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PROJECT: Playtest (Thread No. 5)

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  • Sorry I meant diffDB.txt

    Code:
    TIME_SCALE{
    	START_YEAR	-4000
    	NUM_PERIODS	6
    	PERIOD {
    		START_TURN	0
    		YEARS_PER_TURN	25
    	}
    	PERIOD {
    		START_TURN	160
    		YEARS_PER_TURN	20
    	}
    	PERIOD {
    		START_TURN	200
    		YEARS_PER_TURN	10
    	}
    	PERIOD {
    		START_TURN	250
    		YEARS_PER_TURN	5
    	}
    	PERIOD {
    		START_TURN	350
    		YEARS_PER_TURN	2
    	}
    	PERIOD {
    		START_TURN	400
    		YEARS_PER_TURN	1
    	}
    	NEGATIVE_YEAR_FORMAT BC_YEAR_FORMAT
    	POSITIVE_YEAR_FORMAT AD_YEAR_FORMAT
    
    }
    obviously this only allows for years per turn.
    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


    • There seems to be a problem with the AI when you reduce GrowthRate in citysize*.txt. The AI seems to try and compensate for the slower growth by using way too many farmers.

      GrowthRate is 5 times slower in the Alex scenario and the AI uses 14 workers (out of 20) as farmers in Athens for example. Obviously this kills it's production and commerce.

      Is there a way around this besides putting GrowthRate back to normal?

      Also does this mean the AI doesn't use the pop assignment settings in strategies.txt to allocate it's workers anymore?
      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


      • LATEST PLAYTEST: September 9th 2006

        2006.09.09 CTP2Playtest

        Edit: Removed links. For an up to date version of the Apolyton edition click here.

        Then install this

        LATEST BUILD REV 748: July 2nd 2007

        [LINK REMOVED SEE FOR HOT FIX]

        Code:
        2007-07-02 (revision 748)
        Changed:  TargetsCivilians now has a probability of hitting citizens
        Changed:  PrecisionStrike now has a probability of hitting buildings
        Fixed:    Elite Medal graphic so it appears on the game map
        Fixed:    Religion City Icons so they appear on the game map
        Added:    New ConstDB Properties
           CITY_ON_TRADE_ROUTE_BONUS modders can specify the percentage of a
                                trade routes gold will go to a city if its on
        			a trade route that the civ is not the source
        			or the destination. Note: this value is added
        			like wonder gold not in the city manager (yet)
           CAPTURED_CITY_KILL_POP modders can specify how many citizens a city
                                can lose once conquered
        2007-06-09 (revision 744)
        Changed:  The Army stacking flag is no longer displayed above the health bar
        Added:    OnePerCiv buildings are destroyed if city owning it is captured
        Added:	  Elite Status, a promotion above Veteran Status, has double
                  Veteran coefficient in combat
        Added:    Leaders in a stack double defense or offensive boni
        Added:    Chance for a Leader to appear if an elite unit wins a battle
        Fixed:    Slic Messages for Guerrilla Spawn
        Fixed:    Slic Messages for Insurgent Spawn
        Fixed:    Slic Messages for Sinking Ships
        Fixed:    MaxCityWonders, it now works as intended                               
        Fixed:    MaxCityBuildings, it now works as intended
        Added:    New ConstDB Properties                                                      
           COMBAT_ELITE_CHANCE  modders can specify the chance a veteran unit          
                                will be promoted to elite status
           COMBAT_LEADER_CHANCE modders can specify the chance a leader will appear
        			if elite unit is victorious in combat
        Added:    New Database Flags
        - BuildingDB
           EnablesAllVeterans   Any units built in a city with a building having 
                                this flag will have Veteran status
           EnablesSeaVeterans   Any Sea units built in a city with a building having 
                                this flag will have Veteran status
           EnablesLandVeterans  Any Land units built in a city with a building having 
                                this flag will have Veteran status
           EnablesAirVeterans   Any Air units built in a city with a building having 
                                this flag will have Veteran status
        This the status of issues:

        CURRENT ISSUES, BUGS, REQUESTS

        * Barbarian build lists
        * Player[m_owner] = Null
        * Invisible Units "revealed"
        * Terraform Resouce Bug
        * No Piracy Agreements
        * AI Tile Imp placement/choice
        * Barbs only attack cities
        * Barbs ZOC not updating
        * Missing savegame graph
        * AI sea Invasion Lag
        * Brazil scenario persistence
        * Turnlength not implemented
        * Map Import
        * Growth rate
        * Vanishing Space planes
        * Ingame Menu - New Game Crash

        FIXED ISSUES
        * Worker Bug && here
        * Unit Upgrades only graphic not DB traits
        * Scenario Loading
        * Great Library errors
        * Unit Herald Rework


        I'm thinking of having each revision build have its own thread that way its easier to consolidate issues and releases. Any opinions on this? Thanks...
        Last edited by Martin Gühmann; May 22, 2008, 17:22.
        Formerly known as "E" on Apolyton

        See me at Civfanatics.com

        Comment


        • E, there's slight mistake in you playtest link. Remove the "[/" from the end.
          Any society that would give up a little liberty to gain a little security will deserve neither and lose both.

          Petrell's Domain Webmaster

          Comment


          • Fixed!
            Formerly known as "E" on Apolyton

            See me at Civfanatics.com

            Comment


            • I'm getting a crash to desktop after 1 turn. When I move the southern settler along the river to the SE it crashes.

