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  • Protra,
    I should note that with 577 if you add:

    NoAIProductionDeficit
    NoAIGoldDeficit
    AICityDefenderBonus

    to your difficulty DB at whatever level you play you'll see A LOT more fight from the AI because they can build units without the 'cant support units penalty'
    Formerly known as "E" on Apolyton

    See me at Civfanatics.com

    Comment


    • Thanks E

      Rain all weekend here in Rhode Island so spending time with the playteast.
      Having a great game!. Im at 232 turns and working hard to catch up. Met Austria (their in 1st place) and Korea. Both have the best milatary and economic
      devoloment. Austria has 19 cities and 72 units. Most AI civs have around 12 to 15 cities.Again a good balance of units and buildings also most cites have at least 3 garrisoned units in the city.
      Have only one peace treaty with the Bantu Nation.
      I did tweek up the numbers in the DiffDB on very hard level so they match Apolyton mod . Did not add those lines yet but im thinking of it -right after the - AI Gang Up Factor- should be a good place .
      Im into this game as I feel have to think on many levels. Side note: I did not add the Civ3 mode yet .will wait till this game is over.

      Comment


      • Protra,
        I have to say I've grown to love Ctp2 with the playtest. Mainly because with my civ3mod I've been makingthe game I wnt to play

        I putting up a new playtest tonight (583). you don't need it to finish your game. I'll be putting up a new civ3 mod no later than Sunday.


        EDIT:
        a new CIV3MOD (designed now as a scenario)
        A new playtest build (583)
        updated tiles (a few different tile imps and smoothed beaches etc)
        a new diplomod (pictures have been buttonized)

        HAVE ALL BEEN UPLOADED!

        I'm playing not coding this weekend
        Everyone have a good one and tell us how it goes.
        Last edited by Ekmek; June 3, 2006, 01:48.
        Formerly known as "E" on Apolyton

        See me at Civfanatics.com

        Comment


        • Was testing 577b last couple of days. Worked rather well up to turn 605 - then crash. It created a crash.txt file but there was nothing in it. Reloaded from autosave, turn completed okay, finished 606 and crashed again - this time with a crash.txt with something in it:

          0x0088378d [?Rollback_All_Agents@Plan@@QAEJXZ + 0x7c]
          0x0088686f [?Remove_Matches_For_Goal@Scheduler@@IAEXABQAVGoal@ @@Z + 0x7a]
          0x0088571c [?Remove_Goal@Scheduler@@QAE?AViterator@?$list@U?$p air@JPAVGoal@@@std@@V
          ?$allocator@U?$pair@JPAVGoal@@@std@@@2@@std@@ABV23 4@@Z + 0x43]
          0x00885dd9 [?Prioritize_Goals@Scheduler@@QAE_NXZ + 0x313]
          0x008851ec [?Process_Goal_Changes@Scheduler@@QAE?AW4TIME_SLICE _STATE@1@XZ + 0x53]
          0x008aaf0b [?GEVHookCallback@CtpAi_BeginSchedulerEvent@@EAE?AW 4GAME_EVENT_HOOK_DISPOSITION@@W4GAME_EVENT@@PAVGam eEventArgList@@@Z + 0xa2]
          0x005c0e8f [?Run@GameEventHook@@AAE?AW4GAME_EVENT_ERR@@AAViter ator@?$list@UNode@GameEventHook@@V?$allocator@UNod e@GameEventHook
          @@@std@@@std@@PAVGameEventArgList@@AAJ@Z + 0x63]
          0x005c0e26 [?Activate@GameEventHook@@QAE?AW4GAME_EVENT_ERR@@PA VGameEventArgList@@JAAJ@Z + 0x7e]
          0x005c1a4a [?ActivateHook@GameEventManager@@QAE?AW4GAME_EVENT_ ERR@@W4GAME_EVENT@@PAVGameEventArgList@@JAAJ@Z + 0x3a]
          0x005bf744 [?Process@GameEvent@@QAE?AW4GAME_EVENT_ERR@@AAH@Z + 0x2f]
          0x005c18a8 [?ProcessHead@GameEventManager@@QAE?AW4GAME_EVENT_E RR@@XZ + 0x33]
          0x005c184b [?Process@GameEventManager@@QAE?AW4GAME_EVENT_ERR@@ XZ + 0x7b]
          0x0040efd9 [?Process@CivApp@@QAEJXZ + 0x103]
          0x00407dc0 [?CivMain@@YGHPAUHINSTANCE__@@0PADH@Z + 0x3b6]
          0x00407837 [WinMain@16 + 0x74]
          0x008ba75c [WinMainCRTStartup + 0x134]
          0x77e814c7 [__onexitbegin + 0x772c5d0f]

