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PROJECT: Playtest Thread III

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  • The playtest 10/23/05 I have not had any crashes yet. Played about 300 turns . But did have the problem with the units vanishing at times. Still it only happend 3 or 4 times.
    Ctp2 can take alot of ram if your playing many ai civs with large map. My old computor only had 128 megs of ram and by the time you reached modern age in Ctp2 the computor could bog down which can cause problems. My new PC zips along just fine.
    Just a side note: I think its good that E makes a build (thank you E) that we can try out to see if it should be included in the next main code updates for a new playtest

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    • Wow, its good to see life here

      First on my builds: My builds are basically "patches" (loosely) to the latest playtest. To use them you install the latest playtest 10-23-05 and then you DL my build and copy over it.

      Because I dont know enough to debug but have had moderate success in adding things I put them in a build for me to test out.

      I have kept the"purists" like Tamerlin in mind and stuck to having my features an option by picking flags in the database, so if there are none of the flags they shouldnt interfere with the normal game.

      I have been posting my builds for download mainly because there is a long time between "official" playtests. I remember #2 having bugs and fixes were posted to the code but a exe was not compiled so the community was stuck with #2. My builds allow for the latest of the revision (when I keep up) and that way we can test some of the debugging.

      With that I think the vanishing unit problem seen in 10-23 was fixed and I included in my build and 10-23 with my build on it looks real stable from the times I played it.

      Fugi thanks for the input and bringing some life in here (it gets quiet time to time). Please try the 10-23 playtest and with my build on it and let US know if there are anymore bugs thanks!
      Formerly known as "E" on Apolyton

      See me at Civfanatics.com

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      • Thanks E, will do. Downloading now.
        What do I think of Western civilization? I think it would be a very good idea.
        Mohandas Gandhi

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        • Originally posted by Maquiladora
          I cant see the logic in complaining when you find a bug in the playtest, thats all.
          Read again Maq, I am not complaining at all.

          Happy New Year to everybody...
          "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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          • Originally posted by E
            I have kept the"purists" like Tamerlin in mind and stuck to having my features an option by picking flags in the database, so if there are none of the flags they shouldnt interfere with the normal game.
            Thank you E !

            "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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            • Originally posted by Tamerlin

              Read again Maq, I am not complaining at all.
              Actually i was only referring to Fugis comment, complaining of finding bugs in the playtest, which was bizarre at the time.
              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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              • Posting bugs from first game with E's source code since this is thread is about troubleshooting.

                Game was stable up to turn 275, got a little tired so I saved the game and exited the program. Instantly wallpaper popped up but at the wrong screen resolution, still at the game resolution. Opened up Task Manager and noticed that CTP.exe was still running, using 99% of CPU and 317,796 K of memory. Shutdown CTP from Task Manager and everything went back to normal. So that problem is still there.

                Reload savegave the next day, play to 1395AD - turn 339, launched an attack on an enemy city and got this after all cannon fired:
                Attached Files
                What do I think of Western civilization? I think it would be a very good idea.
                Mohandas Gandhi

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                • After I took the city, which was a cake walk especially when you have 5 full armies bombarding the city, I moved the 4 and half armies out of the area to attack the next city and left 6 defenders, 3 Infantry and 3 Cannon. From the first picture you can clearly see that I have clicked on the city and you can see the units inside of it, 6 total, but it only shows the number 3 and it shows that it is highlighted on the infantry unit. The second picture was when I clicked on the cannon unit, the highlight for the city disappeared and the cannon are invisible. So the game sort-of still has the invisible unit problem, or a variation of it. The next city I bombarded look the same way as my previous post, but it seemed that the doubling effect didn't start until the cannon did the automatic bombard the next turn after the initial bombardment. (anything to do with the automatic bombard code?) With all these strange display problems, it makes me wonder if maybe there is something wrong with the way this game got linked to Direct X. (does it need to be?) There must be something different that was done between Playtest 1 and the following versions since I have no problems at all with that one. Though it is a little strange that it worked fine up to this point, but this about the time where the last few playtests start acting up for me, course this is the first city I attacked after my newly invented cannon.

