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PROJECT: Playtest (the 4th Thread)

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  • Reloaded game and updated to latest playtest. Default everything. So far so good. But keep getting script.slc:970 Array out of bounds - when tipping over goody huts with barbs, could be me or another player. Also still get: In object 999 Attackwarning, function_Addorder: wrong kind of builtin variable - when attacking someone I have a treaty with. Both of these seem to have been hanging around for the last few versions, please fix this now before even more errors get added and you can't find this one.

    @ Fugi

    I think I found out what the issue is. I set my number of players to 12 (in the game) 14 max players and my player color to 2 and got your crash before the game starts. Messing with it and I saw that 11 and below there is no crash but 12 and higher. Since I usually play around that I caught it (but my tests are usually 6 and below).
    So I'll see where the crash is.
    I usually play with 20 or more on huge maps, so hopefully you fix this. That is the other thing that is bad about testing with a small number of nations, on small maps, and for only 200 turns - if you don't play it with all options all the way though, we are never going to dig out the bugs that creep in when adding new enhancements. My 2 cents worth.
    What do I think of Western civilization? I think it would be a very good idea.
    Mohandas Gandhi

    Comment


    • Originally posted by Fugi the Great
      Reloaded game and updated to latest playtest. Default everything. So far so good. But keep getting script.slc:970 Array out of bounds - when tipping over goody huts with barbs, could be me or another player. Also still get: In object 999 Attackwarning, function_Addorder: wrong kind of builtin variable - when attacking someone I have a treaty with. Both of these seem to have been hanging around for the last few versions, please fix this now before even more errors get added and you can't find this one.
      I fixed the 970 problem I had an old script.slc in my build 597 upload, you'll see in my signature that the 597 build is there but a new date.

      as for the 999 problem check your userprofile.txt and make sure DebugSlic is set to No (martin says you can also do it in advance options in game). this should solve that (for now)



      I usually play with 20 or more on huge maps, so hopefully you fix this. That is the other thing that is bad about testing with a small number of nations, on small maps, and for only 200 turns - if you don't play it with all options all the way though, we are never going to dig out the bugs that creep in when adding new enhancements. My 2 cents worth.
      I usually play 12, but sometimes 26. Hopefully it will be fixed soon. I don't think it was an enhancement issue, I think it happened during code cleanup. And I'd like to play each build with all the options but one person testing and coding is alot of work thats why we appreciate playtesters for their help in finding the bugs because each plays a different style of game (I play my civ3mod that uses a lot of enhancements, bureaubert uses a lot of slic in his mod. Protra, Maq, tamerlin, yourself and few others I'm forgetting havediffernt settings as well.)

      thanks for testing!
      Formerly known as "E" on Apolyton

      See me at Civfanatics.com

      Comment


      • Hello everyone!

        Thanks E and all the team for solving the issue with diplomacy!

        I would like make a feature request, regarding the optimize specialists option: how can we make our own optimize specialists lists, like queue lists? (selecting from various optimization lists)

        I know that the optimize specialists can detect the happyness levels so they can be over 73, it can also detect pollution levels, and other factors?

        Comment


        • Originally posted by E

          that's awesome. I never got to the point where 12 stacks were a threat, I'd been beaten by 6-stackers and had to deal with a wave 3 and 4 stacks before.
          That is awesome, i dont think ive ever seen an AI 12 stack in the unmodified or playtest game. The AI is doing so badly in my games though, it expands worse than the original game. Something like 5 or 6 cities and it just stops.

          What exactly did you change Protra?
          Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
          CtP2 AE Wiki & Modding Reference
          One way to compile the CtP2 Source Code.

          Comment


          • Originally posted by E

            @TAMERLIN
            This might also be the debugslic but I looked through my apol_const in the zip I have and it has this line at 225
            Code:
            POWER_POINTS_TO_MATERIALS 1  # 1 power point can be converted to x materials  (unused)
            Does your have that line? It might be the slic in the mod your using I seem to remember one mod used the powerpoints stuff for upgrading or something. Note most of apolyton pack is part of the AE try giving it a try with out the apol pack.
            Thanks for your answer E.

