Update. The file in question is clean.bat.svn-base. The file is in ctp2_code\libs\anet\demo\gtest\.svn\tmp\text-base\. Does this help?
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PROJECT: Playtest (Thread No. 5)
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I just discovered that if you turn on good animation (click on a good and it will animate and show being selected) and somehow end up clicking on a good on an unexplored tile, the animation still fires. You don't get to see the good, but if you can recognize the sound you should even be able to determine the terrain it is on. Don't ask me why I keep finding ways to break the fog of war .
Originally posted by LemurMadness
I've found that the transport lag is somewhat present, I haven't seen it one turn after another (I'll have to test it further).
The Barbarian AI seems significantly improved, it no longer attacks cities right away, instead it defends important routes like the AI from other civilization does (like 1-tile pathways).
However, it's still easy to trick other civilizations with diplomacy. Someone with a weight of 3 can be tricked into signing a forced Peace Treaty by threatening to attack them (also forcing Alliance by threatening them with war which isn't a proper method to find allies but it works); buying other cities is available at low prices (this also increases your regards towards that civilization) - but advances are still insanely high -; still no options to force other civilizations to being peaceful towards others thus achieving a real World Peace.
I've been thinking about a couple of feature requests, for example: landmarks which could be good for some scenarios; and advances enabling extra units depending on other researched advances. Example: Advanced Composites enables Stealth Fighter and Stealth bomber. But with Adv. Naval Tactics it enables Stealth Battleships, with Nuclear Power it enables Stealth Subs, with Vertical-flight it enables Stealth Helicopters, etc... Another example, Chaos Theory with Adv. Infantry Tactics enables Hover Infantry. (leaving Chaos Theory as a "Enables other advances" advance.) Not necessarily asking to be a feature in the current AE, but an additional option for modders.
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Right now I'm playing with Blender:
When I've learned enough on how to make new proper units for CTP2, I'll submit then. Hopefully I won't quit my intent.
Has anyone tested the files for virus? Like Panda Online Activescan or McAffe's online scan? Sadly I still don't have internet back at my house and I don't have any Antivirus software, I just hope it was a false positive.
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Playtest has showen that the AI does a great job of empire building. Ater 200 turns most factions had between 16 to 21 cites and between 90 and 140 units
Have been working on stratigies and goal files in aidata folder.
Have only made slight changes.Attack numbers are higher so is seige but less than attack seattings are and defense settings are changed.In Goals file added ColdEnemy to all settings.Raised garrison forces slightly.
The cold enemy element makes the AI meet you head on in a open battle fields to challage you at the borders.
I have used these changes in the past with many tests.The AI plays aggresive defense.Blocking and hemming you in at your borders,If you break by it the cities are defened as well to make you use as many units as you can spare. Its not like the Frenzy mod where the AI would release all it units at once to capture your cities.I felt this left the AI at risk of many counter attacks by you or another AI nation.
The AI,s best tactic is to expand -hold ground-and to hem you in so as to blunt any offensive attacks.
Going to start a new game with the 771 build and report back. If it works out well will post files.
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sounds good.
protra please zip the necessary files and post them so others may try it out!
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Protra,
Yes, please make your changes available, isn't this 'active defense' attitude of AI the best possible we can aim for? In my opinion, this should definitely be in the AE. It resembles how humans would play.
Now the main question I'm left with, is how this would ever combine with AOM's frenzy...
Instead of Blender, could I suggest you try out Poser? This is thé program to create human (and animal) figures in any shape, size or form you might want. This, and Bryce for landscape generation are the best tools for a game like this. Of course, Poser does cost some 200$ I think... Bryce on the other hand is much cheaper, some 75$ I guess. If, or dare I say whén, bigger tiles become possible, I'll unleash the power of Bryce on you guys.
Greetz
TelliusOnly tyrants need worry about tyrant-killers
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Revision 785 BETA
LATEST PLAYTEST: September 9th 2006
2006.09.09 CTP2Playtest (11.8 MB)
LATEST BUILD REV 785 BETA: August 2nd 2007
Revision 785 Beta (5.21 MB)
Edit: Removed links. For an up to date version of the Apolyton edition click here.