          I just finished researching Stealth, and neighbor to my north has Marines.

          machine gunner could not attack Barbarians - that was the first barb I saw in the game.

          Still get the error that I had before when attacking someone that I have a treaty with, could get it to continue by hitting escape a few times - as before.

          Might want to modify the code for the "optimize" push button in the cities. Example I saw: Size 29 city, push optimize, 0 workers as entertainers for a happiness of 83, 5 became farmers for 572 food, 4 became laborers for 854 production, 0 merchants for 193, and 2 scientists for 484 - that's 11 people not gathering resources from around the city.
          Now if I put it the way I usually have it, 0 entertainers for happiness of 83, 0 farmers for 674 food, 0 laborers for 953 production, 0 merchants for 255 gold, 2 scientists for 597 science - that's only two people not gathering resources, I usually have 10% of the city's population as Scientists. The way I have the city, I get more food, more labor, more gold, and more science. Sometimes you just have to let the people gather the resources before you force them into a specialist position that drops the city's overall efficiency. This is one of the reasons I don't use that push-button.
          Last edited by Martin Gühmann; May 22, 2008, 18:05.
          What do I think of Western civilization? I think it would be a very good idea.
          Mohandas Gandhi

          Comment


          • Fugi,
            could you post your save game. I haven't been able to replicate this error or the declare war one
            Formerly known as "E" on Apolyton

            See me at Civfanatics.com

            Comment


            • Thank you so much E

              Build 577 made that ugly freeze went away... there are tons of nice improvements, however, the only bug ive found is when you click on the difficulty settings, the game crashes.

              Ill go on testing 583 -- its very annoying not having internet at my house, so reporting crashes is going to be a problem

              Oh, and it would be nice that the ¨Optimize¨option on the city manager and the goverment manager (where do you set the public works amount) would check for the 400+ polution limit... and adding other Optimize options like, scientists, growth, workers, or merchants

              Comment


              • Had the same problem with that setting but I used the Userprofle found in CtP2 program and ajusted the difficulty to where I wanted it No. 4 which is very hard.

                Well I finished my game using 577b build and lost after 352 turns.Only tweaked the DifDB file to match settings to Apolyton mod.Thats it.
                Austria was on the take and after many turns of being at war( with me offering cease fires) they waited till I only had two cities left before they gave me one. I was between two striong civs who had the best millatary and economy.Korea.
                The AI does not come in like a flood -(no Frenzy mod ) but the AI will at some point make a bold move with many large stacks Also because the AI will only fight other civs so long the AI is able to focus its attack on the human player.
                What I mean is the AI expands in times peace and war which gives alot more punch because it has the product power to keep pace with the human play.
                Well on to build 583!
                Side Note: Austria had 33 cities and 178 units .Korea had 21 cites 141 units.

                Comment


                • Edit: Hoops, I mixed up the build versions -- corrected rev577b -> rev583

                  My rev583 crashtest report:

                  Diplomacy:
                  AI's are still making diplomacy with themselves -- litterally: This time I noticed the Turks having a withdraw agreement with themselves (with previous builds I had AI's declaring war on themselves).

                  Settling (???):
                  In my only rev583 game I had no civ failing to settle at all, but still I have the impression that something has changed in the way the AI moves (or fails to move) their settlers because even though I did not change anything in my settling.slc some AI's fall behind at some point of the game without apparent reason (maybe something in the sourcecode has changed in a way that demands me to change my script again, but maybe someone working on the sourcecode has a clue what could be working differently or could possibly be broken now ).

