True. I set it to "debug slic = yes" so that I could review SLIC coding and to help out with improving CTP2 (still a much better game than the SMCiv series post Civ 2).
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PROJECT: Playtest (Thread No. 6)
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Originally posted by ahenobarb
True. I set it to "debug slic = yes" so that I could review SLIC coding
And to the message: That's the last of the more common ones, I have to fix.
-MartinCiv2 military advisor: "No complaints, Sir!"
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I did a little testing of the optional rules:
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City capture:
Liberate city, I can't select my unit(s) that liberated the city, obviously because it is now in a barbarian city. The only way to select my unit(s) is if they have move-points available, and to wait for it to cycle to the unit, or press "O" to cycle to it.
I attached a small picture to show.
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Barbarians Spawn Barbarians:
I didn't notice any effect with this option. I saw this in the readme:
Code:Changed: BarbarianSpawnBarbarian code to limit Barbarians overrunning the entire map
BTW I noticed barbarians still build wonders, or they continued building a wonder, I'm not sure.
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City gold maintenance:
This seems to work (-10 gold per city?) but is not taken into account in the empire manager under savings, which is confusing to see how much gold you will have.
If you have one city (-10 gold) and the empire manager says you will get 6 gold savings next turn, you will actually get -4.
BTW what should happen when you run into negative gold (although it only goes as low as zero) and have improvements to sell? It seems nothing happens, your improvements don't get sold at least.
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Conflicting city style unhappiness:
I didn't notice any effect with this on. Either creating cities of a different style to my civ's default style, or capturing a different style.
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1 gold per unit cost:
It seems it isn't reporting it in the empire manager saving column, just like gold per city.
Also I couldn't find how much gold should be deducted, although I didn't investigate much.
I found this: http://www.ctp2.info/aewiki/index.ph...PerUnitSupport although there is not entry in diffDB.txt concerning gold unit support.
and this in the playtest readme:
Code:Gold per unit Unit gold costs per turn multiplied by the wage rate
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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Another really small bug. In the screenshot below it shows the Infantryman ready in 6 turns, but Ibiza has 215 production (crime is already deducted) so the Infantryman should be ready in 5 turns, as it costs 1000 production.
When I end the turn it jumps to 4 turns left though. Just wondered why it was doing this.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 got a crash when using a modified risks.txt, as it seems to be related to that. I was watching the AI play at the time, and I was the barbarian civ so I didn't have to watch all the moves.
Code:Version 2008-06-18 0x0047e91e [?AddBarbarians@Barbarians@@SA_NABVMapPoint@@H_N@Z + 0xfe] 0x004a9cb5 [?OpenGoody@GoodyHut@@QAEXABHABVMapPoint@@@Z + 0x3d5] 0x00473967 [?CheckTerrainEvents@ArmyData@@QAEXXZ + 0x47] 0x0047c9d2 [?GEVHookCallback@MoveUnitsEvent@@EAE?AW4GAME_EVENT_HOOK_DISPOSITION@@W4GAME_EVENT@@PAVGameEventArgList@@@Z + 0x582] 0x0057a977 [?Activate@GameEventHook@@QBE?AW4GAME_EVENT_ERR@@PAVGameEventArgList@@HAAH@Z + 0x37] 0x0057b338 [?ActivateHook@GameEventManager@@QAE?AW4GAME_EVENT_ERR@@W4GAME_EVENT@@PAVGameEventArgList@@HAAH@Z + 0x28] 0x0057945d [?Process@GameEvent@@QAE?AW4GAME_EVENT_ERR@@XZ + 0x2d] 0x0040c27f [?Process@CivApp@@QAEHXZ + 0x1cf] 0x006e6597 [?CheckForEasterEggs@ChatWindow@@QAEHPAD@Z + 0x137] 0x006e6406 [?ChatCallback@ChatWindow@@SAXPAVaui_Control@@IIPAX@Z + 0x66] 0x00671212 [?TextFieldWindowProc@@YGJPAUHWND__@@IIJ@Z + 0xa2] 0x7e418734 [__onexitbegin + 0x7da5243c] 0x7e418816 [__onexitbegin + 0x7da5251e] 0x7e4189cd [__onexitbegin + 0x7da526d5] 0x7e4196c7 [__onexitbegin + 0x7da533cf] 0x00406fc2 [?CivMain@@YGHPAUHINSTANCE__@@0PADH@Z + 0x3d2] 0x004069e5 [WinMain@16 + 0x65] 0x007ff0fc [WinMainCRTStartup + 0x134] 0x7c816fd7 [__onexitbegin + 0x7be50cdf]
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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Originally posted by mapfi
Martin, any revision imminent before I try to kindly ask Maq for a new playtest version? ;-)
-MartinCiv2 military advisor: "No complaints, Sir!"
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Originally posted by mapfi
ok - so I dug out the Activision CD and will install the game again... Martin, any revision imminent before I try to kindly ask Maq for a new playtest version? ;-)
BTW to you or Martin, I can test MP again, just say when.
Although I haven't tried any MP game since me and/or EPW kept freezing in-game, and this was with the 1.1 patch.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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ok, so my first playtest went down the drain after an hour... after I had conquered the last city of a player, the game crashed right after you hear the sound of his one unit in the field being killed
for some reason, I'm not able to locate either autosave nor saved file, although they are both there to load - where are they filed now? what's the file ending, not .sav?
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Originally posted by mapfi
for some reason, I'm not able to locate either autosave nor saved file, although they are both there to load - where are they filed now? what's the file ending, not .sav?
-MartinCiv2 military advisor: "No complaints, Sir!"
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I'm using XP but have seen this problem mentioned many times in various forums. Vista seem to probhib saving files in some folders in C: and instead saves them in C:\Users\Username\AppData\Local\VirtualStore\folde r name (I'd asume it would be followed by program files\ctp2_program\ctp\save\games\ or the custom folder you used instead of the program files.
I'm sure someone with Vista will give more precise answer. They could also tell if this behaviour affects other drives beside c:. For example I have C: for programs, d: for games and e: for date (downloads and storage).Any society that would give up a little liberty to gain a little security will deserve neither and lose both.
Petrell's Domain Webmaster
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That was it - thanks.
Martin, here's the savegame - if you conquer the orange player, the game crashes just after it kills the remaining orange phalanxAttached Files
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here's another playtest - with this one, it seems not to matter wheather I max the sliders for food and work both to totally unhappy or both to happy. the resulting happyness stays around 72 for each city...Attached Files
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