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PROJECT: Playtest (the 4th Thread)
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Please do not use this version.
In addition to the bugs fixed in revision 663 by Martin, revision 662 introduced a "middle-insertion" save game format incompatibility bug in the GameSettings module. This makes it impossible to restore earlier save games (simple test case: try to start the Alexander scenario).
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Originally posted by Fromafar
revision 662 introduced a "middle-insertion" save game format incompatibility bug in the GameSettings module.
how do i fix this? do I do the if defined thing?
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Fixing is easy: just revert what you did to break it.
The difficult part is implementing what you really want.
OT: Please do not use C style /* and */ to comment out a block of code. Most of the time, using #if defined(USE_REASON_WHY) and #endif makes it much easier to understand.
And definitely do not mix styles, as inCode:// whatever */
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ok. so is the problem primariliy in the gamesettings.cpp and h files or everything I did?
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ok, i reverted to the 661 versionbut added my non-game rules code (just changing insurgents etc)
Rev663b download
Edit: Removed link. The latest version of the Apolyton Edition can be found here.
Of course you need the below installed first:
Originally posted by Martin Gühmann
All you need are these three files. If you already have version from August than you just need the first, the others are the same.
2006.09.09.CTP2.Playtest.1of3.rar
2006.08.26.CTP2.Playtest.2of3.rar
2006.08.26.CTP2.Playtest.3of3.rar
Last edited by Martin Gühmann; May 22, 2008, 18:20.
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Thank you E!
Have started the download and will be post as soon as im about 100 turns into the game.
Like with other tests will use some miner tweaks in the DiffDB file (numbers the same as Apolyton mod.)
This time will use a inhouse rule -will keep my military readiness level at war like the AI so as not to have extra production to catch up to the AI when im falling behined.See how it goes.
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go for it Protra!
Of course report back here if you fiind any bugs and post some positive stuff too!
as a fovor could you create a scenario folder for the settings you use? Creating a Protra AE mod might be a nice touch for that want to experience your gameplay (and for us coders to test out if something broke)
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I started a game without any tweaks just yet.Wanted to get a feel for the new changes.
So far after 103 turns im in first place. On very hard level -8 civs-largest map. Im in 1st place due to the fact I build the pyramids wonder and captured Ramayana from Wasteland.This does not happen to often.
Like the new Diplo screen and the elephant warrior unit.
By using the cheat I could see that most Civs have 10 to 12 cities and between 15 to 24 units so they seem balanced so far.
Only met one civ the Vikings.
Will start going over my settings now as this was a get the feeling for the changes game.
Apolyton Mod settings in the DiffDB file(except science) seem the most fair between human player and AI.Last three settings.Also I change the govermet setting for how many cities are allowed by 5.Helps AI to expand .Also change the amout of turns it takes till new form of goverment starts.From 5 to 1. I noticed that the AI loses to many units between goverment change.Thats it.
One thing E can I take the DiffDB file from Civ3 mod and use it in the playtest with build?
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Actually E, I thought we agreed on having a look on the two additional units first, before we do anything like releasing a new playtest. In fact it may be possible that we have to remove them again. This now has the unpleasant side effect for thse who used this playtest that they cannot load their save games if we have to remove those two additional units.
One problem I noticed is that the war elephant appeared in my save game maybe a side effect of my other changes.
Than it should be clear that you should-not release a playtest if you know that there is a bug concerning the upgrade code that may crash the game. Especially if you know that I have something on my harddrive that solves that. But so far I have to figure out if this doesn't indroduce other problems.
And of course we have the turn lack problem. So for everyone who wants to avoid this should play on land maps.
-MartinCiv2 military advisor: "No complaints, Sir!"
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Originally posted by Martin Gühmann
Actually E, I thought we agreed on having a look on the two additional units first, before we do anything like releasing a new playtest. In fact it may be possible that we have to remove them again. This now has the unpleasant side effect for thse who used this playtest that they cannot load their save games if we have to remove those two additional units.
One problem I noticed is that the war elephant appeared in my save game maybe a side effect of my other changes.
Than it should be clear that you should-not release a playtest if you know that there is a bug concerning the upgrade code that may crash the game. Especially if you know that I have something on my harddrive that solves that. But so far I have to figure out if this doesn't indroduce other problems.
And of course we have the turn lack problem. So for everyone who wants to avoid this should play on land maps.
-Martin
Protra:
Apolyton Mod settings in the DiffDB file(except science) seem the most fair between human player and AI.Last three settings.Also I change the govermet setting for how many cities are allowed by 5.Helps AI to expand .Also change the amout of turns it takes till new form of goverment starts.From 5 to 1. I noticed that the AI loses to many units between goverment change.Thats it.
One thing E can I take the DiffDB file from Civ3 mod and use it in the playtest with build?
Happy gaming!
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Originally posted by E
I thought because the units occupied the last two slots in units.txt it doesn't mess up anything in a savegame. Yesm it will introduce the units to any saved game done before they were added but other than that from all my testing with my civ3mod where I introduced units midgame I never had a crash due to that.
Originally posted by E
I look forward to your code. ANy chance you can post it to my upgrade thread? since I know what caused the crash in my code (trying to upgarde armies or having an upgrade to two simultaneous units) I *might* be able to help
Maybe I hit some other problems.
-MartinCiv2 military advisor: "No complaints, Sir!"
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Getting ready for a new playtest game with some of my small changes.
Will give you the file E once I know that I there is no problems.
Most are in the DiffDB file.But some are in the Const file where the map is generated.Many mods have better settings that produce a balanced world. Also a small change to the gigantic map setting 70 -140 to 75 -150 does wonders, 8 nations on this size map gives the right amout of build up time for all factions but not so much that human player can run away with the game.
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per: http://www.apolyton.net/forums/showt...74#post4748974
What is the g_e3Demo?
Protra I'm looking to release another playtest build soon, mainyly since Martin said he reduced the end game lag.
bytheway how did the game go?
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