                  And I had a couple of crashes:

                  Starting a new game from within a current game without quitting the program results in this crash while "initializing" the new game:

                  0x005bc716 [?Return_Data_By_Number@?$list_array@PAVSlicSegment @@@@QBEPAVSlicSegment@@H@Z + 0x16]
                  0x005bc5ce [?Get_Next_Pointer@?$Pool@VSlicSegment@@@@QAEPAVSli cSegment@@AAH@Z + 0x8e]
                  0x005bb241 [??2SlicSegment@@SAPAXI@Z + 0x7b]
                  0x00585b8c [?Link@SlicEngine@@QAEXXZ + 0x10e]
                  0x0052f293 [?gameinit_Initialize@@YAJJJAAVCivArchive@@@Z + 0x1048]
                  0x0040d6da [?InitializeGame@CivApp@@QAEJAAVCivArchive@@@Z + 0x196]
                  0x0040f14c [?StartGame@CivApp@@QAEJXZ + 0x11]
                  0x0040ff8f [?Execute@StartGameAction@@UAEXPAVaui_Control@@KK@Z + 0x12]
                  0x006e5961 [?HandleActions@aui_UI@@QAEXXZ + 0x5f]
                  0x006e58ec [?Process@aui_UI@@UAE?AW4AUI_ERRCODE@@XZ + 0x47]
                  0x0040ec8a [?ProcessUI@CivApp@@QAEJKAAK@Z + 0x1fd]
                  0x0040efda [?Process@CivApp@@QAEJXZ + 0xa7]
                  0x00407e01 [?CivMain@@YGHPAUHINSTANCE__@@0PADH@Z + 0x3b6]
                  0x00407878 [WinMain@16 + 0x74]
                  0x008ba49c [WinMainCRTStartup + 0x134]
                  0x7c816d4f [__onexitbegin + 0x7bc5b677]
                  Without apparent reason during AI turns:

                  0x7c92152a [__onexitbegin + 0x7bd65e52]
                  0x7c809a0f [__onexitbegin + 0x7bc4e337]
                  0x736d7ea9 [__onexitbegin + 0x72b1c7d1]
                  0x736dafe0 [__onexitbegin + 0x72b1f908]
                  0x736ea566 [__onexitbegin + 0x72b2ee8e]
                  0x736ea726 [__onexitbegin + 0x72b2f04e]
                  0x736eabb2 [__onexitbegin + 0x72b2f4da]
                  0x736eadb8 [__onexitbegin + 0x72b2f6e0]
                  0x736eaf71 [__onexitbegin + 0x72b2f899]
                  0x006fad1e [??0aui_DirectSurface@@QAE@PAW4AUI_ERRCODE@@JJJPAUI DirectDraw@@PAUIDirectDrawSurface@@HH@Z + 0x175]
                  0x006ea71c [?CreateSurface@aui_Window@@MAE?AW4AUI_ERRCODE@@XZ + 0x8e]
                  0x006eae45 [?MakeSureSurfaceIsValid@aui_Window@@IAEXXZ + 0x21]
                  0x007bcd6e [?InitCommon@MessageWindow@@UAE?AW4AUI_ERRCODE@@VMe ssage@@PAVMessageIconWindow@@@Z + 0x1fd]
                  0x007bcb52 [??0MessageWindow@@QAE@PAW4AUI_ERRCODE@@KPADJVMessa ge@@PAVMessageIconWindow@@W4AUI_WINDOW_TYPE@@@Z + 0x82]
                  0x007b6dfe [?CreateMessage@MessageList@@QAE?AW4AUI_ERRCODE@@VM essage@@@Z + 0x158]
                  0x007bbd79 [?messagewin_CreateMessage@@YAHVMessage@@H@Z + 0x72]
                  0x0043e4e3 [?dh_message@@YAXPAVDQAction@@PAVSequence@@W4DHEXEC UTE@@@Z + 0x6e]
                  0x0043818d [?HandleNextAction@Director@@QAEXXZ + 0xfb]
                  0x0043802d [?Process@Director@@QAEXXZ + 0x25]
                  0x0040ecb9 [?ProcessUI@CivApp@@QAEJKAAK@Z + 0x22c]
                  0x0040efda [?Process@CivApp@@QAEJXZ + 0xa7]
                  0x00776400 [?CheckForEasterEggs@ChatWindow@@QAEHPAD@Z + 0x124]
                  0x007762b7 [?ChatCallback@ChatWindow@@SAXPAVaui_Control@@KKPAX @Z + 0x84]
                  0x006e0611 [?HitEnter@aui_TextField@@SAXPAUHWND__@@@Z + 0x52]
                  0x006e0bbb [?TextFieldWindowProc@@YGJPAUHWND__@@IIJ@Z + 0x101]
                  0x77d18734 [__onexitbegin + 0x7715d05c]
                  0x77d18816 [__onexitbegin + 0x7715d13e]
                  0x77d189cd [__onexitbegin + 0x7715d2f5]
                  0x77d196c7 [__onexitbegin + 0x7715dfef]
                  Without apparent reason during AI turns:

