Originally posted by mapfi
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Apolyton CTP2 Edition: Revision 1097 (07-Jun-2010)
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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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Originally posted by GlassDeviant View PostIs it a known problem that the bombard and expel buttons cause crashes on rare occasions?
Sometimes I can get it to not crash by exhausting the turns of all other non-fortified or sentried units before using the buttons, but other times I cannot.
Sometimes it happens when I click the button, other times when I move the mouse away from the button to use the tool.
The only changes I have made are to some of the text files, to allow for larger cities and more cities per government type, as follows:
buildings.txt
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IMPROVE_AQUA_FILTER
RaiseOvercrowdingLevel 9
RaiseMaxPopulation 21
IMPROVE_AQUEDUCT
RaiseOvercrowdingLevel 9
RaiseMaxPopulation 21
IMPROVE_ARCOLOGIES
RaiseOvercrowdingLevel 16
RaiseMaxPopulation 21
IMPROVE_BODY_EXCHANGE
RaiseOvercrowdingLevel 21
IMPROVE_DRUG_STORE
RaiseOvercrowdingLevel 7
IMPROVE_HOSPITAL
RaiseOvercrowdingLevel 12
IMPROVE_INCUBATION_CENTER
RaiseOvercrowdingLevel 21
citysize#.txt
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CITYSIZE_ZERO through CITYSIZE_FIVE
BaseOvercrowding 6
BaseMaxPop 24
CITYSIZE_SIX
Population 101
MaxWorkers 101
BaseOvercrowding 6
BaseMaxPop 24
govern.txt
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GOVERNMENT_COMMUNISM
TooManyCitiesThreshold 70
GOVERNMENT_CORPORATE_REPUBLIC
TooManyCitiesThreshold 90
GOVERNMENT_DEMOCRACY
TooManyCitiesThreshold 70
GOVERNMENT_ECOTOPIA
TooManyCitiesThreshold 120
GOVERNMENT_FASCISM
TooManyCitiesThreshold 70
GOVERNMENT_MONARCHY
TooManyCitiesThreshold 50
GOVERNMENT_REPUBLIC
TooManyCitiesThreshold 50
GOVERNMENT_TECHNOCRACY
TooManyCitiesThreshold 90
GOVERNMENT_THEOCRACY
TooManyCitiesThreshold 50
GOVERNMENT_TYRANNY
TooManyCitiesThreshold 25
GOVERNMENT_VIRTUAL_DEMOCRACY
TooManyCitiesThreshold 120Last edited by GlassDeviant; November 8, 2010, 09:25.
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Originally posted by Maquiladora View PostHave you actually discovered the obsoleting advance or are you suggesting we change the obsoleting advance of some units? It's normal that you can still build hoplites for a while after you've discovered pikemen, for example so you can build a cheaper garrison unit. Unless you can still build hoplites after you've discovered gunpowder, which should obsolete them. That would be a bug.
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Finished a full game with a Gaia-Controller victory. Now I' ll wait for someone (Martin hopefully?) to do some more of his magic ;-)
One thing I noticed in the late game: The AI is quite aggressive in attacking its rivals but it does not dare to go after the human player. First, that's a mistake - it assures me an easy win by watching and nibbling away at all AIs kingdoms; and second it makes the game boring. I suggest there should be a built in strategy favoring attacks on the human player and an incentive for the AIs to team up against the human player if they both have it in low regard.
Of my previously noted bugs/issues, I wanted to list the following in order of decreasing importance:
- alliances and military treaty with AIs. See prior post but these seem not to work as the AI breaks them way too quickly and stupidly (i.e. without having a force to make an impact) once it has units on my land
- stealth unit picture apearing in the wrong spot
- AIs building aircraft carriers for "lakes" that were 3 and 4 tiles large. It seems exploring in ancient times works fine though
- clean up obsoleting advances for units - maybe I'll even do that, should not be too difficult
Btw, it would help to write the exact rules around the Gaia-Controller into the great library, i.e. how many satellites/controllers needed for maximum range of the emitters, and how much coverage is needed. I'm not sure I know.
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so I am an old ctp fan. Have aom iv, downloaded in 2006 or 07. I have not been to any forum for a few years. stan seemed to be done working on this, and yet I now see a 2009 and 2010 ctp updat. question. if i donwloan the 2010, will I miss something becuase I dont have 2009? I prpbably have not updated anything in 3 years. just download 2010 and it updates everything?? also I changed some files myself along the way...will that be a problem. shall i just go for it. it seems to solve some glotiches, especially the damm cant attck anyone glitch. thanks in advance.
