Previous Threads:
PROJECT: Playtest
PROJECT: Playtest II
PROJECT: Playtest Thread III
Mini-FAQ
General playtest info / questions:
#1 Do I need any additional files to make the playtest work?
IF it is a build created with the .NET compiler. Therefore you need the .NET runtime environment to run the *.exe.
If you dont already have it it is avalaible at windows update or here.
Or at least you need those two dlls if you don't want to install the .NET runtime.
#2 How do I make a mod work with these playtest versions?
Although not all have been tested thoroughly, most mods should work with this playtest version without any changes. If you suffer any difficulties please post about them.
#3 Do I need to install the official Activision patch before this playtest version?
It makes no difference whether you do or not.
#4 How should I report a bug?
Include as much relevant information as you can. If possible explain how to replicate the problem. If appropriate, attaching a screenshot or a savegame is helpful. If the bug involves a crash to desktop, then it is helpful to include the crash log. You can enable crash logging by editing your userprofile.txt (in [Your CTP2 directory]\ctp2_program\ctp\) to set EnableLogs=Yes. The log can then be found at [Your CTP2 directory]\ctp2_program\ctp\logs\crash.txt.
#5 When will a new playtest verson be released?
When a code monkey feels like it . This will usually be either when some serious bug is fixed, or enough minor fixes have piled up that need to be tested. If you want to test some recent change, you can post here to request a new playtest build and they will try to oblige you.
#6 When will a new playtest thread be posted?
When the old thread is full meaning it has reached or exceeded the 500 post limit.
#7 How do I refer to a certain version?
You refer to a playtest by posting data or by date of compilation of the executable, you can find the date on the opening screen of the playtest. For instance our first playtest is dated from December the 9th 2003 or in other words it is playtest from 2003-09-12.
#8 Why did you not use version numbers like Activision did?
We decided that we don't give them a version number until we reimplemented all of the useful features of Activision's v.1.1. Unfortunately there are still a few features missing from the patch. Therefore we haven't yet assigned a version like v.1.2 or v1.3. Well something above 1.2 or 1.3 would be more appropiate since we have been adding much more new features and fixes than the patch added.
LATEST PLAYTEST: September 9th 2006
PROJECT: Playtest
PROJECT: Playtest II
PROJECT: Playtest Thread III
Mini-FAQ
General playtest info / questions:
#1 Do I need any additional files to make the playtest work?
IF it is a build created with the .NET compiler. Therefore you need the .NET runtime environment to run the *.exe.
If you dont already have it it is avalaible at windows update or here.
Or at least you need those two dlls if you don't want to install the .NET runtime.
#2 How do I make a mod work with these playtest versions?
Although not all have been tested thoroughly, most mods should work with this playtest version without any changes. If you suffer any difficulties please post about them.
#3 Do I need to install the official Activision patch before this playtest version?
It makes no difference whether you do or not.
#4 How should I report a bug?
Include as much relevant information as you can. If possible explain how to replicate the problem. If appropriate, attaching a screenshot or a savegame is helpful. If the bug involves a crash to desktop, then it is helpful to include the crash log. You can enable crash logging by editing your userprofile.txt (in [Your CTP2 directory]\ctp2_program\ctp\) to set EnableLogs=Yes. The log can then be found at [Your CTP2 directory]\ctp2_program\ctp\logs\crash.txt.
#5 When will a new playtest verson be released?
When a code monkey feels like it . This will usually be either when some serious bug is fixed, or enough minor fixes have piled up that need to be tested. If you want to test some recent change, you can post here to request a new playtest build and they will try to oblige you.
#6 When will a new playtest thread be posted?
When the old thread is full meaning it has reached or exceeded the 500 post limit.
#7 How do I refer to a certain version?
You refer to a playtest by posting data or by date of compilation of the executable, you can find the date on the opening screen of the playtest. For instance our first playtest is dated from December the 9th 2003 or in other words it is playtest from 2003-09-12.
#8 Why did you not use version numbers like Activision did?
We decided that we don't give them a version number until we reimplemented all of the useful features of Activision's v.1.1. Unfortunately there are still a few features missing from the patch. Therefore we haven't yet assigned a version like v.1.2 or v1.3. Well something above 1.2 or 1.3 would be more appropiate since we have been adding much more new features and fixes than the patch added.
LATEST PLAYTEST: September 9th 2006
Originally posted by Martin Gühmann
Here is a new version of the Apolyton Edition playtest. This time it comes with *.dll files I forgot last time and in addition an AI improving bug-fix concerning AI slider handling. Now the AI is much faster in expansion but doesn't seem to build wonders anymore, maybe it now can also build something else. Well actually this should be fixed.
This version of the Apolyton Edition was compiled by using Visual Studio 6.0 Professional including service pack 5. This means you don't need any additional *.dlls.
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
Edit: Removed links. For an up to date version of the Apolyton edition click here.
Here is the brief changelog since revision 632 from the readme:
Here is a new version of the Apolyton Edition playtest. This time it comes with *.dll files I forgot last time and in addition an AI improving bug-fix concerning AI slider handling. Now the AI is much faster in expansion but doesn't seem to build wonders anymore, maybe it now can also build something else. Well actually this should be fixed.
This version of the Apolyton Edition was compiled by using Visual Studio 6.0 Professional including service pack 5. This means you don't need any additional *.dlls.
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
Edit: Removed links. For an up to date version of the Apolyton edition click here.
Here is the brief changelog since revision 632 from the readme:
Code:
2006-09-09 (Revision 634) Fixed: AI slider handling Added: For modders: STRATEGY_TOO_MANY_CITIES and STRATEGY_NO_REVOLUTON are loaded automatically if present in startegies.txt and not present in personalities.txt. This way modders have less work if they want to make the AI respect the city limit.
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