################################
I'm releasing this as a BETA since my new tribe selection screen is far from perfect. Making a listbox though should get rid of the 64 Civ limit (so we can add even more) But I'd like to input from the community on it and make sure it doesn't have any other glitches. Keep your 771B just in case.
################################
Visit BureauBert's http://www.ctp2.info/ on how to use some new additions.
Brief Changelog:
2007-08-02 (revision 785)
Changed: Empire selection start up now a list box
Fixed: Const.txt compatibility for scenarios
Fixed: Multiplayer window loads (but lobby cant be reached)
Fixed: Turn year length mechanism for scenarios
Deleted: ShowCityIcon from Building and Wonder DB replaced with new flags
Added: New Database Flags
- BuildingDB
ShowCityIconTop Displays this icon on top of a city graphic
ShowCityIconBottom Icon displayed under city graphic
- WonderDB
ShowCityIconTop Displays this icon on top of a city graphic
ShowCityIconBottom Icon displayed under city graphic
2007-07-25 (revision 773)
Changed: TargetCivilians flag now uses a probability like normal bombard
Changed: PrecisionStrike flag now uses a probability like normal bombard
Added: Cities on a trade route that does not belong to the city owner
or the route destination is not the city owner receives gold
Changed: Byzantine diploflag and unit flag
Fixed: Error in implementation of Elite and Leader code
Added: Additional religion icons for modders
Fixed: crash caused by unused memory
Added: Japanese missing LDLs
Changed: Difficulty and Risk level new game pop-up is now a listbox
Added: New ConstDB Properties
- ConstDB
CITY_ON_TRADE_ROUTE_BONUS modders can specify what percent of trade
route goes to a city that it passes through
CAPTURED_CITY_KILL_POP modders can specify how many civilians killed
when city is captured
2007-06-09 (revision 745)
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
- ConstDB
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
2007-05-19 (revision 735)
Disabled: Sectarian happiness functionality has been removed
Fixed: Unit Upgrading now updates the unit type
2007-05-16 (revision 732)
Disabled: MaxCityWonders because it caused crash
Disabled: MaxCityBuildings because it caused crash
Added: New Database Flags
- WonderDB, UnitDB, BuildingDB
NeedsFeatToBuild Now only checks if player has feat not all players
NeedsAnyPlayerFeatToBuild
Allows construction regardless which player achieved
feat
- WonderDB
ProhibtSlavers Prevents addition slaving units to be built
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/offLast edited by Martin Gühmann; May 22, 2008, 17:29.
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Just finishd working on files Goal,s and Strategies so AI should defend itself but and put up a good fight to hold cities. I kept force matches as they are .Most changes are set to have the AI extend its forces to meet your forces before you reach their cities.
Will test with the new build. Now of course the real work of overall improvements to the game is the result of the hard work done by the coders.Thank you!
Will post the files once I know they work and add something to the game,
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Here are my finished files.As always keep a copy of yoyr old files just in case.Early tests has the AI meeting you at the borders to hold of advace of your forces.AI has at least one good stack of units pushing you back with many smaller ones to keep you busy. AI cities have more units in them because of higher garrison count.I have found that too many AI cities were easy to capture and allow you to build up your empire so fast that the AI under attack was taken out within 50 turns.I didnt over do garrison count.Didnt want to make the AI unable to play offense.Attached Files
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Got an error with the latest playtest rev. When I move the western warrior along the river (save attached) to reveal the orange civ's city I get a switch to desktop and a popup:
"GameObj.cpp Error
No such object
Continue?
