The Apolyton CTP2 Source Code team proudly presents the Apolyton CTP2 Edition Revision 990 from June the 1st 2009.
This update fixes a few bugs found in the Revision 981 that prevented you from playing on when a civilization was wiped from the map.
In addition it makes it more difficult to establish good relationships with the AIs on the first turn of contact. Now you have to build up trust first, before you can get a piece treaty or a map exchange. This reflects the AI behavior on subsequent turns if you do not offer a piece treaty or a map exchange.
Beside many other changes, it contains a new City Manager window, that does not have the tabs anymore but displays all the information you need in one window on one view.
We have a new combat option that changes how the defenders attack the attackers. Now they use their defense values for attacking. If you do not like that then you are free to play the game in the old style.
We now have an AI that is not only faster but also smarter. It now does not try to use units for conquering your cities that it should use for city garrison. In the last version, the result was that the units were kept in the cities and conquest failed, instead of using other units.
This Apolyton Edition can be directly installed over CTP2 v1.0, v1.1, or v1.11.
If you found a bug please report here as much relevant information as possible. This includes how to reproduce the problem, an attached screenshot or savegame may be helpful. If the game crashes (terminates without user intention) then include a crash log. You can enable crash logging by editing your userprofile.txt (in [Your CTP2 directory]\ctp2_program\ctp\) to set EnableLogs=Yes. The log can then be found at [Your CTP2 directory]\ctp2_program\ctp\logs\crash.txt. Please do not attach the crash.txt to a post, include the content of that file in your post.
For further changes check out the change log in the readme.
If you cannot forget about the past here is the previous thread.
This update fixes a few bugs found in the Revision 981 that prevented you from playing on when a civilization was wiped from the map.
In addition it makes it more difficult to establish good relationships with the AIs on the first turn of contact. Now you have to build up trust first, before you can get a piece treaty or a map exchange. This reflects the AI behavior on subsequent turns if you do not offer a piece treaty or a map exchange.
Beside many other changes, it contains a new City Manager window, that does not have the tabs anymore but displays all the information you need in one window on one view.
We have a new combat option that changes how the defenders attack the attackers. Now they use their defense values for attacking. If you do not like that then you are free to play the game in the old style.
We now have an AI that is not only faster but also smarter. It now does not try to use units for conquering your cities that it should use for city garrison. In the last version, the result was that the units were kept in the cities and conquest failed, instead of using other units.
This Apolyton Edition can be directly installed over CTP2 v1.0, v1.1, or v1.11.
If you found a bug please report here as much relevant information as possible. This includes how to reproduce the problem, an attached screenshot or savegame may be helpful. If the game crashes (terminates without user intention) then include a crash log. You can enable crash logging by editing your userprofile.txt (in [Your CTP2 directory]\ctp2_program\ctp\) to set EnableLogs=Yes. The log can then be found at [Your CTP2 directory]\ctp2_program\ctp\logs\crash.txt. Please do not attach the crash.txt to a post, include the content of that file in your post.
For further changes check out the change log in the readme.
If you cannot forget about the past here is the previous thread.
Code:
Brief Changelog: 2009-06-01 (Revision 990) Fixed: The game does not crash, if a civilization is wiped out. Fixed: The game does not hang if the AI cannot find enough transporters for a goal like sieging a city. Added: More of the government modifed functionality for buildings and wonders was implemented. Fixed: The AI regard for another player is recomputed when first cobtact is made. This prevents the AI to give the human player a map exchange a peace treaty etc. on the first turn of contact. Now the human player has to build up trust, first. Fixed: Units with zero movepoints cannot move after an upgrade anymore. Fixed: The game now updates the displayed unit information including its picture. Added: New database flags for modders: - UnitDB: UpgradeAnywhere Unit can be upgraded outside of cities and forts UpgradeDoesNotHeal Unit does not regain fuel, HP, and movepoints after an upgrade. 