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DESIGN: CTP2 Bugs and alterations [fix list]

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  • #61
    Originally posted by Solver
    As for reloadslic, we can implement yet another command /clearvar <variable name> to nullify one variable, if need be.
    The problem in the /relaodslic example I mentioned is that you have no idea which variable causes the crash. You need also the /reloadslic thing to reload strings or to reset strings, fix the messages if you modified the string files. Well for this there is a chat window command in the ctp2.exe and also some others:

    pacman
    toe
    /rnd
    /resetlos
    /reloadslic
    /exportmap
    /importmap
    /attach
    /detach
    /resetstrings

    Well know are /reloadslic, /exportmap and /importmap, for the others it is not clear what they should do and if they work.

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

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    • #62
      In CTP1 /attach and /detach alter whether players are AI or not (In PBEM, and MP, I think... probably hotseat too), and so I guess that's what they're supposed to do in CTP2 too.

      The others I would guess:
      /rnd: reset the random number seed
      /resetlos: reset LOS
      /resetstrings: reload strings.txt etc.

      But with luck guessing will soon not be necessary .

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      • #63
        /rnd [x] is let the game play for [x] turns without human intervention (in theory, at least; there are some caveats).

        /resetlos is as John says and I don't think /resetstrings does anything (nothing I could ever figure out, anyway).
        Administrator of WePlayCiv -- Civ5 Info Centre | Forum | Gallery

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        • #64
          Originally posted by Locutus
          /rnd [x] is let the game play for [x] turns without human intervention (in theory, at least; there are some caveats).
          That is something usefull, I usually played as Barbarian or let the game play.

          Originally posted by Locutus
          /resetlos: reset LOS
          And for what stands LOS?

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

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          • #65
            Line of Sight
            Administrator of WePlayCiv -- Civ5 Info Centre | Forum | Gallery

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            • #66
              Not read all the posts in full so apologise if this is in the list, plus its not a bug.

              For multiplayer games could their be a calculator or something similar that although land is randomised it ensures the starting values of say an inner circle of 60 squares and outer circle of 300 have relatively equal total values re production, food and commerce?

              Is this possible?

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              • #67
                for *just* their starting locality? probably

                otherwise? probably not

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                • #68
                  I think fixing crash to desktop bugs should be priority. They moslty happen because of mods (I got one in Cradle where my save games will crash after hitting the next turn, I think there are some related to Diplomod too). Whatever the SLIC'er writes, it shouldn't cause the game to crash.
                  Clash of Civilization team member
                  (a civ-like game whose goal is low micromanagement and good AI)
                  web site http://clash.apolyton.net/frame/index.shtml and forum here on apolyton)

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                  • #69
                    Another thing to think of: Getting rid of CD-protection stuff.
                    Clash of Civilization team member
                    (a civ-like game whose goal is low micromanagement and good AI)
                    web site http://clash.apolyton.net/frame/index.shtml and forum here on apolyton)

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                    • #70
                      Originally posted by LDiCesare
                      I think fixing crash to desktop bugs should be priority. They moslty happen because of mods (I got one in Cradle where my save games will crash after hitting the next turn, I think there are some related to Diplomod too). Whatever the SLIC'er writes, it shouldn't cause the game to crash.
                      I'm guessing many of these crashes may be tied into the SLICS in some way. The last update (1.35) deactivated the Pirate code because of a bug in there - but tracking down that one was like finding a needle in a haystack - and does not solve any additional crashes either.

                      The whole nature of crashes makes them hard to figure out, because finding out what causes them is so tricky - especially for us non-programmers.

                      Somebody pointed out that new civs from revolts may cause a crash, which is something (probably) in the source code. Playing on gigantic maps, as well as the increased AI ability to catch slaves in Cradle, and greater happiness problems in Cradle (city caps), greatly increases the chances of this occuring, and might be the cause of current Cradle crashes. I tended to play on smaller maps, so I did not have a lot of crashes.

                      Another one is the end-game crash...
                      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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                      • #71
                        The whole nature of crashes makes them hard to figure out, because finding out what causes them is so tricky - especially for us non-programmers.
                        Actually, with a debugger, a crash is very often easy to track down. That's why I think it should be possible to correct the crashes fairly easily, so that SLICs would be more reliable. I also think it would be fairly easy to track down what happens (many crashes are because of uninitialized memory, or 0 values where something is expected) and thus get a better understanding of the code. But then I'll probably leave that to someone else to check.
                        Clash of Civilization team member
                        (a civ-like game whose goal is low micromanagement and good AI)
                        web site http://clash.apolyton.net/frame/index.shtml and forum here on apolyton)

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                        • #72
                          What about the fact of pillaging a tile imp with no owner surely that would be something to do with a 0 value
                          "Every time I learn something new it pushes some old stuff out of my brain" Homer Jay Simpson
                          The BIG MC making ctp2 a much unsafer place.
                          Visit the big mc’s website

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                          • #73
                            Originally posted by hexagonian
                            Somebody pointed out that new civs from revolts may cause a crash, which is something (probably) in the source code.
                            Actual this is a problem of Diplomod 3.6 that is not part of Cradle, so it doesn't cause a crash in Cradle.

                            Originally posted by LDiCesare
                            Actually, with a debugger, a crash is very often easy to track down. That's why I think it should be possible to correct the crashes fairly easily, so that SLICs would be more reliable. I also think it would be fairly easy to track down what happens (many crashes are because of uninitialized memory, or 0 values where something is expected) and thus get a better understanding of the code. But then I'll probably leave that to someone else to check.
                            With a debugger - well maybe we should also extend the abilities of the slic debugger, so that it is easier to track down bugs in slic.

                            Originally posted by The Big MC
                            What about the fact of pillaging a tile imp with no owner surely that would be something to do with a 0 value
                            Could be anything else, maybe the problem is that the pillage function checks if the owner of the tileimp is at war with you and if not it makes the owner to explain war on you, unfortunatly -1 is not a vailid player, but as long as we don't have the source code it is only guesswork what it is. But I think it should be easy to track it down if you have a debugger.

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

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                            • #74
                              Fix

                              From the FAQ thread
                              The player should NEVER disband units from the "Unit" screen within the city display. Yes, there is a button marked "DISBAND", but no points from the old unit are applied to the new one.

                              "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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                              • #75
                                Another little bug, we should fix is the pollution warning message at the begin of the game if you have set MaxPlayers>0.

                                Well there is a slic workaround, but the message is nevertheless called and you could imagine a mod that comes with high pollution at the beginning of the game.

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

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