Yes/No"
I click yes and it still crashes the game, generating this crash.txt:
Code:Version 2007-08-02 0x0046e1c9 [?DrawCitySpecialIcons@TiledMap@@QAEXPAVaui_Surface@@ABVMapPoint@@H_NAAUtagRECT@@VUnit@@@Z + 0xe6] 0x0046b223 [?DrawCityNames@TiledMap@@QAEXPAVaui_Surface@@H@Z + 0x1609] 0x0045b475 [?RepaintSprites@TiledMap@@QAEHPAVaui_Surface@@PAUtagRECT@@_N@Z + 0x10b] 0x0084c827 [?background_draw_handler@@YA?AW4AUI_ERRCODE@@PAX@Z + 0x106] 0x007c2680 [?DrawThis@Background@@UAE?AW4AUI_ERRCODE@@PAVaui_Surface@@HH@Z + 0x22] 0x0078d09c [?Draw@aui_Region@@UAE?AW4AUI_ERRCODE@@PAVaui_Surface@@HH@Z + 0x34] 0x007a9f13 [?Draw@aui_Window@@UAE?AW4AUI_ERRCODE@@PAVaui_Surface@@HH@Z + 0x23] 0x0040f901 [?ProcessUI@CivApp@@AAEHIAAI@Z + 0x20e] 0x0040fc7a [?Process@CivApp@@QAEHXZ + 0xa7] 0x00408e36 [?CivMain@@YGHPAUHINSTANCE__@@0PADH@Z + 0x3ea] 0x004087af [WinMain@16 + 0x6d] 0x00a1344c [WinMainCRTStartup + 0x134] 0x77e814c7 [__onexitbegin + 0x7728f66f]
Attached FilesCall 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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Just had same crash, myself. Ended 20BC turn, Barb Longbowman took one of my cities, triggering same crash.
BTW, for quite some time I've had occasional crashes when I exit game. Doesn't seem to corrupt save, and only happens every 20 or so exits. Is this a known problem? Doesn't really effect gameplay (since I'm quitting game, anyway), but thought I should mention it since an actual coder might make more of it than I do.
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Revision 787
LATEST PLAYTEST: September 9th 2006
2006.09.09 CTP2Playtest (11.8 MB)
LATEST BUILD REV 787: August 7th 2007
Revision 787 (5.22 MB)
Edit: Removed links. For an up to date version of the Apolyton edition click here.
Code:################################ Visit BureauBert's [url]http://www.ctp2.info/[/url] on how to use some new additions. Brief Changelog: 207-08-07 (revision 787) Changed: ConstDB replaced with a new one Changed: Harappan flag now is pakistan's flag Changed: Jamaica headers that mapped to POland are now labeled as Poland Added: Jamaica is now a civ (as it was in CTP1) Fixed: Crash caused by CitySpecialIcons (will rework) Fixed: Tribe screen no longer shows barbarians and works Changed: Greek flag is now from the 19th century (easier to see) Changed: STrategies and Goals.txt now use Protra's update 2007-08-02 (revision 785) Changed: Empire selection start up now a list box Fixed: Const.txt compatibility for scenarios Fixed: Multiplayer window loads (but lobby cant be reached) Fixed: Turn year length mechanism for scenarios Deleted: ShowCityIcon from Building and Wonder DB replaced with new flags Added: New Database Flags - BuildingDB ShowCityIconTop Displays this icon on top of a city graphic ShowCityIconBottom Icon displayed under city graphic - WonderDB ShowCityIconTop Displays this icon on top of a city graphic ShowCityIconBottom Icon displayed under city graphic 2007-07-25 (revision 773) Changed: TargetCivilians flag now uses a probability like normal bombard Changed: PrecisionStrike flag now uses a probability like normal bombard Added: Cities on a trade route that does not belong to the city owner or the route destination is not the city owner receives gold Changed: Byzantine diploflag and unit flag Fixed: Error in implementation of Elite and Leader code Added: Additional religion icons for modders Fixed: crash caused by unused memory Added: Japanese missing LDLs Changed: Difficulty and Risk level new game pop-up is now a listbox Added: New ConstDB Properties - ConstDB CITY_ON_TRADE_ROUTE_BONUS modders can specify what percent of trade route goes to a city that it passes through CAPTURED_CITY_KILL_POP modders can specify how many civilians killed when city is captured 2007-06-09 (revision 745) 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 - ConstDB 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 2007-05-19 (revision 735) Disabled: Sectarian happiness functionality has been removed Fixed: Unit Upgrading now updates the unit type 2007-05-16 (revision 732) Disabled: MaxCityWonders because it caused crash Disabled: MaxCityBuildings because it caused crash Added: New Database Flags - WonderDB, UnitDB, BuildingDB NeedsFeatToBuild Now only checks if player has feat not all players NeedsAnyPlayerFeatToBuild Allows construction regardless which player achieved feat - WonderDB ProhibtSlavers Prevents addition slaving units to be built 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
Last edited by Martin Gühmann; May 22, 2008, 17:30.
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