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PROJECT: Playtest (Thread No. 6)

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  • #61
    Originally posted by cue

    disabling wonder movies did not work, have to try compatibility mode a little better.

    There is no gain from Windows XP 64bit, may be some intense graphics programs run a little faster but thats it.
    It actually runs slower then 32bit as the drivers are not as developed.
    But I dont have time right now to nuke this basdard of an OS.
    Another XP64er here. I had some crashes (2 of them, no text dump? weird.), and I'm right now in 1200AD, but nothing as critical as your current issue, and I've finished two wonders (Aristotele's and Galileo's).

    I'm using right now the latest build (E's), [EDIT]Removed old link[/EDIT]

    Edit: The crashes are more constant now...

    1300 AD.

    It seems impossible to advance further without crashing.
    Last edited by Martin Gühmann; May 14, 2008, 18:34.

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    • #62
      Originally posted by LemurMadness


      Another XP64er here. I had some crashes (2 of them, no text dump? weird.), and I'm right now in 1200AD, but nothing as critical as your current issue, and I've finished two wonders (Aristotele's and Galileo's).

      I'm using right now the latest build (E's), [EDIT]Removed old link[/EDIT]


      Edit: The crashes are more constant now...

      1300 AD.

      It seems impossible to advance further without crashing.
      Moving the game to anoteher XP 32bit computer.
      Hope my wife understands
      Last edited by Martin Gühmann; May 14, 2008, 18:35.

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      • #63
        Originally posted by cue
        Moving the game to anoteher XP 32bit computer.
        Hope my wife understands
        There shouldn't be any need for that anymore since I found the problem, at least least I think, I have found it. But if you don't test the latest playtest version on your computer we will never verify it.

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

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        • #64
          Originally posted by Martin Gühmann


          There shouldn't be any need for that anymore since I found the problem, at least least I think, I have found it. But if you don't test the latest playtest version on your computer we will never verify it.

          -Martin
          Please, please give me the fix
          She was not as understanding as I had hoped (Stupid CamFrog)

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          • #65
            Originally posted by cue
            Please, please give me the fix
            Actually, I could now tell you that you should read the whole thread or reread the first post again, but actually it is enough to tell you that you should read LemurMadness' post that you have quoted. He exactly points you to the latest version of the playtest, without the problem.

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

            Comment


            • #66
              Originally posted by Martin Gühmann


              Actually, I could now tell you that you should read the whole thread or reread the first post again, but actually it is enough to tell you that you should read LemurMadness' post that you have quoted. He exactly points you to the latest version of the playtest, without the problem.

              -Martin
              Thanks Martin, I mis-read that. My brain was so sure I had the latest version that I was sure he was talking about a new release. (Still working on that RTFM).
              I checked again and found a newer build.
              Build 836 (had 826).

              I still have those crases but they seem different. I used to get them at the begining of a turn or when a AI was making his turn now I got the crash in the middle of my movements.
              Hope you can make something out of this.

              EDIT: the game is much more stable then before, now crazes are rare and the game is well playable :happy:
              Excellent work!

              Version 2007-12-14
              0x007d6ac0 [?Get_Totally_Complete@CTPGoal@@UBE_NXZ + 0x90]
              0x007d1ae7 [?Prioritize_Goals@Scheduler@@QAE_NXZ + 0x117]
              0x007d12a8 [?Process_Goal_Changes@Scheduler@@QAE?AW4TIME_SLICE _STATE@1@XZ + 0x138]
              0x007ece70 [?GEVHookCallback@CtpAi_BeginSchedulerEvent@@EAE?AW 4GAME_EVENT_HOOK_DISPOSITION@@W4GAME_EVENT@@PAVGam eEventArgList@@@Z + 0x70]
              0x0057a5f7 [?Activate@GameEventHook@@QBE?AW4GAME_EVENT_ERR@@PA VGameEventArgList@@HAAH@Z + 0x37]
              0x0057afb8 [?ActivateHook@GameEventManager@@QAE?AW4GAME_EVENT_ ERR@@W4GAME_EVENT@@PAVGameEventArgList@@HAAH@Z + 0x28]
              0x005790dd [?Process@GameEvent@@QAE?AW4GAME_EVENT_ERR@@XZ + 0x2d]
              0x0040c60f [?Process@CivApp@@QAEHXZ + 0x1cf]
              0x00406f94 [?CivMain@@YGHPAUHINSTANCE__@@0PADH@Z + 0x394]
              0x004069f5 [WinMain@16 + 0x65]
              0x007fbafc [WinMainCRTStartup + 0x134]
              0x7d4e7d2a [__onexitbegin + 0x7cb261f2]
              Last edited by cue; January 3, 2008, 05:37.

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              • #67
                OK I made some notes from a short playtest I just made with the latest unmodified AE.

                The "[civ1] are no longer at war with [civ2]" message you get for making a peace treaty doesn't sound right, especially as you're not at war when a permanent peace treaty is made.