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seems like people aren't that active these days. Boosterc4: If you download the most recent playtest, you have got all the files, you don't need to download earlier versions. Likely, it'll also replace the files in which you would have made any changes but if you want to be sure, just do a clean install of CtP2 and then copy the most recent playtest files into it.
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OK. me thinks i figured it out. i download into ctp2 file as instructed. yet when i downlaoded all the aom stuff in the past, it created an aom5.5.05 file. that is obviously where the game is played. so i re-installed into this file, and wow. launched program and an entriely new start screen came up. so i think i shall give this a play and maybe i am cooking with gas now. I am highly intelligent but not a computer whiz, yet messing with these files over the years makes me pretend that i am competent
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seems like you've got. you don't need any mods if you play with the newest playtest version. you may still want to try to use them but they may not work properly. most of the stuff the mods correct is AI behaviour which the playtest does take care of.
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New kinda crash
Playing the 1097 v ersion of CTP2AE with Cradle III - Phoenix (EPIC - 2300AD) and I get the following CTD right before I see "color bar" switch to red for the barbarians.
Version 2010-06-08
0x007e7b39 [?Get_Totally_Complete@Goal@@ABE_NXZ + 0x89]
0x007e6f28 [?Compute_Raw_Priority@Goal@@QAEHXZ + 0x38]
0x007e0972 [?Prioritize_Goals@Scheduler@@QAE_NXZ + 0xc2]
0x007e0168 [?Process_Goal_Changes@Scheduler@@QAEXXZ + 0x138]
0x00800c43 [?GEVHookCallback@CtpAi_BeginSchedulerEvent@@EAE?AW 4GAME_EVENT_HOOK_DISPOSITION@@W4GAME_EVENT@@PAVGam eEventArgList@@@Z + 0x73]
0x00581297 [?Activate@GameEventHook@@QBE?AW4GAME_EVENT_ERR@@PA VGameEventArgList@@HAAH@Z + 0x37]
0x00581c58 [?ActivateHook@GameEventManager@@QAE?AW4GAME_EVENT_ ERR@@W4GAME_EVENT@@PAVGameEventArgList@@HAAH@Z + 0x28]
0x0057fd7d [?Process@GameEvent@@QAE?AW4GAME_EVENT_ERR@@XZ + 0x2d]
0x0040c211 [?Process@CivApp@@QAEHXZ + 0x201]
0x00406e74 [?CivMain@@YGHPAUHINSTANCE__@@0PADH@Z + 0x394]
0x004068a5 [WinMain@16 + 0x65]
0x0080fbdc [WinMainCRTStartup + 0x134]
0x763ad0e9 [__onexitbegin + 0x759d4191]
0x779519bb [__onexitbegin + 0x76f78a63]
0x7795198e [__onexitbegin + 0x76f78a36]
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so i downlaoded the new version. got it from the ctp2 beureau site. games plays, but the road improvment depicts a hydropnic farm picture or something. it costs as much and functions like a road, but irretating. the graze farm icon is fine. early in game so i cant test other icons..or go to cheat mode? not sure where to find the coomand that tell what pic a road will be...tga file right? no one else seems to have this prob in searching here. any ideas?
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ok sorry for all the sudden posts. I figured this out.
this new update is for ctp2 only. loaded it there and ran just ctp2 and it works. I had the AOM updates through aom4 and went through those files for this update. it does not work with aom. too bad. aom is good with a glitch that this could have solved. the cannot attack when civ conquered syndrome. been a long time since i just played ctp2. this is a great update to that game though i like aom better and it seems to look and play better. thank you for your patience.
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Hello again, and a happy new year!
