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  • #31
    Originally posted by Adriano
    You got it.
    It's in the root.
    Wel, thanks, but I don't see it In the root there are only 6 files: index.html, two versions of links.html, a no-CD crack, a Readme file and a Habsburg scenario. I can't find it in any of the subdirectories either, what did you call the file?

    I'm a little bit confused.
    Could you clarify if Ages of Man has an improved CTP2 code?
    It's supposed to get a custom version of the source code project build, but I believe there are some problems in finishing that up, so that might end up only being released as a patch, after the initial release.

    Not that it matters much, most of the gameplay improvements are in the SLIC code, not the source code.
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    • #32
      BTW, I'm disapponted the German and Spanish versions of the sound files didn't translate the easter egg sounds... I guess paying Sean Connery to say "I've got to go potty" in 4 different languages went outside the budget
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      • #33
        Originally posted by Locutus


        Wel, thanks, but I don't see it In the root there are only 6 files: index.html, two versions of links.html, a no-CD crack, a Readme file and a Habsburg scenario. I can't find it in any of the subdirectories either, what did you call the file?

        Hey!..It Vanished!
        Now I try again... I'll call it soundit.rar and I'll put it in your directory.
        MF

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        • #34
          Re AOM,

          The source code changes have hit a snag, mainly to do with the source code being the non patched version of CTP2. They were only cosmetic anyway, removing access to cheat mode from within game, making wonders appear on top of roads and naming the King unit.

          If the problems are sorted out, they will follow as a patch.

          Otherwise, everything re gameplay as advertised is in, including the withdraw code that works, removing 3 units a turn if a withdrawal agreement is in place for the required 5 turns.

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          • #35
            Ok...now I can see the file in your root directory.
            Could you check it?
            MF

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            • #36
              No!
              When I close FTP voyager and then I reconnect I can't see no more the file in your directory...
              I really don't know why..
              MF

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              • #37
                Originally posted by stankarp
                Re AOM,

                The source code changes have hit a snag, mainly to do with the source code being the non patched version of CTP2. They were only cosmetic anyway, removing access to cheat mode from within game, making wonders appear on top of roads and naming the King unit.
                stankarp,

                did you try adding these has options in the source code project?
                Formerly known as "E" on Apolyton

                See me at Civfanatics.com

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                • #38
                  Originally posted by Locutus
                  BTW, I'm disapponted the German and Spanish versions of the sound files didn't translate the easter egg sounds... I guess paying Sean Connery to say "I've got to go potty" in 4 different languages went outside the budget
                  Yeah i noticed that too But there are more Spanish sounds, even without the easter eggs that dont play its something like 314 to 293 English ones, any idea why? Im having a hard enough time translating them.

                  If we ever had unique units we could use different language sounds too now, and not just a dodgy accent.
                  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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                  • #39
                    Originally posted by Adriano
                    No!
                    When I close FTP voyager and then I reconnect I can't see no more the file in your directory...
                    I really don't know why..
                    I think the problem is that the 250free site just doesn't accept files that large. I tried setting up an FTP elsewhere that *could* handle the file but no such luck unfortunately.

                    If you're still willing to invest more time into this (but I couldn't blame you if you didn't), the solution would be to split the zip file into several smaller files. In WinRAR you can do this by giving a maximum size in bytes in the field 'Split to volumes, bytes' when making a new archive. Split the file in portions of 5 MB or so and it should upload to the mod depot fine, or you could email it to me (but don't send more than 15 MB per email, to be on the safe side).

                    But there are more Spanish sounds, even without the easter eggs that dont play its something like 314 to 293 English ones, any idea why? Im having a hard enough time translating them.
                    Yeah, the German version has exactly the same number. Apparently a bunch of sounds got cut at the last minute Or maybe they're leftovers from CtP1 that Activision forgot to remove in time for the localisation...
                    Administrator of WePlayCiv -- Civ5 Info Centre | Forum | Gallery

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                    • #40
                      stankarp,
                      did you try adding these has options in the source code project?
                      I have not had anything to do with the source code project, had enough on my plate with AOM.

                      Fromafar tried AOM on the source code build but was having major problems as it (the source code) is the un patched version. The patch apparently is required to activate certain slic functions. Everything in AOM is in Slic.