            Debugslic is set to No but I think that you are right about modded files.

            I will do a fresh install of the game, install the 1.2 patch then the October 2005 build and then the latest Rev.

            More news later.
            "Democracy is the worst form of government there is, except for all the others that have been tried." Sir Winston Churchill

            Comment


            • Well like I posted just the basic files along we E Diplomod.
              I didnt use any slc files from mods.
              What I did was -tweank the numbers found in DiffDB,
              The AI MIN and
              AI MAX for Production and Gold -did not touch the Technology numbers AI is already able to keep up.
              Same numbers found in the Aployton Pack mod.
              E WHAT DO THINK OF THIS?
              Tweaked up the AI INTELLIGENCE FACTOR to 25 was 1. All the mods have this changed to 25 and some post it helps the AI.
              Also allowed each goverment to build 5 more cities as it helps the AI to expand.
              Thats it. In the future would like to tweak map generation numbers to match Apolyton Mod found Const file.

              Comment


              • Protra,
                Sounds good. Could you zip and post your const and diffdb?
                Formerly known as "E" on Apolyton

                See me at Civfanatics.com

                Comment


                • Finished both files.

                  Did three levels in the DiffBD file Impossiable,Very hard and Hard.Only changed the numbers in the Const file that make the map.Dont know how to sent the files over.

                  Comment


                  • Protra,
                    To add the files zip them and then hit post eply button (not that quick reply at the bottom of the screen) this will open a page where you can type your message and at the bottom of it is an attach file section. These two text files are under 500K so you can probably post them here.

                    I think we were working at the same time i took the apol_pack const and diffdb and basically did a comparison and added the extra stuff from the AE. I attached the two files let me know if they match what you have. feel free to change them or tell me what to change them too.
                    Attached Files
                    Formerly known as "E" on Apolyton

                    See me at Civfanatics.com

                    Comment


                    • version 597 - version with old slic script - not sure if it makes a difference.

                      Turn 749 Crash.txt:
                      0x004a19ea [?GetBarbarianFirstTurn@RiskRecord@@QBEJXZ + 0xa]
                      0x004ac653 [?CollectResources@CityData@@QAEXXZ + 0x658]
                      0x004b807d [?GetProjectedScience@CityData@@QAEJXZ + 0x5f]
                      0x0047dd31 [?GetProjectedScience@Advances@@QBEJXZ + 0x61]
                      0x00898b73 [?BeginTurn@MapAnalysis@@QAEXXZ + 0x3cc]
                      0x008acf5a [?BeginTurn@CtpAi@@SAXJ@Z + 0x17d]
                      0x0053af76 [?GEVHookCallback@BeginTurnEvent@@EAE?AW4GAME_EVENT _HOOK_DISPOSITION@@W4GAME_EVENT@@PAVGameEventArgLi st@@@Z + 0x8d]
                      0x005c2fc6 [?Activate@GameEventHook@@QAE?AW4GAME_EVENT_ERR@@PA VGameEventArgList@@JAAJ@Z + 0x8e]
                      0x005c3c5a [?ActivateHook@GameEventManager@@QAE?AW4GAME_EVENT_ ERR@@W4GAME_EVENT@@PAVGameEventArgList@@JAAJ@Z + 0x3a]
                      0x005c18c4 [?Process@GameEvent@@QAE?AW4GAME_EVENT_ERR@@AAH@Z + 0x2f]
                      0x005c3ab8 [?ProcessHead@GameEventManager@@QAE?AW4GAME_EVENT_E RR@@XZ + 0x33]
                      0x005c3a5b [?Process@GameEventManager@@QAE?AW4GAME_EVENT_ERR@@ XZ + 0x7b]
                      0x005c39d0 [?ArglistAddEvent@GameEventManager@@QAE?AW4GAME_EVE NT_ERR@@W4GAME_EVENT_INSERT@@W4GAME_EVENT@@PAVGame EventArgList@@@Z + 0x13d]
                      0x005c3885 [?AddEvent@GameEventManager@@QAA?AW4GAME_EVENT_ERR@ @W4GAME_EVENT_INSERT@@W4GAME_EVENT@@ZZ + 0xe5]
                      0x0043e2c3 [?dh_endTurn@@YAXPAVDQAction@@PAVSequence@@W4DHEXEC UTE@@@Z + 0x3c]
                      0x0043810d [?HandleNextAction@Director@@QAEXXZ + 0xfb]
                      0x00437fad [?Process@Director@@QAEXXZ + 0x25]
                      0x0040ecf9 [?ProcessUI@CivApp@@QAEJKAAK@Z + 0x22c]
                      0x0040f01a [?Process@CivApp@@QAEJXZ + 0xa7]
                      0x00407e01 [?CivMain@@YGHPAUHINSTANCE__@@0PADH@Z + 0x3b6]
                      0x00407878 [WinMain@16 + 0x74]
                      0x008bb8dc [WinMainCRTStartup + 0x134]
                      0x77e814c7 [__onexitbegin + 0x772c608f]
                      Crashes in the same spot all the time. End of Yellow's turn, sounds like someone getting killed then CTD. Didn't see any thing wrong happening in cheat mode, almost sounds like two units getting killed at exactly the same time.
                      Game Save:
                      Attached Files
                      Last edited by Martin Gühmann; May 22, 2008, 18:08.
                      What do I think of Western civilization? I think it would be a very good idea.
                      Mohandas Gandhi