                  0x004d0b18 [?begin@?$list@VUnit@@V?$allocator@VUnit@@@std@@@st d@@QAE?AViterator@12@XZ + 0x18]
                  0x00882ea3 [?Rollback_All_Agents@Plan@@QAEJXZ + 0x42]
                  0x00886346 [?Rollback_Matches_For_Goal@Scheduler@@IAEJABQAVGoa l@@@Z + 0xe4]
                  0x00884ee2 [?Match_Resources@Scheduler@@QAEX_N@Z + 0x2c3]
                  0x008aae31 [?GEVHookCallback@CtpAi_ProcessMatchesEvent@@EAE?AW 4GAME_EVENT_HOOK_DISPOSITION@@W4GAME_EVENT@@PAVGam eEventArgList@@@Z + 0xa2]
                  0x005c3d16 [?Activate@GameEventHook@@QAE?AW4GAME_EVENT_ERR@@PA VGameEventArgList@@JAAJ@Z + 0x8e]
                  0x005c482a [?ActivateHook@GameEventManager@@QAE?AW4GAME_EVENT_ ERR@@W4GAME_EVENT@@PAVGameEventArgList@@JAAJ@Z + 0x3a]
                  0x005c25b4 [?Process@GameEvent@@QAE?AW4GAME_EVENT_ERR@@AAH@Z + 0x2f]
                  0x005c4688 [?ProcessHead@GameEventManager@@QAE?AW4GAME_EVENT_E RR@@XZ + 0x33]
                  0x005c462b [?Process@GameEventManager@@QAE?AW4GAME_EVENT_ERR@@ XZ + 0x7b]
                  0x0040f036 [?Process@CivApp@@QAEJXZ + 0x103]
                  0x00776400 [?CheckForEasterEggs@ChatWindow@@QAEHPAD@Z + 0x124]
                  0x007762b7 [?ChatCallback@ChatWindow@@SAXPAVaui_Control@@KKPAX @Z + 0x84]
                  0x006e0611 [?HitEnter@aui_TextField@@SAXPAUHWND__@@@Z + 0x52]
                  0x006e0bbb [?TextFieldWindowProc@@YGJPAUHWND__@@IIJ@Z + 0x101]
                  0x77d18734 [__onexitbegin + 0x7715d05c]
                  0x77d18816 [__onexitbegin + 0x7715d13e]
                  0x77d189cd [__onexitbegin + 0x7715d2f5]
                  0x77d196c7 [__onexitbegin + 0x7715dfef]
                  0x00407e57 [?CivMain@@YGHPAUHINSTANCE__@@0PADH@Z + 0x40c]
                  0x00407878 [WinMain@16 + 0x74]
                  0x008ba49c [WinMainCRTStartup + 0x134]
                  0x7c816d4f [__onexitbegin + 0x7bc5b677]
                  This last one might be a coincidence, but in my last night's rev583 game AI-turns started lagging after a while -- some AI's taking 2-3 minutes around turn 80, which would have been normal for the original (modded, ultragig map) game but already seemed much better with previous AE builds. As my main interest is playing the late game on ultragig maps (12-14 players) with a fair amount of modifications performance is one of my major concerns. I think improving performance and stability as much as possible would also be one of the major arguments for re-gaining the interest of the gaming community, specially since performance is one of the major weaknesses of Civ4*.

