It's the same rev732 AE mod game attached above. I just tried again to reload and got a different crash.txt.
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PROJECT: Playtest (Thread No. 5)
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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.
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i just loaded it and got the workday crash as well.
Any chance you can start a new game, not AE mod and see if it pop-ups there. Just wonderingif its a scenario problem or maybe a directory problem etc.
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Originally posted by E
Good point. I think I'll make it so barbarians cant build wonders. I guess that could be another rules option.
Not sure what to do about the early kills though. that happens in all civ games. What we should do though is that once a civ is killed, the game should check for any barbarian cities and make them a new civ.
IMO if barbs capture a city they should fill it with 11 units garrison, dont built settlers or tile imps, but build walls and ballista towers then start building units to send out to get more cities.
Any chance you can start a new game, not AE mod and see if it pop-ups there. Just wonderingif its a scenario problem or maybe a directory problem etc.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.
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Originally posted by Maquiladora
I wouldn't even bother putting it in the rules screen. a) I doubt if anyones going to miss it? b) the rules screen is already quite big, and c) barbarins don't care about wonders dammit An option in one of the files would be fine IMO.
Barbs capturing a city or two around the world is fine, but at the moment they're crippling the AI expansion, and would've crippled me had i not built Great Wall.
IMO if barbs capture a city they should fill it with 11 units garrison, dont built settlers or tile imps, but build walls and ballista towers then start building units to send out to get more cities.
the revolts may be part of this happiness bug popping up or something in the AE.
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Originally posted by E
you might have opened a barbarian debate. It should be easy to put a check to make sure barbs don't build wonders or tileimps. what level of barb are you playing on by the way. i've learned that raging hordes is truly raging now withte improved strategies.
the revolts may be part of this happiness bug popping up or something in the AE.
I was using the top setting, but in AE mod i reduced the sponataneous and ruins barbs back to vanilla game levels to try and help.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.
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Barbarians are a major player in my games too. At least in the games I have played, barbs secure their cities very badly, with only a few units, so this gives an opportunity to a player with a medicore army to easily conquer big areas by invading into barb territory once they have done the dirty job.The Chuck Norris military unit was not used in the game Civilization 4, because a single Chuck Norris could defeat the entire combined nations of the world in one turn.
- Chuck Norris Facts
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I played a couple of hundred turns last night without any problems. When I try to load my game (see attachment) today it freezes during the bluey-purple AI's turn. During that phase there also seem to be a very large number of cities revolting which I hadn't noticed happening at any other point in the game. Any ideas?Attached Files
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There definitely seems to be a problem with happiness on reloaded games, on standard and using AE mod.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.
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i'll check it out. I think I have a hunch as to what is causing. hopefully I'll post a new build today.
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I'm about ready o release a build. I *think* my sectarian happiness was causingthe problem so I removed it.
I also prevent barns from building wonders or tileimps.
I can add a feature where a barbarian city loses one population per turn until it dies. Anyone want that?
Iadded it. lets see how it goesLast edited by Ekmek; May 18, 2007, 12:42.
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Hotfix Build 732
These files need to be installed first
LATEST PLAYTEST: September 9th 2006
2006.09.09.CTP2.Playtest.1of3.rar
2006.08.26.CTP2.Playtest.2of3.rar
2006.08.26.CTP2.Playtest.3of3.rar
Then install this
HOTFIX
LATEST BUILD REV 732b: May 18th 2007
Rev732b Hotfix
Edit: Removed links. For an up to date version of the Apolyton edition click here.
Brief Changelog:
2007-05-18
Added: Barbarians can't build Wonders
Added: Barbarians cant build tileimps
Added: Barbarian cities lose 1 citizen per turn
Disbabled: sectarian happiness
Disabled: draw city improvements (wasn't working and causing crash)
2007-05-16
Disabled: MaxCityWonders because it caused crash
Disabled: MaxCityBuildings because it caused crash
Changed: NeedsFeatToBuild now only sees if player has feat not all players
Added: NeedsAnyPlayerFeatToBuild to allow construction regardless which player achieved feat
Added: New Options
- Rules Screen
No AI City Limit Government City Limit happiness effect for AI can be toggled on/off
No City Limit Government City Limit happiness effect can be toggled on/off
Added: New Database Flags
- ConstDB
MAX_CITY_WONDERS modders can specify the number of wonders a city can build
MAX_CITY_BUILDINGS modders can specify how many buildings a city may build
- WonderDB
ProhibtSlavers this wonder flag prevents addition slavers
2007-05-01 (revision 726)
Fixed: Barbarian player cannot decalre war from diplomanager
Fixed: Disband Assert errors in Debug version
Changed: (Alex Scenario) now uses improved AI strategies
Fixed: (Alex scenario) building tileimps now have sound
Fixed: (Samurai Scenario) Scenario shold now be playable
Fixed: Unit Upgrading
Fixed: Search error showing hidden entried in the Great Library
Fixed: Error reading the incorrect entry in the Great Library
Fixed: Bug causing two workers to be subtracted from a city when settler built
Added: Ruins Tileimp to be used with profile option of razed cities leaving a ruin on the map
Added: New Database Flags
- ConstDB
MAX_CITY_WONDERS modders can specify the number of wonders a city can build
MAX_CITY_BUILDINGS modders can specify how many buildings a city may build
- WonderDB
BuildingEffectEverywhere same as BuildingEverywhere but flag is more explanatory
- TerrainImprovementDB
RiverOnly tileimp can only be build on a river
IsUrban tileimp is considered urban
IsIrrigation tileimp is considered irrigation
NeedsIrrigation tileimp must be build one square from IsIrrigation tileimps or a river
NextToCity tileimp must be built 1 square next to city
IsWonder tileimp is a wonder and can only be built if a player has a wonder
tileimp can only be built once
tileimp must be built in a square owned by the cit that built the tileimp
Added: New Options
- Rules Screen
AImilitia Empty AI cities generate a cheap unit at the beginning of a turn
No AI gold deficit AI ctites don't drop below 0
No AI production deficit AI production never drops below 0
Gold per city cities cost gold multiplied by the number of city limit
Gold per unit units cost gold each turn multiplied by wage rate
Aicitydefense AI cities have a defense increase based on population size
- Scenario Editor
DebugAI Button toggles showing the AI unit's goals
- Gameplay Screen
ShowEnemyHealth toggles shoowing AI health bar
ShowDebugAI toggles showing the AI unit's goalsLast edited by Martin Gühmann; May 22, 2008, 17:17.
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Re: Hotfix Build 732
Originally posted by E
Added: Barbarians can't build Wonders
Added: Barbarians cant build tileimps
Added: Barbarian cities lose 1 citizen per turn
Originally posted by E
Disabled: draw city improvements (wasn't working and causing crash)
-MartinCiv2 military advisor: "No complaints, Sir!"
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this stuff hasn't made it into the readme or the svn. Just seeing if they fix some problems.
The Wonders and Tileimps not being built by barbarians I think is fair thoughLast edited by Ekmek; May 18, 2007, 14:25.
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