                  Don't know if this has anything to do with it but the blue player (middle player) - Korea is taking a extremely long time to take his turn. The music starts as soon as his turn is done, the last half of the other AI player take their turn, I take my turn, the first half take their turn, his turn is up, the song ends normally, waits a two minutes (no animation is going on at this time as well - all trade routes stop), he finally is done and next song starts. Almost looks frozen during those two minutes, can not click on anything during that time. Other than that, it is a little stange that the AI keeps sending in un- excorted Settler units into my territory (we are at war). The Carthage, the one that I am attacking in these pictures had 3 cities left, but it still wasted his time sending in settler units that I keep enslaving and he also sends in slaver units of his own that just end up dead, wouldn't have made more sense to build military units instead and try to retake those cities that I took from him? And I thought that this game was supposed to get rid of need for ICS, but Carthage had 6 other cities I took from him earlier that were only 4 spaces away from the next city. Will try more tonight.
                  Attached Files
                  What do I think of Western civilization? I think it would be a very good idea.
                  Mohandas Gandhi

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                  • You say that the problems started when you started attacking with cannon. Had you used any other bombarding units before that? If not, then I suspect that the changes to the bombard code are at fault. We already know taht there's something wrong with them, because of the order doubling effect.

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                    • Sorry for not replying sooner, but no, I had some catapult earlier in the game, but never used them.

                      currently on turn 516, game is still allowing me to play, unlike the last few playtests that would have thrown errors that would not be get past the 400th turn. The Blue player is now part of the empire, so now the orange player is taking the longest time, up to 11 minutes to take its turn. The AI normally only took 30 seconds to take their turn during other playtests. I don't think this has anything to do with the player, there must be something going on in the game. I started playing with 22 empires, 2 more were added by revolts of other empires. The blue player was the one taking up all the time until his country was added, now the dark orange player is doing the same thing. Orange is one player position away from the blue player. Is there anything that happens different when the middle player is up or ended his turn?

                      Whoever is modifying the optimize sliders, you might still have a problem there. The first picture attached is right after I pushed the Optimize Specialist button. I never usually use it, but I thought I would see what it would do. It assigned 7 people as farmers, on the second picture is shows that those 7 farmers are not adding any food to the city, so there is no need for them, so I added them back to the pool and the city is now more efficient.
                      Attached Files
                      What do I think of Western civilization? I think it would be a very good idea.
                      Mohandas Gandhi

                      Comment


                      • Not sure what is going on here. For some reason one of the artillery units was acting a little weird and would hide the number of units in a square, put it in a city and fortified it but the image of it would not disappear, so then I pulled it out and added it to the army and you can see the result, also the top 12 in that stack is blinking. Hope that helps.
                        Attached Files
                        What do I think of Western civilization? I think it would be a very good idea.
                        Mohandas Gandhi

                        Comment


                        • I updated my build to 539 its just some slight modifications to the stuff I added, sneak attck works better (you can attack sneakattack defenders now without war), good that have productionpercent flag now work, its something I want to add to OIl to make it a decisive resource in late games, andI fixed tenew combat modifiers I wasnt addressing the float in the code.
                          Formerly known as "E" on Apolyton

                          See me at Civfanatics.com

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                          • Rev540 build has been uploaded and in the signature!

                            I had a pretty good night of coding and got 5 things I really wanted implemented.

                            The significant changes are:

                            -Settlers can now add to a city!

                            New Flags are:
                            -CantPillage flag for tile improvements now works (finally)
                            -NonLethalBombard implemented; now with this flag bombard units dont destroy units (but weakens them)
                            -CanBombardTiles implemented; with this flag, Tile Improvements can now be bombarded and destroyed
                            -CollateralTileDamage implemeted; if unit has this flag it will kill units and the the tile imps they are on (dont give it NLB though)


                            I figure I'll have to update my EMOD to incorporate the changes...
                            Formerly known as "E" on Apolyton

                            See me at Civfanatics.com

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                            • Guess I'll have to give that one a try, the game I currently playing is only on turn 583, CTD on turn 581, reload autosave - okay, then another CTD on 583, reload okay, play turn and save, then exit program. That game was getting a little unstable, AI turns were over 18 minutes, kind of hard to want to play a game when you only can play a hand full of turns at a sitting, I'm just glad that I had something to do on my other computer that needed doing at the same time, so it wasn't a complete waste of time waiting for my turn.
                              What do I think of Western civilization? I think it would be a very good idea.
                              Mohandas Gandhi

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                              • not sure what the long turns are for, maybe the AI pathing? I should also note that my playtest builds are not optimized. I cant really explain what that means or if it is the reason for the slowness, I've just been told many times that because of the compiler I'm using my builds aren't optimized.
                                Formerly known as "E" on Apolyton

                                See me at Civfanatics.com

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