way through.

                    Chuck

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                    • #25
                      Bigger is not necessarily better...

                      I had read that there were crashes with ultra gigantic maps in general and it might be better to avoid them if you want a game to last all the way to the finish.
                      Also, while the idea for 15 plus civs may sound good in theory, its alot easier to manage and strategise in a game that has only about 8. Processing is faster too.
                      Avoid COLONY RUSH on Galactic Civlizations II (both DL & DA) with my Slow Start Mod.
                      Finding Civ 4: Colonization too easy? Try my Ten Colonies challenge.

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                      • #26
                        Martin: Mea Culpa

                        Through all the reading/downloading for CTP2 (to bring myself up to speed), I obviously misinterpreted MaxPlayer. . .

                        So much to know, so little time. . .

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                        • #27
                          Currently playing Cradle v1.3 beta with lots of islands/oceans and 10 civs on hard.

                          After 5,500 years I am second last in the civ standings. . .

                          I love it!!! I have been using every trick in the book, but it's always a constant struggle for survival. . .

                          Every city I build, every improvement I make, every tech I steal (out of 4 diplomats lost, I was able to steal only one tech), and every battle I win, feels like I EARNED it. . .

                          This Mod never gives you anything for free. . .

                          Nicely done. . .

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                          • #28
                            I got my first crack at the Cradle mod this weekend as well and must admit I was very impressed as well. We did our usual 2 human vs 6 AI multiplayer, with the AI getting 3 settlers and the humans getting 1 on 'Very Hard' difficulty.

                            We both got horrible start positions in large swamps and found the game to be hours of struggle. The AI was constantly hitting our towns with stacks 9-12 in size and pillaging every road we used to launch attacks. And their towns were constantly manned with 12 quality units. It took between 18-32 units to take a city in a 2-3 waves of attacking.

                            However, we did reach a year (600BC or so) where the game would *always* crash on the host to desktop. I tried bringing the savegame up singleplayer and no crashing. Looks like both MedMod II and Cradle 1.3 get to a point multi-player where we just can't go any further...

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                            • #29
                              Crash Bug Notes.

                              When CTP 2 first came out it had a save game bug, and from memory, it probably started to happen about the same time (turns wise ) as cradle(300). The official patch 1.1 was primarily designed to fix that. Maybe it would help to look at the patch. It always happened about the time i got gunpowder and cavalry.

                              In cradle it happens about turn 300 onwards as well. I tried resetting maxplayer to 0 and restarting the game and same thing is happening again at about the same time. I tried changeing the capture city code to have a chance of capturing a tech when I capture a city (as per Martins suggestion) but this did not work as well. Although I restarted the game rather than start a new one.

                              I will try a new game on extra-large map and see what happens

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                              • #30
                                In my game, I am on turn 333, and have had no game crashes. I am playing on a huge map. Could the game crashes be related to using ultra large maps? Just guessing here

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