                      Comment


                      • There are some changes in those files from the 1.11 version
                        Const: Richness 65 density of specail goods in the world was 50. Mifgt cause the AI to make more caravans.
                        AI Goal Time-Max and Total in millisecounds is set higher in APM so turn take a little longer.But AI has more time to think.
                        DiffDB: Riot chance is set higher.Might make problems for the AI.
                        Time Scale is set for a longer game.Will send my file as soon as I recheck it.
                        Game is goig good now at 273 turn , Ran into Egypt who within one turn offerd me a peace treaty. Hard to believe as I still need to bribe 3 nations to keep them at bay. Its good to have a friend at last. Have my embassy with 3 Civs and I can see Malians are 28 cities ,4 wonders and are reseaching eletricity.Also they have moved into Egypt with a 12 stack so they using the same tactics with everyone.
                        No Diplomod is being used from any mods just the code updates so whatever your doing your on the right track
                        Last edited by Protra3211; June 27, 2006, 18:35.

                        Comment


                        • Here is the files, with only small changes so as not to cause problems with the version your using E,In the DiffDB only changed the last three levels.
                          Attached Files
                          Last edited by Protra3211; June 27, 2006, 18:56.

                          Comment


                          • protra i uploaded a 599 build now with your const and diffdb an dfixing the script.slc
                            Formerly known as "E" on Apolyton

                            See me at Civfanatics.com

                            Comment


                            • A fresh install of CtP2, the 1.11 patch, the October 2005 build and the rev599 runs adequately. I have not yet started a game...

                              By the way, the french manual CtP2 1.11 patch for WinXP found on Apolyton does not unrar adequately, there seems to be a corrupted file. Does someone know a place other than the Apolyton Directory where I can find the manual patch.
                              Last edited by Tamerlin; June 28, 2006, 03:26.
                              "Democracy is the worst form of government there is, except for all the others that have been tried." Sir Winston Churchill

                              Comment


                              • Originally posted by Tamerlin
                                By the way, the french manual CtP2 1.11 patch for WinXP found on Apolyton does not unrar adequately, there seems to be a corrupted file. Does someone know a place other than the Apolyton Directory where I can find the manual patch.
                                Why do you weant to install the official patch at all? The apolyton edition replaces all the files that come with the original patch.

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

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