The Apolyton CTP2 Source Code team proudly presents the CTP2 Apolyton Edition 2025-01-20. Development has moved to GitHub, but after all it is still the Apolyton Edition.
This time we got a lot of new stuff. The icons around the cities have been nicely rearranged, the importance of trade has been bumped up, the radar map was overhauled so it isn't so pixly anymore. And we have a Linux version. Yeah CTP2 is now a Linux game.
​The Apolyton Edition can be directly installed over CTP2 v1.0, v1.1, v1.11 or any previous version of the Apolyton Edition.
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 (Windows only) 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, instead include the content of that file in your post.
If you cannot forget the past here is the previous thread.​
Here are changelog from the previous version. For further changes check out the readme.
This time we got a lot of new stuff. The icons around the cities have been nicely rearranged, the importance of trade has been bumped up, the radar map was overhauled so it isn't so pixly anymore. And we have a Linux version. Yeah CTP2 is now a Linux game.
​The Apolyton Edition can be directly installed over CTP2 v1.0, v1.1, v1.11 or any previous version of the Apolyton Edition.
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 (Windows only) 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, instead include the content of that file in your post.
If you cannot forget the past here is the previous thread.​
Here are changelog from the previous version. For further changes check out the readme.
Code:
Changelog: 2025-01-20 (No revision number we switched to Git) Fixed: The flames in the credit screen do not have a black background. Added: The GitHub contributors to the ApolytonEdition to the credit screen. Fixed: Do not show a border on main map if the tile borders to an unexplored tile to not give away that the tile changed the owner since you have seen it the last time. Changed: Turn the cursor into an erase cursor if the scenario editor is in erase mode so that you do not erase anything accidentally that you do not want to erase. Fixed: Make the erase button in the scenario editor stop erasing when you switch it off Fixed: Deselect any unit, city, terrain, and terrain improvement switch if the erase button is selected in the scenario editor Fixed: Do not cities as units on the radar map if they are not known by the player. Fixed: Show units immediately on the radar map if they were created by from the scenario editor. Fixed: Do not show tiles as white that were owned by nobody when last time visited, but have been claimed in the meantime. Change: Smoothen the drawing of tiles and borders on the radar map. Removed: The filter button on the radar map as this is not needed anymore with the change above. Fixed: Do not show undersea tunnels as land tiles on the radar map. Changed: Make non-exclusive graphics mode the default on Windows DirectX. Changed: Play a pirated route sound even if the position from that the the sounds come is under the fog of war. The player simply gets a message that the route was pirated and so a sound is adequate, too. Fixed: Do not play sounds that come from positions the player does not, either because the position is unexplored or is under the fog of war. Fixed: A crash when clicking on the top border of an empty list box. Changed: Increase the distance of cities the AI connects with roads so that cities that can be connected via road within its boarders are indeed connected. Fixed: Cities founded after the lunch of Globe Sat are also revealed to the Globe Sat owner. Changed: The AI considers less cities for siege. This way it focusses on more important cities and waits until it has built more units. Fixed: AI path finding for boarding units. Changed: The AI builds less units for garrison, as this is quite expansive and garrison units can only be used for city defense. Changed: Add some variety on the order food and production tile improvements depending on the AI's personality. Fixed: The AI also uses units on board of a ship for its goals. Fixed: The AI does not use units as escorts without attack or defense such as transporters. Fixed: The AI uses the most exploitive slider settings as long as the people are happy enough. Changed: The AI does not try to incite revolutions in Barbarian cities. As this does not help. Fixed: The AI only uses the minimum entertainers necessary. The minimum is now determined from the value in strategies.txt. Fixed: The AI does not hold diplomatic receptions where it cannot, since 10 turns must pass so that receptions can be hold again. Changed: The AI ignores trespassing for Diplomats, so that it can build embassies. Trespassing with diplomats is not considered a violation anyway. Changed: Slavers are not civilians, so why should abolitionists be? Fixed: If the AI rally its troops it will use a spot all the units can enter. Fixed: The AI builds transport ships earlier. Changed: Make the AI prefer sieging Barbarian cities a bit more. Fixed: A bug in AI path finding that prevented the AI from sieging cities. Fixed: Do not update the cause and effect tab in the empire manger if the sliders do not change position. Fixes