                  Originally posted by percuno:
                  The AI definitely runs a lot slower in the Apolyton version of CTP2, but it can usually get through a full late-game turn on a gigantic map with 15 players (14 AI) in 5-6 minutes with over 100 cities
                  Granted 15 players with over 100 cities are a lot of stuff to calculate (presumably on a lot of tiles, too ), but being able to play even a modded CTP2 to the end of the game with a map that really represents a world would be a great argument for re-trying CTP2 even for people who are able to run Civ4 with it's default "large" maps on their computers.

                  * I want to state clearly and officially that I am not interested in any way in "bashing" Civ4, I am just currently among those who are unable to play it on their computers -- and at the end of the day my only real interest consists in being able to play a real epic civ game with the hardware I bought 2 years ago
                  Last edited by Martin Gühmann; May 22, 2008, 18:02.
                  The modding knowledgebase: CTP2 Bureau (with CTP2 AE Modding Wiki). Modern Times Mod (work in progress): MoT-Mod for CTP2.

                  Comment


                  • Originally posted by E
                    Fugi,
                    could you post your save game. I haven't been able to replicate this error or the declare war one
                    Since I can't e-mail you and the file is larger than 500K, here it is:


                    Starting a new game with 583.


                    Question for anyone: What size world are the default government sizes designed for? I just seems that if I play on smaller worlds, that I never bump into the number of cities allowed for a certain govenment. If I want to play on larger worlds, which I usually do, that I always bump into those limits, and can never "conquer the world", unless I tweak the numbers in govern.txt. I would be nice if the number of cities allowed were in proportion to the world size I am playing on.
                    What do I think of Western civilization? I think it would be a very good idea.
                    Mohandas Gandhi

                    Comment


                    • Have to agree with you on that point about playing on very large maps. Its the only way to play Civilization games and with at least 500 ram you should be able to play 12 civs with no slow downs on CtP2 world secnario.

                      Will be playing the 583 playtest soon as I finished the last playtest .Will keep a eye out for the diplomatic relationships and how AI expands.

                      Love the new diplomatic screen E. Had a chance to play 100 turns of the new Civ3 mod. Nice units also many newgame concepts to lean.
                      Might even see if a new version of playtesting might use some of the things in that mod or a part B playtest.
                      One last thing there used to be a merge slc script made by Peter Triggs ever thought of making it part of the builds? Well on to playtesting , and will post only bugs this time!

                      Comment


                      • Hello,

                        It seems that 583 has problems concerning diplomacy... a peace treaty turns into embargo, and every civilization has reductive polution agreedments?

                        And I dont seem to target barbarians... hmmm..

                        ** Ive trying to play Bloodlust on an extra gigantic map (custom 96x192), but since I reached the 35 city limit in communism is quite annoying the empire size discontent..

                        Bombarding takes quite a long time, and it takes (in some cases and ages) weaker units to do it.. Nukes, well, the pollution is way too exagerated.. Cruise Missiles cant target Cities that are unprotected.. Starving the population until it reaches 3 to disband the city, then the settler, is quite well, unpleasant.. And revolting cities is not quite the solution (I cant target barbarians), leaving the cities unprotected so I can reduct the population is quite unorthodox, like the starvation one..

                        Anyone has any suggestion on how to simply destroy a city? Maybe, doubling the chance a city can get his population reducted by bombarding when its unprotected?
                        Last edited by LemurMadness; June 4, 2006, 16:52.

                        Comment


                        • AoM3 for AE

                          #I think if you install AoM over a build of 583 and then back over or something to effect it works. The other thing is using the rulesets.

                          However, the scenario forlder should do. BUT I just tried it and because Stan set it up with modswapper it doesn't load AoM files with that prefix. Plus there is the other problem Bureaubert mention on restarting a new game. I ran into that with my civ3 mod. Mine works as a scenario but some stuff is excluded except when you restart to a new game then it loads all the files.

                          SO, I guess the short answer is: no. But it might be possible by renaming all the necessary files to their ctp2 original names instead of the AoM prefix (not the SLC files though except the AOM12_script file). The other option is to wait and maybe Martin G, Fromafar, or J Bytheway is able to fix the newgame crash that bureaubert posted

                          Attached is aset-up for a (eventual) AoM scenario folder


                          @LemurMadness
                          # disbanding cities. Thats a feature I'd ike to add a long with the capture city options found in some mods. But that requires a mixture of coding and slic. I think I can hnadle the coding part but not the Slic.