                I'm not seeing the "watchful" eye icon above a city at all anymore after I use slave raid on it.

                I didn't get a message (even in the msg tab) about my slaver dying whilst trying to slave raid a city. I don't think I got a message about failing to slave raid (but not dying to) a watchful city either, not sure though as I couldn't see the watchful icon so I can't recall if it was watchful.

                "[yourcityname] has fallen into the hands of enemy forces" and "[thisciv] has captured [yourcityname]", are both these messages necessary each time one of your cities is captured, surely only the second one is enough?

                I was building Hoplites and Archers in many cities, then when I researched Feudalism all those city queues were cleared, instead of being changed to Pikemen and Longbowman respectively. I also received no message on why the queues were cleared/changed. Perhaps the queues can be updated and a message something like "Our latest scientific advance has rendered some military units obsolete. City build queues have been automatically updated to build the new unit/s instead".

                Finally a request; is it possible to make the "empire" and "city" tabs update when you adjust specialists? Like how they update when you change empire manager settings.
                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


                • #68
                  Originally posted by Maquiladora
                  OK I made some notes from a short playtest I just made with the latest unmodified AE.

                  The "[civ1] are no longer at war with [civ2]" message you get for making a peace treaty doesn't sound right, especially as you're not at war when a permanent peace treaty is made.

                  I'm not seeing the "watchful" eye icon above a city at all anymore after I use slave raid on it.

                  I didn't get a message (even in the msg tab) about my slaver dying whilst trying to slave raid a city. I don't think I got a message about failing to slave raid (but not dying to) a watchful city either, not sure though as I couldn't see the watchful icon so I can't recall if it was watchful.

                  "[yourcityname] has fallen into the hands of enemy forces" and "[thisciv] has captured [yourcityname]", are both these messages necessary each time one of your cities is captured, surely only the second one is enough?

                  I was building Hoplites and Archers in many cities, then when I researched Feudalism all those city queues were cleared, instead of being changed to Pikemen and Longbowman respectively. I also received no message on why the queues were cleared/changed. Perhaps the queues can be updated and a message something like "Our latest scientific advance has rendered some military units obsolete. City build queues have been automatically updated to build the new unit/s instead".

                  Finally a request; is it possible to make the "empire" and "city" tabs update when you adjust specialists? Like how they update when you change empire manager settings.
                  +1. I think I had proposed this before: making a list of possible specialists, like for example, Growth or Science, depending on the person's gameplay this could be very useful.

                  Comment


                  • #69
                    Found another MAJOR bug. When you hold a reception with a Diplomat it says the cost is 500 gold, but it deducts 1000.

                    +1. I think I had proposed this before: making a list of possible specialists, like for example, Growth or Science, depending on the person's gameplay this could be very useful.
                    Not sure I understand this. It sounds like how the city mayors work?
                    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


                    • #70
                      [SIZE=1] Not sure I understand this. It sounds like how the city mayors work?
                      Hum, mayors select specialists too, besides the production queue?

                      Comment


                      • #71
                        Originally posted by LemurMadness

                        Hum, mayors select specialists too, besides the production queue?
                        Yeah, but how it decides to allocate specialists is not decided by the type of mayor if I recall correctly. So if you use the "Production" mayor, it might still use scientists, merchants etc, it actually depends on how the strategy in strategies.txt tells it to allocate every city's specialists.

                        I don't think the mayor decides how to build specific tile improvements either, but it does build them automatically around that city if a mayor is on.

                        Perhaps mayors could be made to use specific specialists and tile improvements.

                        For example, the "production" mayor would first meet the minimum growth turns, then dedicate every other tile improvement and worker to squeezing out more production.

                        The same requirements would probably apply for the defence, offence, wonders, happiness, and barbarian mayors too.

                        Science, gold, food having different requirements.
                        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


                        • #72
                          What I don't know is how does each mayor choose which specialists to use? Does every mayor use strategy_default in strategies.txt? Thus all mayors using the same criteria to build tile improvements and specialists to use.
                          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


                          • #73
                            I have been playing rather much lately.
                            The game is stable and running good

                            I put my computer on standby every night and the game resumes just fine.

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                            • #74
                              Can anyone else confirm that rushbuy costs are double what they should be according to govern.txt?

                              For example under Monarchy the Hoplite costs 1400 gold to rushbuy. 175 cost * 8 rushbuy modifier = 1400. But it should be 175*4 for rushbuying units under Monarchy, which is only 700 gold. The same is happening for building and wonder rushbuy modifiers, but I don't know why. Am I going crazy?
                              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


                              • #75
                                Hey guys. Could you explain the current status of the Linux port? From a look at the SVN, I see a Linux branch and apparently some merging has been done. At this point, though, I don't understand if there are playtest Linux binaries or if a Linux version has to be compiled from the SVN branch manually.
                                Solver, WePlayCiv Co-Administrator
                                Contact: solver-at-weplayciv-dot-com
                                I can kill you whenever I please... but not today. - The Cigarette Smoking Man

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