The version date is 2004-07-26
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PROJECT: Playest II
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·Circuit·Boi·wannabe·
"Evil reptilian kitten-eater from another planet."
Call to Power 2 Source Code Project 2005.06.28 Apolyton Edition
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Originally posted by rdorau
A minor problem: I can't select more than 31 players. This should have changed with the new playtest.
Fixed: Allow more than 44 playable civs
If so, then you are misunderstanding the change - it's just a change that allows you to choose from amongst more civs when starting a game, not a change which allows you to play with more civs in a game at the same time.
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Originally posted by Flinx
The version date is 2004-07-26
Originally posted by J Bytheway
I believe so, yes.
-MartinCiv2 military advisor: "No complaints, Sir!"
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Originally posted by Martin Gühmann
Looks like noone updated the *.ldl files maybe, we should extract the information from the executable itsself.
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Originally posted by Flinx
The version date is 2004-07-26
the version date used for the moment is in the 'str_ldl.txt' file, no ?
Code:### Version String ### str_ldl_version "2004-07-26"
Originally posted by calvitix
allies have a diplomacy regard greater than neutral, so they won't be considered as enemy.
It seems to me logical, that AI will refuse to ally an other Civ if its regard is low, and for civs that are already allied and with regard decreasing (due to expel, or other bad actions), we can feel it will not stay allied for long. -> but that's a part of the diplomacy improvement.
Originally posted by calvitix
I didn't actually find any attribute for 'Power'. to determine if the army has enough 'power' for a goal, I use the addition of attributes : attack + defense + ranged + value(HP). (see squad_strengh operator)
It will be interessant to improve it by adding coefficients (a* attack + b * defense + ...) and to add also other attribute like Firepower (or movement).
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Originally posted by calvitix
I couldn't really test it, as AI don't ally with other AI.
It seems to me logical, that AI will refuse to ally an other Civ if its regard is low, and for civs that are already allied and with regard decreasing (due to expel, or other bad actions), we can feel it will not stay allied for long. -> but that's a part of the diplomacy improvement.
Code:Hey, AI let's make peace. What! You don't want to make peace, so let's make war. Ah, we know it and never doubt it that you make peace. Hey, AI let's make pact. What! You don't want to make pact, so let's make war. Ah, we know it and never doubt it that you make pact.
-MartinCiv2 military advisor: "No complaints, Sir!"
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2004.10.20 Playtest crash.txt
0x006e3b02 [?LogRegardEvent@Foreigner@@QAEXABW4REGARD_EVENT_TY PE@@ABURegardEvent@@@Z + 0x22]·Circuit·Boi·wannabe·
"Evil reptilian kitten-eater from another planet."
Call to Power 2 Source Code Project 2005.06.28 Apolyton Edition
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Re: 2004.10.20 Playtest crash.txt
Originally posted by Flinx
0x006e3b02 [?LogRegardEvent@Foreigner@@QAEXABW4REGARD_EVENT_TY PE@@ABURegardEvent@@@Z + 0x22]Attached Files·Circuit·Boi·wannabe·
"Evil reptilian kitten-eater from another planet."
Call to Power 2 Source Code Project 2005.06.28 Apolyton Edition
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Originally posted by kaan
I will be really interested to hear what your experiences with the .NET build is.
Also of my interest is any feedback on the multiplayer updates.
Regarding the PW fix: I would suggest adding new enum values at the end of the list - not somewhere in the middle. If you put NET_INFO_CODE_MATERIALS at the end of NET_INFO_CODE (just before NET_INFO_CODE_NULL, which serves as an end marker), you do not change the coding/interpretation of the other messages. For later debugging, comparing against the messages of an original Activision release will be so much easier, when the codes stay the same.
Also, you should have a look at NetInfo::m_args - you still have to add the data for the new message, but it becomes easier to find out where exactly.
Actually, without knowing, you have completely messed up the table by inserting in the middle. It is impossible to predict what will happen when you play a network game with this release .
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Originally posted by Fromafar
So far, all problems I have encountered with the .NET release were reproducible with a 6.0 release. So, it looks like we are not stuck with an old compiler.
Regarding the PW fix: I would suggest adding new enum values at the end of the list - not somewhere in the middle. If you put NET_INFO_CODE_MATERIALS at the end of NET_INFO_CODE (just before NET_INFO_CODE_NULL, which serves as an end marker), you do not change the coding/interpretation of the other messages. For later debugging, comparing against the messages of an original Activision release will be so much easier, when the codes stay the same.
Also, you should have a look at NetInfo::m_args - you still have to add the data for the new message, but it becomes easier to find out where exactly.
Actually, without knowing, you have completely messed up the table by inserting in the middle. It is impossible to predict what will happen when you play a network game with this release .
You are absolutely right, i better fine tune it a bit then
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Frenc civ_str.txt for the latest playtest build
Here is the new French civ_str.txt strings needed for the latest playtest build.
Sorry, I couldn't help, I changed "Arthur" and "Morgana" to "Brennus" and "Boadicée" in the Celtic civilization. I am sorry but I can't cope with Arthur, I can't... no really, I can't... It is really beyond me, I can't...
I am not kidding, I can't...Attached Files"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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Hi guys - Locutus has pointed me in this direction to pick up the latest(close to release) build so some work can start on the Manual and docs..........i've scanned around a little but am not sure which download i need
A big red arrow in its direction would be appriciated
Ah its ok i found it - its the one in Jbytheway's sig right?
Edit: got it Now next week when my new 'experimenting with code and files and programming' pc is up and running i'll start to play with the new build and see all the great things that have been done by you allLast edited by child of Thor; October 27, 2004, 17:23.'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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·Circuit·Boi·wannabe·
"Evil reptilian kitten-eater from another planet."
Call to Power 2 Source Code Project 2005.06.28 Apolyton Edition
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