                          # targeting barbarians. I thought I fixed that. I recall cruise missiles are actually attack units and if the city is empty it cant target it because in units.txt it probably has the flag CantCaptureCities. I'll double check the barbs thing though.

                          @Bureaubert

                          I just played 150+ turns of my civ3 mod on a 210x210 Earth Map which uses no SLIC and I haven't had a civ doing diplomacy with itself are you using a diplomod.slc somewhere?

                          Settling hasn't been an issue yet. I've noticed a less settling AI in some respects but thats because some territory is rugged. I might not know what exactly to look for, soI'm going to re-read your posts and track in my game.

                          @ Fugi
                          I finished the first turn after the autosave so I'm going to keep playing.



                          EDIT: I found out why you couldn't attack barbs. I didnt catch that Martin G made some changes to the verify attack code. I'm glad he was helping out but unfortunatley he reintroduced the no-attck-barbs "bug". So I've uploaded a 583b that restores attacking barbs.

                          && Fugi. I played three turns of your save game and had no problems. What modifications have you done that I may not have in my playtest version?
                          Attached Files
                          Last edited by Ekmek; June 5, 2006, 00:52.
                          Formerly known as "E" on Apolyton

                          See me at Civfanatics.com

                          Comment


                          • Originally posted by E:
                            I haven't had a civ doing diplomacy with itself are you using a diplomod.slc somewhere?
                            Yes I am using a reduced version of diplomod without the original "proposal and response handling" since this is now handled by the source code. This version only contains diplomatic state consideration, embassy creation and dale's withdraw code. I double- and triple-checked that all handlers contain a "We != They" verification where needed, like:

                            Code:
                            DIP_We = g.player;
                            DIP_They = player[1];
                            
                            if(!IsHumanPlayer(DIP_We) && DIP_We != 0 && DIP_They != 0 && IsPlayerAlive(DIP_They) && [b]DIP_We != DIP_They[/b]) {
                            My guess would be that a corresponding check is missing / failing somewhere in the source code when proposals and responses are made.

                            I noticed the Turks having a withdraw agreement with themselves because their troops were withdrawn (relocated within their own territory) each turn by the script. This should not only be impossible because they should not have an agreement with themselves. Even if they have the according agreement with themselves, the "automated" withdraw should not take place because there's a "We != They" check in this handler, too:

                            Code:
                            player[1] = wdtCiv;
                            if(!IsHumanPlayer(player[0]) && IsPlayerAlive(player[1]) && [b]player[1] != player[0][/b] && HasAgreement(player[0], player[1], 3)) {
                            This problem did not occur with previous playtest versions, even when the original "proposal and response handling" was still active in the SLIC. Unfortunately I can't tell when this kind of problems began, I first noticed it when civs declared war upon themselves.

                            Actually this leaves two questions:
                            • Why does an AI have an agreement with itself?
                            • Why doesn't the program recognize the We != They (or player[0] != player[1]) check in the SLIC handlers (obviously it doesn't in the withdraw handler)?


                            Originally posted by E:
                            Settling hasn't been an issue yet.
                            Well as for settling I am not quite sure either, I just have a feeling that something has changed again and I don't know how to handle it in my SLIC.

                            Originally posted by Protra3211:
                            merge slc script made by Peter Triggs ever thought of making it part of the builds?
                            On one hand it would sure be nice to have an (internal) SLIC function like MergeCivs(player1, player2) that does all the work , but on the other hand I would rather advocate some kind of "feature freeze" in favor of fixing remaining bugs / issues and possibly further improvements regarding performance. IMHO if the program works reliably and performs well with what is already in (even in the late game with ultra-gigantic maps ), an "official" Apolyton Edition beta should be released (maybe remaining MP issues should be put on hold if they cannot be fixed soon). This is just my humble opinion , but I think some "playable" version should be released soon in order to keep the interest of the few people currently visiting this forum alive and maybe even gain the interest of more people who seem to peek in from time to time looking for a "playable" alternative to Civ4*.