I used this first day of the new year for good and discovered a new kind of crash -- which tells the following about itself:
Code:Version 2010-06-07 0x007e7b39 [?Get_Totally_Complete@Goal@@ABE_NXZ + 0x89] 0x007e6f28 [?Compute_Raw_Priority@Goal@@QAEHXZ + 0x38] 0x007e0972 [?Prioritize_Goals@Scheduler@@QAE_NXZ + 0xc2] 0x007e0168 [?Process_Goal_Changes@Scheduler@@QAEXXZ + 0x138] 0x00800c43 [?GEVHookCallback@CtpAi_BeginSchedulerEvent@@EAE?AW4GAME_EVENT_HOOK_DISPOSITION@@W4GAME_EVENT@@PAVGameEventArgList@@@Z + 0x73] 0x00581297 [?Activate@GameEventHook@@QBE?AW4GAME_EVENT_ERR@@PAVGameEventArgList@@HAAH@Z + 0x37] 0x00581c58 [?ActivateHook@GameEventManager@@QAE?AW4GAME_EVENT_ERR@@W4GAME_EVENT@@PAVGameEventArgList@@HAAH@Z + 0x28] 0x0057fd7d [?Process@GameEvent@@QAE?AW4GAME_EVENT_ERR@@XZ + 0x2d] 0x0040c211 [?Process@CivApp@@QAEHXZ + 0x201] 0x006f1c8e [?CheckForEasterEggs@ChatWindow@@QAEHPAD@Z + 0x12e] 0x006f1b06 [?ChatCallback@ChatWindow@@SAXPAVaui_Control@@IIPAX@Z + 0x66] 0x0067b4b2 [?TextFieldWindowProc@@YGJPAUHWND__@@IIJ@Z + 0xa2] 0x76336238 [__onexitbegin + 0x7595d2e0] 0x763368ea [__onexitbegin + 0x7595d992] 0x76337d31 [__onexitbegin + 0x7595edd9] 0x76338112 [__onexitbegin + 0x7595f1ba] 0x00406eb2 [?CivMain@@YGHPAUHINSTANCE__@@0PADH@Z + 0x3d2] 0x004068a5 [WinMain@16 + 0x65] 0x0080fbdc [WinMainCRTStartup + 0x134] 0x76233677 [__onexitbegin + 0x7585a71f] 0x77019d42 [__onexitbegin + 0x76640dea] 0x77019d15 [__onexitbegin + 0x76640dbd]
I am also trying to create barb-specific units like robbers and robber barons, terrorists and terror commandos etc. To achieve this (and other things ...) I introduced barbarian governments ("early gang", "autonomous collective", and "advanced gang"). Now I want to make let's say a robber baron buildable only for good old barbs and so I add GovernmentOnly to the unitrecord:
Code:UNIT_ROBBER_BARON { DefaultIcon ICON_UNIT_ROBBER_BARON Description DESCRIPTION_UNIT_WARRIOR DefaultSprite SPRITE_ROBBER_BARON Category UNIT_CATEGORY_FLANKER UpgradeTo UNIT_TERRORIST UpgradeTo UNIT_BARB_TANK Attack 25 Defense 20 ZBRangeAttack 0 Firepower 1 Armor 1 MaxHP 15 ShieldCost 360 PowerPoints 10 ShieldHunger 0 FoodHunger 0 GoldHunger 0 MaxMovePoints 300 VisionRange 1 EnableAdvance ADVANCE_FEUDALISM ObsoleteAdvance ADVANCE_FLINTLOCK [B]GovernmentOnly GOVERNMENT_EARLY_GANG[/B] BombardRange 0 ActiveDefenseRange 0 MaxFuel 0 CanAttack: Land CanSee: Standard CanSee: Stealth MovementType: Land Size: Small VisionClass: Standard IgnoreZOC SoundSelect1 SOUND_SELECT1_KNIGHT SoundSelect2 SOUND_SELECT2_KNIGHT SoundMove SOUND_MOVE_KNIGHT SoundAcknowledge SOUND_ACKNOWLEDGE_KNIGHT SoundCantMove SOUND_CANTMOVE_KNIGHT SoundAttack SOUND_ATTACK_KNIGHT SoundWork SOUND_WORK_KNIGHT SoundVictory SOUND_VICTORY_KNIGHT SoundDeath SOUND_DEATH_KNIGHT LossMoveToDmgNone CanEntrench CanExpel CanPillage CanPirate NoSlaves ExertsMartialLaw DeathEffectsHappy IsFlanker IsMounted IsSpecialForces CanReform { Sound SOUND_ID_REFORM_CITY Effect SPECEFFECT_REFORMCITY } SettlerSlaveRaids { Sound SOUND_ID_SETTLER_SLAVE_RAIDS Effect SPECEFFECT_SETTLER_SLAVE_RAIDS } SlaveRaids { Chance 0.75 DeathChance 0.5 Timer 2 Amount 4 Sound SOUND_ID_SLAVE_RAIDS Effect SPECEFFECT_SLAVE_RAIDS } InciteRevolution { Chance 0.25 EliteChance 0.35 DeathChance 0.5 Sound SOUND_ID_INCITE_REVOLUTION_SP Effect SPECEFFECT_INCITE_REVOLUTION } }
In turn I tried to make some units unavailable for good old barbs using NoBarbarian. Unfortunately I have to report that the idea for this variable is excellent but it doesnt't seem to have any effect.The modding knowledgebase: CTP2 Bureau (with CTP2 AE Modding Wiki). Modern Times Mod (work in progress): MoT-Mod for CTP2.
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Originally posted by Johndytt View PostHelp ! Try to click on link above,get a not found on this server msg.I want to try this mod but can't find It.Also Instructions are all-ways helpful to get it right.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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