2009-05-17 (Revision 981) Fixed: The AI does not try to use units for conquest if those units were assigned for city garrison. Such a attack does not fail anymore. Fixed: Cell unit strength computation was fixed so that the AI knows how much units it needs to conquer your cities. Changed: The empire manager now shows the actual numbers used for rations and wages. Changed: The original gameplay was restored, including terrain, units, elite units were disabled, and the trade bonus through cities was removed. Changed: Upgrade paths now match those of the original Apolyton Pack mod. Fixed: The Great Library now shows the right information about terraforming. Fixed: Active defense was added to the units destroyer, plasma destroyer, leviathan, morey striker, and interceptor to match the Great Library. Changed: "Smooth borders" option graphics to just show thicker borders so they are more visible than the original. Fixed: Trenches are generated again when a map is created and if PERCENT_TRENCH in Const.txt is zero. PERCENT_TRENCH is set to zero until we have converted the CTP1 trenches to CTP2 trenches. Fixed: The map is now generated with a proper distribution of hills and mountains. Fixed: The AI garrisons its just conquered cities, properly. Fixed: The game does not crash anymore if a new civ is added and that civ is destroyed immediately and another new civ is created then again. May happen through slave uprising. Added: A "New Combat" option was added to the rules screen. If it is on, front line units of a defending army will use their defense stat (rather than attack) to attack the front line units of the attacking army. Changed: Units with defense > 0 but attack = 0 no longer die immediately, and will at least defend themselves. If New Combat rule is enabled they will also counter-attack in a battle. Only an army that contains units all with attack = 0 and defense = 0 will die immediately. Added: The slic functions CreateBuilding and CreateWonder were added. The difference with events with same name is that these functions do not effect stored production in a city. And unlike the CreateWonder event, CreateWonder function does not trigger a wonder movie. Added: "City Land Attack", "City Air Attack" and "City Sea Attack" where added to the battleview window to show these the city building bonuses during battle. Fixed: Many unit bonuses used in combat that were not working at all before. Added: Added the slic function UnitMovementLeft(unit). It returns an integer of the unit's movement remaining. 100 = 1 move, 33 = a single road move etc. Fixed: ActiveDefence to only fire when there's a valid target and still alive. This removes the exploit of making a full army of active-defender's waste their active defense on one unit. Removed: Counter-bombard and counter-active-defense units do not fire anymore after an active defender has fired, this removes the big disadvantage of being the defender, and it was very cheesy to look at. Fixed: Units that have Attack=0 cannot attack anymore even if they have the "CanAttack" flag (Cyber Ninja for example). Changed: Bombard so bombarding units and defenders use same bonuses (such as terrain defense, veteran etc) as they do in normal combat. Fixed: The GetNeedsIrrigation flag now finds irrigation squares next to a city with a irrigation source of another tile improvement. Changed: The grid color was changed from white to black to match the other zoom levels. Fixed: Movebonus ("all terrain as x") units.txt flag. Added: A no ruins option was added to rules window. Changed: The government comparison tab of the empire manager displayed more detailed information, and displays yet researched researched governments so that you can compare them with your current government. Changed: The AI goal calculation is now also unit dependent and the AI was sped up. Changed: The city manager was redesigned to display all information from the tabs in one window. Added: Some tile graphics and all the rules for submarine canyon/trench tiles were added. Changed: The UpgradeTo flag does not obsolete units anymore. Fixed: The game does not hang anymore if the AI tries to load a transporter that cannot move to its load position. Added: A random map settings option was added to the map settings window. Fixed: The "activate" and "disband" buttons in the city manager will be after disbanding a unit. Changed: The diplomacy manager and diplomacy proposal window were resized to fit on 600 pixels high resolution again. The width of the proposal window were increased and its layout were modified, for easier modification later. Fixed: The Diplomat photo now shows up when the AI sent you a proposal. Changed: The advance options window was cleaned by removing options already present in other windows. Also other option windows were cleaned up. Added: A Custom start and end ages option was added to single-player rules screen. Fixed: The map does not auto-center on moving stealth units that you can't see. Changed: Elite medal icon now replaces veteran medal icon, rather than sitting below it. Changed: No units can be expelled from a tile anymore if there is at least one unit that cannot be expelled. Fixed: The AI uses any units inside a newly founded city for garrison. Changed: The AI uses less units for city garrison for the higher higher defense levels. This is closer to the original game. Changed: An enemy transporter does not show the cargo icon anymore if it only carries stealth units. Fixed: If you click on a hidden enemy stealth unit or on another kind of unit or city inside the fog of war your units or cities will deselected. Changed: Slic event debug messages are now off by default. Added: The AI will free slaves when it conquers a city if it neither owns slaves nor it has any slavers. Fixed: The AI builds caravans again. Fixed: Rare crash at start-up (race condition with mouse initialization). Fixed: The game does not crash anymore if the riot casualties option is used. Changed: The map does not center on a pirate event if AutoCenter is off.
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