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PROJECT: Playtest (the 4th Thread)

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  • It is the same

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    • Revision 663

      removed after Fromafar's note
      Last edited by Ekmek; December 27, 2006, 14:26.
      Formerly known as "E" on Apolyton

      See me at Civfanatics.com

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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?
          Formerly known as "E" on Apolyton

          See me at Civfanatics.com

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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 in
            Code:
            // whatever */
            This is only confusing. You have to go back several pages to find out whether this is a one line // comment, or a */ C style end.

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            • ok. so is the problem primariliy in the gamesettings.cpp and h files or everything I did?
              Formerly known as "E" on Apolyton

              See me at Civfanatics.com

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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.
                Formerly known as "E" on Apolyton

                See me at Civfanatics.com

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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)
                    Formerly known as "E" on Apolyton

                    See me at Civfanatics.com

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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.

                        -Martin
                        Civ2 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.
                          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.

                          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.
                          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

                          And of course we have the turn lack problem. So for everyone who wants to avoid this should play on land maps.
                          -Martin
                          Yeah, I really wish I knew more about AI to help with that

                          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.
                          Those sound like good settings, could you post the file. I'll probably make it part of the AEmod. no ctp2 improvements should be ignored

                          One thing E can I take the DiffDB file from Civ3 mod and use it in the playtest with build?
                          Not without modification. The advances I have in Civ3mod/Call2Civ use the civ3 names so some don't match with ctp2. I guess in the future I can rename then to match ADVANCE_WHATEVER in CTp2 for interchangeability. But that will ave to wait a few days. If you want to have a go at it just copy and paste over the advances section FOR EACH difficulty level and use the stuff from the DiffDB to do it. That should work. but also make sure the integer for the line MAX_AI_ADVANCES isn't more than the number of adavnces you paste there. That should do it.

                          Happy gaming!
                          Formerly known as "E" on Apolyton

                          See me at Civfanatics.com

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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.
                            It isn't the problem that it may crash but it may also have some other side effects and adding something that makes it difficult to go back has to be well thought. And that's the reason why I want to have a closer look on it. For instance one side effect I saw was that there were war elephants on the map, even if the enabling advance is unreachable. And the other problem is what does these newer units do to the AI?

                            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
                            Actually I would like to submit the code to the repository in whole or maybe also in part, if necessary. But before I can do this I have to sort out the problems in my working copy. For now I have a bug that makes the game crash on turn 138 or so and that with changing crash.txt contents.

                            Maybe I hit some other problems.

                            -Martin
                            Civ2 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?
                                Formerly known as "E" on Apolyton

                                See me at Civfanatics.com

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