                            Originally posted by Fugi the Great:
                            I would be nice if the number of cities allowed were in proportion to the world size I am playing on.
                            I had exactly the same wish each time I got back to working on my mod -- but I didn't dare to ask for it due to the aforementioned reasons .

                            An additional remark concerning the "AI turn lags" with rev583 I mentioned in my previous post: It looks and feels a bit like good old "goody hut" bug, but I am pretty sure it isn't since I have turned off all but gold chances in my difficulty settings in order to eliminate this bug and the lagging did not occur in some of the previous playtest versions (well at least it was less annoying).

                            As for existing Mods (e.g. AOM) working with the AE playtest versions and/or as scenarios: It's possible but it isn't as simple as copying and pasting the files into a scenario folder -- some additional work needs to be done If you play the existing Mods with the Apolyton Edition chances are that most of the SLIC won't work for several reasons, one of the most frequent reasons being that almost every SLIC-script traditionally uses "int"-functions like e.g. GetCityByIndex() in a "void"-manner (which means: doesn't evaluate their return value).

                            That's why I continue crashtesting with SLIC .

                            Originally posted by LemurMadness:
                            Anyone has any suggestion on how to simply destroy a city?
                            There's a KillCityOption SLIC which will hopefully be available again when Mods will be converted to CTP2 AE .

                            * Again, I want to state clearly and officially that I am not interested in any way in "bashing" Civ4, I am just interested in promoting CTP2 AE
                            The modding knowledgebase: CTP2 Bureau (with CTP2 AE Modding Wiki). Modern Times Mod (work in progress): MoT-Mod for CTP2.

                            Comment


                            • Originally posted by Fugi the Great
                              Might want to modify the code for the "optimize" push button in the cities. Example I saw: Size 29 city, push optimize, 0 workers as entertainers for a happiness of 83, 5 became farmers for 572 food, 4 became laborers for 854 production, 0 merchants for 193, and 2 scientists for 484 - that's 11 people not gathering resources from around the city.
                              Now if I put it the way I usually have it, 0 entertainers for happiness of 83, 0 farmers for 674 food, 0 laborers for 953 production, 0 merchants for 255 gold, 2 scientists for 597 science - that's only two people not gathering resources, I usually have 10% of the city's population as Scientists. The way I have the city, I get more food, more labor, more gold, and more science. Sometimes you just have to let the people gather the resources before you force them into a specialist position that drops the city's overall efficiency. This is one of the reasons I don't use that push-button.
                              Indeed Fugi this behaves strange, in my test games the AI assignes too much farmers and the optimization conditions aren't met. So far I have no idea why.

                              Originally posted by E
                              EDIT: I found out why you couldn't attack barbs. I didnt catch that Martin G made some changes to the verify attack code. I'm glad he was helping out but unfortunatley he reintroduced the no-attck-barbs "bug". So I've uploaded a 583b that restores attacking barbs.
                              Actually you never have fixed it. You did mistake resulting in a defect in the code and that made the game fail. Then you modified the code at another place and the falure went away, but not the defect. Of course you can do it like this but disturbing the expected behaviour is not a good idea as it leads just to more problems.

                              Anyway that is now fixed and maybe also a crash concerning the ranking tab.

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

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                              • Originally posted by BureauBert

                                On one hand it would sure be nice to have an (internal) SLIC function like MergeCivs(player1, player2) that does all the work , but on the other hand I would rather advocate some kind of "feature freeze" in favor of fixing remaining bugs / issues and possibly further improvements regarding performance. IMHO if the program works reliably and performs well with what is already in (even in the late game with ultra-gigantic maps ), an "official" Apolyton Edition beta should be released (maybe remaining MP issues should be put on hold if they cannot be fixed soon). This is just my humble opinion , but I think some "playable" version should be released soon in order to keep the interest of the few people currently visiting this forum alive and maybe even gain the interest of more people who seem to peek in from time to time looking for a "playable" alternative to Civ4*.

                                ok, ok I'll submit to the feature freeze. The last few things I'd like to see though is a hard coded kill city option, fleshing out visible wonders (so far it appears to work) and finish my colony code. I'll refrain from attempting anything else.
                                Formerly known as "E" on Apolyton

                                See me at Civfanatics.com

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