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                      • #41
                        Originally posted by stankarp
                        Fromafar tried AOM on the source code build but was having major problems as it (the source code) is the un patched version. The patch apparently is required to activate certain slic functions. Everything in AOM is in Slic.
                        That can't be the real problem as all the functional SLIC functions for the patch were been re-implemented a LONG time ago. Unless something went wrong in doing so...
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                        • #42
                          >
                          if(IsHumanPlayer(player[0])){
                          Same problem as before. The playtest release will NEVER execute the
                          if-branch.
                          player[0] is invalid, and will be replaced with 0 (playtest release) or a random value (Activision). You may actually get lucky, because the city[0].owner from the
                          previous statement is still on the stack, and it will seem to work as designed. But when you add some other unrelated statement in between, it may suddenly fail.

                          Email from Fromafar;
                          I think this the main problem he alluded to. AOM Slic code and other mod code is full of :
                          if(IsHumanPlayer(player[0])){

                          Also, with debugslic on yes, every array (none of which I created) returns an array index out of bounds error when you actually start doing things in a game. No error during load and start game, only when you actually start moving things.

                          I check my code with debugslic on yes, then switch to no for actual playing (but found I was getting the same error messages during load up with debugslic on either yes or no.

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                          • #43
                            Originally posted by stankarp
                            >
                            if(IsHumanPlayer(player[0])){
                            Same problem as before. The playtest release will NEVER execute the
                            if-branch.
                            player[0] is invalid, and will be replaced with 0 (playtest release) or a random value (Activision). You may actually get lucky, because the city[0].owner from the
                            previous statement is still on the stack, and it will seem to work as designed. But when you add some other unrelated statement in between, it may suddenly fail.

                            Email from Fromafar;
                            I think this the main problem he alluded to. AOM Slic code and other mod code is full of :
                            if(IsHumanPlayer(player[0])){
                            But that isn't a problem of the Playtest only.

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

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                            • #44
                              Originally posted by Locutus

                              I think the problem is that the 250free site just doesn't accept files that large. I tried setting up an FTP elsewhere that *could* handle the file but no such luck unfortunately.
                              The strange thing was that the uploading process seemed to me normal, and, futhrermore I saw in your directory another sound file of 28Mb.
                              Anyway I'll go ahead with the splitted file.

                              I't s incredible that CTP2( and the fullcolored and neverforgotten CTP1!) after 5 years is still "catalysing" so much interest.
                              IMHO the original activision was a very ambitiuos and great project but the realization was very very weak.
                              I played Cradle (in my opinion the best mode) and , in spite of several improvements, is far to be CTP2 as could be.
                              When I saw the source code project I realized that the only way to have an hand made CTP3 (OR CTP2 AT HIS BEST). The only way to have, definetly, an AI exploiting the infinite strategic possibility provided by the game.
                              Probably It could be useful to understand, not only for me, what It could be done VIA SLIC and what It could'nt
                              I know here there are many pages dedicated to this argument, but occasional visitors, like me, need to have syntethic informations
                              Thank you in advance.
                              MF

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                              • #45
                                Originally posted by Adriano
                                The strange thing was that the uploading process seemed to me normal,
                                Well, you first have to upload a file before a site can know how large it is. So uploading will work fine, but afterwards you should get an error message. Apparently the FTP client you use doesn't translate that error message properly (FTP is actually a text-only interface; if you use a fancy graphical interface (which you probably do, everyone does) that's basically just a user-friendly 'skin' over the 'real' protocol. Some skins don't 'translate' all incoming text-messages properly (in part because they're not always standardised)).

                                and, futhrermore I saw in your directory another sound file of 28Mb.
                                Yes, I can see how that might be confusing. But that is because their policies have changed considerably over the years...



                                I't s incredible that CTP2( and the fullcolored and neverforgotten CTP1!) after 5 years is still "catalysing" so much interest.
                                Yes, that is almost unprecedented (Civ2 being the only other game I know of). Quite amazing indeed, but it's all thanks to the geniuses at Activision for making this game so moddable

                                When I saw the source code project I realized that the only way to have an hand made CTP3 (OR CTP2 AT HIS BEST). The only way to have, definetly, an AI exploiting the infinite strategic possibility provided by the game.
                                Probably It could be useful to understand, not only for me, what It could be done VIA SLIC and what It could'nt
                                I know here there are many pages dedicated to this argument, but occasional visitors, like me, need to have syntethic informations
                                Thank you in advance.
                                If it's AI modding you're interested in, SLIC is not the best place to start. You *can* do a lot of good work with SLIC, but you will want to start by looking into the regular AI files (in the aidata folder). See the AI and Diplomacy section of the topped Resources for modmakers thread for a start. If you have specific questions or anything like that, best to start a new thread for that. We're already hi-jacking stankarp's thread enough as it is...
                                Administrator of WePlayCiv -- Civ5 Info Centre | Forum | Gallery

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