              EDIT - I'm now getting a CTD on trying to start a new game. This occurs after it claims to have finished loading but before the map becomes visible.
              Attached Files

              Comment


              • cap I just copied the playtest over and started a new game with no problem. I think there is memory leak after a CTD - which means after you get a CTD you should reboot

                I'll check your save game now
                Formerly known as "E" on Apolyton

                See me at Civfanatics.com

                Comment


                • cap,
                  what does the crash say. I loaded your file fine and now I have a great game going! Actually I moved 5 turns with no problem. Attached is the file for it.

                  Maybe the reboot will work?
                  Attached Files
                  Formerly known as "E" on Apolyton

                  See me at Civfanatics.com

                  Comment


                  • The reboot allowed me to start a new game but when I decided to restart from the ingame menu it crashed again. All the crashes have been completely silent (not even the error reporter). The latest crash also has the funny property of removing my desktop background...

                    I'm going to try a reinstall to see if it helps.

                    Comment


                    • Yeah the ingame menu never worked for me... I need to add that to the list

                      a reboot and start or load the game should work though
                      Formerly known as "E" on Apolyton

                      See me at Civfanatics.com

                      Comment


                      • After the reinstall I started a new game under the default settings. It also crashed silently to desktop after a few turns. Like before the crash was triggered by moving a unit (a warrior this time).

                        Any ideas?

                        Comment


                        • hmmmm I'll re load your game a keep playing more turns to see if I can replicate it
                          Formerly known as "E" on Apolyton

                          See me at Civfanatics.com

                          Comment


                          • ok I reloaded it and after ten turns got a crash and found this in the crash.txt

                            Code:
                              0x00469521  [?DrawTransitionTile@TiledMap@@QAEXPAVaui_Surface@@ABVMapPoint@@HH@Z + 0x29f]
                              0x0045828c  [?CalculateWrap@TiledMap@@QAEHPAVaui_Surface@@HH@Z + 0x292]
                              0x0045d728  [?RedrawTile@TiledMap@@QAEXPBVMapPoint@@@Z + 0x298]
                              0x005556f9  [?DoFillCircleOp@Vision@@AAEXABVMapPoint@@W4CIRCLE_OP@1@PAV?$DynamicArray@VMapPoint@@@@@Z + 0x4b8]
                              0x00555231  [?FillCircle@Vision@@AAEXABVMapPoint@@NW4CIRCLE_OP@1@PAV?$DynamicArray@VMapPoint@@@@@Z + 0x255]
                              0x00553a64  [?AddVisible@Vision@@QAEXVMapPoint@@NAA_NPAV?$DynamicArray@VMapPoint@@@@@Z + 0x2a]
                              0x00449b53  [?dh_addVision@@YAXPAVDQAction@@PAVSequence@@W4DHEXECUTE@@@Z + 0x43]
                              0x004406fe  [?HandleNextAction@Director@@QAEXXZ + 0x190]
                              0x00440719  [?HandleNextAction@Director@@QAEXXZ + 0x1ab]
                              0x0044050a  [?Process@Director@@QAEXXZ + 0x25]
                              0x0040f96d  [?ProcessUI@CivApp@@AAEHIAAI@Z + 0x266]
                              0x0040fc8e  [?Process@CivApp@@QAEHXZ + 0xa7]
                              0x00408e26  [?CivMain@@YGHPAUHINSTANCE__@@0PADH@Z + 0x3ea]
                              0x0040879f  [WinMain@16 + 0x6d]
                              0x009fcf1c  [WinMainCRTStartup + 0x134]
                              0x7c816fd7  [__onexitbegin + 0x7bc44e7f]

                            do you have a crash.txt at all?

                            I'll reboot and try again
                            Formerly known as "E" on Apolyton

                            See me at Civfanatics.com

                            Comment


                            • My current one says:
                              Code:
                              Version 2007-07-02
                                0x00469521  [?DrawTransitionTile@TiledMap@@QAEXPAVaui_Surface@@ABVMapPoint@@HH@Z + 0x29f]
                                0x0045828c  [?CalculateWrap@TiledMap@@QAEHPAVaui_Surface@@HH@Z + 0x292]
                                0x00459136  [?RepaintTiles@TiledMap@@QAEHPAUtagRECT@@@Z + 0xc1]
                                0x0045bf14  [?Refresh@TiledMap@@QAEHXZ + 0xa8]
                                0x00449e4c  [?dh_centerMap@@YAXPAVDQAction@@PAVSequence@@W4DHEXECUTE@@@Z + 0x3c]
                                0x004406fe  [?HandleNextAction@Director@@QAEXXZ + 0x190]
                                0x0044050a  [?Process@Director@@QAEXXZ + 0x25]
                                0x0040f96d  [?ProcessUI@CivApp@@AAEHIAAI@Z + 0x266]
                                0x0040fc8e  [?Process@CivApp@@QAEHXZ + 0xa7]
                                0x00408e26  [?CivMain@@YGHPAUHINSTANCE__@@0PADH@Z + 0x3ea]
                                0x0040879f  [WinMain@16 + 0x6d]
                                0x009fcf1c  [WinMainCRTStartup + 0x134]
                                0x7c816fd7  [__onexitbegin + 0x7bc44e7f]

                              Comment


                              • ok, maybe I can figure out whats causing it...
                                Formerly known as "E" on Apolyton

                                See me at Civfanatics.com

                                Comment

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