some wired behavior. Fixed: The AI also builds missionary units during garrisoning. Changed: Ecotopian Ai players may build eco rangers. Fixed: Avoid a "No such object" message with game shutdown/crash after a slave uprise in a city without units. Fixed: A crash when more than one player where eliminated in the same turn. Fixed: A hang in the multi queue screen. Fixed: Freed slaves go to random cities, so that they do not starve in overcrowded cities. Fixed: When slaves uprise, the city population is reduced by the number of slaves units that died during a battle. Fixed: If the slave uprising is successful, and found a new civ. This civs establish diplomatic relationships with its former owners. Changed: The free slave success message got and eyepoint. Changed: Abolitionist can be build if the civ has no slavers but still owns slaves. Changed: The best trade route is now determined by the gold per caravan value, instead of the total gold. Fixed: A crash caused by active franchises of a dead civilization. Changed: Victory enslavement is now done on relative HPs of attacker and defender. Changed: The path finder prefers to circumvent unexplored territory for the human player. Fixed: Make sure that the path finder finds the shortest path. Added: Scroll bar for the city list when offering or requesting cities via diplomacy if there are more then 25 cities. Improved: Visuals of list boxes. Changed: Make the army manager look like the other managers. Added: Sort age button o sort items in Great Library by age. Fixed: Slic Strings are resolved after loading even so the string database has been modified. Useful if you switch languages while playing. However, after installing a new version of the Apolyton Edition you still have to reloadslic. Changed: The unit panel shows a shield if there are more than one unit unit in different armies on the field. You can click the shield for details. Works in that case like the next unit button. If there is only one army with more than one unit it shows the details. The shield also shows the number of units on Linux, however the number is missing in the Windows version. Changed: The next unit button does not try to select multiple units if only one unit is on the tile. Changed: The build manager gives suggestions without preset conditions. Fixed: A hang that occurs if an empty name is given to a build queue. Fixed: Disable the load queue button in the build manager if there is nothing to load. Changed: Only one list in the Build manager has the focus so that it is clear which item is highlighted. Fixed: Make all managers supporting rush buy using the same underlying city data instead of copies, so that the managers are aligned. Fixed: Disable the clear queue button the build manager if the queue is empty. Fixed: Select the next item when an item is removed from the queue. Fixed: Show the item and the title of a custom queue. Fixed: Disable create custom queue button in the build manager when loading a queue. Fixed: Show the selected item for a loaded queue. Changed: Highlight the current build item after changing city. Fixed: Disable the Great Library button in the build manager if no item is selected. Changed: The good animation delay from 5 to 8 seconds. Fixed: The good animation settings are also respected for trade routes. Fixed: Draw fogged tiles instead of black tiles when scrolling up. Fixed: Fixed overwriting glyphs fixes mostly the capital C. Added: Animate goods in the help tile window. Fixed: Force fields can also be built in sea cities. Added: Trench tiles from CTP1 and enabled in new maps. Fixed: Only one animation is played when a city is being franchised. Fixed: If an advance is given by diplomacy or a goody hut the advance that is being researched can still be selected from the research dialog. Fixed: Make sure that every tile can be centered on every zoom level. Fixed: Draw correctly national and city influence borders while zooming. Fixed: The music is restarted after the victory movie has been shown. Added: Messages about slaves taken during battle, and where they will work. Changed: Make civilian and special units invisible for globe sat. Fixed: The player is notified if a target is protected against conversion. Fixed: The AI does not try to establish embassies with civilizations that the AI is at war with or that has the Great Wall. Changed: Space plane move points and fuel reduced so that it is less a replacement for cargo helicopters. Fixed: Make the Alexander scenario loadable and center on Alexander when started. Changed: Rearrange city names and city icons drawn on the map. Changed: For modders, Sound and FailedSound in Orders.txt are now SoundRecords. This makes it easier to use them than bare integers. Fixed: Only play the advertisement special effect if advertisement was successful. Fixed: Units, cities, and goods are not redrawn while scrolling to avoid side effect. Fixed: Leviathon is given by plasma weaponry as stated in Great Library. Fixed: Cavalry becomes obsolete with tank warfare. Fixed: Make tanks only obsolete with fusion tanks, not before. Added: Obsolete advances for unit descriptions in the Great Library. Changed: Center the map on a bombarding unit. Fixed: Do not animate