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PROJECT: Playtest Thread III -
Apolyton Civilization Site
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Originally posted by E
I believe so but as far I know DecreaseCrime is not associated with buying or having a good. so I have to take the capability fgrom the building.
Originally posted by Abdul Alhazred
Sorry i didn't found : my game exit after a curious message ...
Latest playest is unplayable
Well, just saying, it doesn't work, isn't very hepful, for instance you could post the content of the crash.txt in this thread. And with content I mean content, not the file as attachment.
Restart from Autosave - okay. Game froze at turn 698.
Still getting attacked by single units or by one military units escorting a settler. Bombers would do more damage if they would "bombard" instead of attack one at a time (kamikaze). AI does seem more aggressive, and one of the empires is just going totally berserk - almost acting human in attacking other empires and
e x p a n d i n g (doesn't have to worry about a 2 or 3 front war). I can tell I am going to have a very nasty war with him in the future, probably the most intense war I will have ever fought - his military is H U G E and even at this late game turn we are neck and neck in technology.
Seems to be a lot of time being used between "building complete" and actually getting the game back to do something - almost seems locked up for over a minute.
Now if you can just fix the game exit problem, you may be getting close to having a winner.
What do I think of Western civilization? I think it would be a very good idea.
Mohandas Gandhi
Restart from Autosave - okay. Game froze at turn 698.
Well there seems to be a problem with the executable, mistrust this exception stack, __onexitbegin at the start and of the end - no. And CivApp::Process doesn't call g_director->Process().
So what ctp2.exe do you use Fugi? The one John posted or one of E's executables. However I think it is time for a new playtest anyway - with all these recent code changes.
So what ctp2.exe do you use Fugi? The one John posted or one of E's executables. However I think it is time for a new playtest anyway - with all these recent code changes.
-Martin
whichever is the one from the latest Playtest - 8-2-2005 I believe.
CTP.exe still running in background using 301.7 megs.
edit:
game was crashing every two turns for a while just before the end. I guess I am done with that game, game kept crashing at the same point after a reload of the Autosave - turn 731. The mother of all battles will not be fought until maybe the next Playtest. Crash.txt:
Originally posted by Martin Gühmann Well there seems to be a problem with the executable, mistrust this exception stack, __onexitbegin at the start and of the end - no. And CivApp::Process doesn't call g_director->Process().
The call doesn't have to be direct. As long as there is an indirect call, you may get this stack layout anyway. The compiler may have optimized away some intermediate calls.
Originally posted by Fromafar
The call doesn't have to be direct. As long as there is an indirect call, you may get this stack layout anyway. The compiler may have optimized away some intermediate calls.
OK that would explain one part, but I don't understand why __onexitbegin is on the top and on the bottom of the stack.
Im playing the Apolpack mod (great mod). Now I have found that playing the lastest playtest , diplomacy between the AI,s has been the best of any mods.
AI.s expand by war but also seems to wait till they have the means to win. AI has muti stances with other AI factions not just a hate to war relationship.
Now if we use the playtest with a mod will diplomacy work like this? Or will Diplomod override latest changes?
You have to try it, I didn't use the playtest with the ApolytonPack, but probably Diplomod will adds some activity, maybe it overwrites some part of diplomacy, however you can disable Diplomod by opening the script.slc in your ..\ctp2_data\default\gamedata\ folder. And remove the import of Diplomod.slc, maybe it is in a file called APOL_main.slc.
But actual what do you want to have in of ApolytonPack in the playtest, the new city styles are in, also new goods are added.
Thanks Martain. Thats a good point removing file would work. Also I think replacing diplomacy defalt file too in aidata to match playtest will give me what I want.
Can also make changes in downlode file so as not to over write everything.
The playtest has so many new options to offer which none of the mods should be without
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