a special attack from the position of the attacker, if he is not visible, instead just animate it at the target position. Fixed: Do not draw trade routes below the map when wrap setting are enabled. Fixed: Draw trade routes while scrolling. Fixed: Animate launching a space plane. Changed: Pause the good-actor for 10 seconds after the animation has finished. So that the goods are not continuously animated. Fixed: Keep the units at their position while scrolling. Fixed: Color display of the unit shield and medal. Fixed: Play a general sound if no special attack sound is specified. Fixed: Play the correct success and failure special attack animations. Fixed: Only run the special effects for injoin and reform city, once. Changed: Do animate removing trade routes. Since this has neither sound nor a special effect it is just a waste of time. Fixed: Draw units that are being removed. Fixed: Draw the animation sequence of units in the correct order. Fixed: Draw animated units when they go off screen or onto a ship. Improved: Sped up trade manager, especially with many trade routes. Fixed: Saves games accumulated size if the game was played for a long time. A reload reset this. Fixed: The stored production in a city cannot become negative Fixed: Unknown cities cannot be revealed with the special cursor. Changed: Trade routes can now reveal the source and destination city if one piece is seen thanks to the gossip of traders. Fixed: Caravan demand for trade routes cannot be negative. Added: The trade route creation and cancel message gives the bonus values of the route. Fixed: The AI does not buy a good in a city that is already available there. Changed: The does not consider all possible trade routes, so that it does not waste caravans on low value trade routes. Changed: Reduced the value of domestic trade routes. Changed: Increased the value of trade routes with trade pact partners. Changed: The AI evaluates in all places the value of a trade route the same way. This avoids having the AI changing its mind once a trade route has been created. instead by a rough distance, since the rough distance might be significantly off. Fixed: The AI takes into account for replacing trade routes that a cravan is lost. Fixed: The best trade route is determined by value per caravan. Fixed: The does not try to sue units that cannot be sued. Fixed: The city capture options are not shown for cities of size 1, since those are destroyed anyway. Fixed: Known city walls and force fields under the fog of war are still known after a reload. Changed: Emphatic Diplomats cannot be expelled like normal Diplomats so that diplomacy cannot be avoided. Changed: The coverage of obelisks has been increased so that the science victory can be achieved with less aggression. Fixed: The readiness costs when the readiness slider is moved. Fixed: Force fields are not drawn with the odd hole. Fixed: The diplomacy window lists all types of agreements. Fixed: For modders, the slic Liberate functions sends the conquering units home before the city is given to the Barbarians. Added: Eye point to unit expelled message. Fixed: Crash when a city is founded on an obelisk. Fixed: Accelerate the unit manager, import if the civilization has many units. Fixed: The AI builds sea tunnels. Fixed: The progress bar shows how many units got their orders this turn with separate color for units that are sleeping or are entrenched. Fixed: The victim of advertising gets a message. Fixed: Cities can only be franchised if the franchiser is next to the city. Fixed: If a franchise is replaced by a franchise from another civilization a message is send to the former owner. Added: Enslave settler message for attacker says where the new saves will be working. Added: Bought goods can add food, production, and gold to a city Changed: City window to account for that. Changed: For modders, the user interface definitions are now in the ctp2_data/default/uidata/layouts/ folder. Added: If you are about pirating a trade route from a player you have a trade pact with, you must confirm whether you want to break it. Changed: Trade route drawing was cleaned up. Added: The help tile window reports the number of trade routes and their owners that go through a tile. Added: The trade manage shows the profit from trade that goes through cities. Fixed: Adjust the city influence if a neighbor city is gone or has shrunken. Added: The trade manager shows the losses due to piracy. Added: New options for the power graph. Fixed: New civilizations inherit their age from their parent civilization. Added: The number of advances needed and known for the chosen tech goal are now displayed in the tech tree and the advance chooser. Added: If a tech has been chosen than the prerequisites are marked in the Great Library. Added: The tech goal is now also shown in the Great Library if chosen. Fixed: You get a message if you earn some gold from a trade route that goes though your city. Fixed: The AI uses water units for attacking units and sieging cities. Fixed: The AI uses diplomats for establishing embassies and throwing parties. Fixed: The AI does establish embassies and throws parties at civilizations it is at war with. Fixed: The AI does not build obelisks if they do not increase the coverage. Fixed: The AI does not build farm on installations such as watchtowers and thus removing them. Fixed: The AI uses sea engineers to add population to sea cities. Fixed: The AI will only use units for goals that can also execute that goal. Fixed: The AI does not go over the city limit anymore, unless specified in its personality. Fixed: Spies cannot plant nukes anymore if nukes have been eliminated. Fixed: The AI used Capitalization and Infrastructure if it has nothing else to build instead of leaving the build queue empty. Fixed: The AI unloads cargo from helicopters next to a city if it is full and it needs more than 12 units to defend this city. Fixed: If an army is pirating a trade route this is also saved and restored after reload. Fixed: You get a message if one of your trade routes got pirated. Fixed: The AI will siege a city only afterwards all the units in the stacks have been grouped. Fixed: If the AI decides to siege a city with more then 12 units it will attack with the bigger stack first. Fixed: The AI does not use a stack for something else if it is waiting for other units for an attack. Fixed: The AI does not use transport helicopters for attack. Fixed: The AI does not try to use aircraft carries to transport land units. Fixed: The AI gives the same priority for settling land and sea cities. Fixed: Calculating the civilization center so that the AI can use its resources properly. Fixed: The AI can now conquer one tile island cities and cities on peninsulas if land access is blocked. It only selects for those cities units that can beach assault. Fixed: The AI does not retreat units to a city if the city has no room for them. Fixed: AI path-finding for transporters. Fixed: The AI does not try to use units that need transport for a goal if the goal should be executed without transports. Fixed: The does not try to unload transporters in cities if there is not enough room for the cargo. Fixed: The AI does not rally its troops next to the attack target. So that the defenders of a city do not have all the time to bombard to the ground those units that are already there. Fixed: The AI also the units in the city garrison for goals defending a city. This prevents the AI from over defending. Fixed: The AI uses the correct unit count for its garrisons from its perceived treat level. Fixed: The AI only uses single units for pirating and pillaging. Fixed: The AI does not group helicopters into armies, but instead unloads the cargo of the helicopters and groups that into the army. Fixed: The AI does not consider civilizations it has not met yet as enemies. Changed: The AI tries to enslave more or tries to free more slaves, depending on its attitude towards slavery. Fixed: The following actions are now cold war actions, that means they do not mean hot immediately. The AI treated them as cold war actions anyway: - Enslave settlers - Slave raid citizens - Free slaves - Incite slave uprising - Incite revolutions - Bioinfect a city - Plague a city - Nano infect a city However, nuking a unit is now a hot war action. Fixed: The AI prefers to sue units with its lawyers at home. Fixed: The unit power on a transporter is now also considered by the AI for its attacks. That stops the AI from loading and unloading transporters. Fixed: The AI does not attack players, it is neutral with. Fixed: The AI builds the Gaia Controller. Unixed: The Gaia Controller can only be build by big empires. Fixed: The AI terraforms dead tiles within its borders. Fixed: The AI does not use anything for research if it has nothing to research. Added: You can now trigger a disaster from the chat box, cool isn't it? :D But helped to fixed the following disaster related bugs: Fixed: Tiles with undersea tunnels cannot become dead tiles. Fixed: Remove ruins when the are flooded. Fixed: The AI will resettle the areas that were freed from cities by the raising sea level. Fixed: When swamp tiles are converted to shallow sea during the first disaster of global warming, also roads are removed from them. Fixed: When the last disaster has been triggered from the database, no more disasters can be triggered. Fixed: When a tile is pillaged than also it neighbor tiles are redrawn, so that a road ends on that neighbor tile properly. Added: The chat window can be opened without the keyboard from the menu. Fixed: The AI will not sell buildings if this does not help to prevent bankruptcy. Fixed: The AI now also considers the city limits for choosing a government. Added: If you pirate somebodies trade-route you will get a message about how much gold you have robbed. Fixed: The wonder with the IncreaseSpecialists flag will increase the amount of happiness an entertainer adds. Changed: The AI builds roads around its cities for better troop deployment. Improved: AI priorities to its goals, such as attack or siege Improved: AI city spacing and settling Added: Feedback for the Easter eggs coming from the chat box Added: More goods, and some goods were rearranged Added: Mouse-wheel support Fixed: The animation settings for goods and trade routes are now respected for games loaded from file. Previously good animations were only played for newly created games.