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Locutus is offline Locutus
ACS CTP1/2 Manager & Civ4 Co-Manager
Hengelo, The Netherlands
Nov 1999
time: 06:34
  Old Post 26-02-2004 02:00 Visit Locutus<br><img src=/forums/images/staff-icon.gif>'s homepage!
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PROJECT: To Do List for Patch v1.2 Support Apolyton, buy Galactic Civilizations

I think a lot of us (especially regular players) would like a patch to be released ASAP, so all the improvements made over the past few months will actually be available for everyone in a more or less final format.

Though a lot of great work has been done already, I think most of us agree that we can't release a new patch until the game is up to v1.11 level. This is not yet the case, as far as I can see.

But if we ever hope to get there, it's important to keep track of what has been done already and, more importantly, what still needs to be done. That's what this thread is for: to keep track of which issues at the very least need to be in the first patch and what their status is. These will mostly be issues that were fixed in v1.11, but there may other issues that absolutely *have* to be included in the first new patch as well, but that weren't yet in v1.11.

I dug up the most detailed list I could find of al changes made in the v1.11 patch and made a list of which ones are still To Be Done (TBD) and what is already PARTially or entirely DONE. Since I'm very busy with RL stuff lately, I may not be fully aware of everything that's been going on, so feel free to correct me where necessary. I also added a priority to every issue, so that people looking for something to do have an idea of where to start. I'm sure other people have very different ideas on what should have the highest priority though, so feedback is needed. Note that the issues are numbered for easy reference.

Please note also that for the patch to be released ALL of these issuess will need to be resolved anyway, so even medium and low priority issues still have a fairly high priority (at least compared to stuff not on this list).

Notes:

Issue #1: I vaguely seem to recall it was fixed, but I'm not sure about it, can anyone confirm (or deny)?

Issue #23: Does anyone happen to have a list of which SLIC functions exactly have and haven't been implemented at this point?

Any feedback, comments, etc more than welcome...

Edit: BTW, if anyone knows of any issues that need to be added to the list (whether they are from v1.11 or not), please post them.

Last edited by Locutus on 26-02-2004 at 02:20

Locutus is offline Locutus
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Putting this in a new post 'cause I know it'll get messy











































#STATUS PRIORITY TYPE ISSUE
1.
DONE
ZERO
Savegames* Fixed corrupted save game bug
2.
TBD
MEDIUM
Scenarios* Fixed random civ chooser for scenarios (world map)
3.
DONE
ZERO
Savegames* Fixed autosave directory name for scenarios to match normal directory.
4.
DONE
ZERO
Graphics* Increased animation queue to 12, making unit-in-wrong-place bug less likely [doubtful if it actually works, but fixed nonetheless]
5.
TBD
LOW
Sound* Always terminate a unit's sound effects when it dies
6.
DONE
ZERO
Scenarios* Set cell owner when cheating tile improvements [An undesirable change, should be left as-is]
7.
TBD
ZERO
User Interface* UnitSpeed and MouseSpeed removed from advanced options (available elsewhere in options) [A revamp of the Advanced Options Menu would be desirable at some point, but there's no rush there]
8.
DONE
ZERO
Savegames* Incremented save file version to force string reload for old games.
9.
DONE
ZERO
User Interface* Added missing contextual info to several messages
10.
DONE
ZERO
User Interface* Added auto-center for bombardment
11.
DONE
ZERO
Gameplay* Fixed lawsuits against franchises
12.
DONE
ZERO
Gameplay* Prevented cities from revolting twice in a row (so if you have the wonder that gives you revolting cities, you'll at least have a chance to hold onto them)
13.
DONE
ZERO
Graphics* Added sanity check on city styles (avoids crash when settling in Alexander)
14.
DONE
ZERO
Multiplayer* Fixed movement point propagation for settlers from disbanded cities in network games with 3+ players
15.
DONE
ZERO
Gameplay* Can't rush buy capitalization/infrastructure
16.
TBD
HIGH
Multiplayer* Fixed feat propagation in network games
17.
DONE
ZERO
Scenarios* Fixed difficulty choice in scenarios
18.
DONE
ZERO
User Interface* Setting research goal to something already researched clears the goal.
19.
N/A
ZERO
Gameplay* Trade routes are revalidated when loading a saved game. Sort of fixes a problem seen only once where a city lost track of its routes. Unknown how it happened to begin with. [Solution worse than the problem (if it exists at all); won't be reimplemented]
20.
DONE
ZERO
Gameplay* Fixed active defense movement checks so that land defenders work.
21.
DONE
ZERO
Multiplayer* Added extra checks to disable science victory in network games
22.
DONE
ZERO
SLIC* Enabled access to database values from SLIC
23.
PART
ZERO
SLIC* Added about 40 SLIC functions, mostly related to diplomacy (has no effect on any existing scripts) [some functions left unimplemented but they are never used and their intended function is unclear]
24.
DONE
ZERO
Scenarios* Fixed scenarios that allow players other than player 1 to be played
25.
DONE
ZERO
Cheat Menu* Fixed crash bug caused by launching editor, generating goods, exiting, and moving a unit.
26.
DONE
ZERO
Multiplayer?* Added check for clear queue actions from clients received after they lost the city to another player
27.
TBD
HIGH
Multiplayer* Fixed nuking cities in network games - sometimes left a stale reference to the dead city around.
28.
TBD
HIGH
Multiplayer* Fixed propagation of city defensive bonus in net games
29.
TBD
HIGH
Multiplayer* Made sure diplomatic proposals in network games execute at the same point on every machine.
30.
DONE
HIGH
Multiplayer* Network object bookkeeping gets cleared when exiting a game (exiting and rejoining occasionally left something lying around, resulting in a resync not long after joining)
31.
DONE
ZERO
Multiplayer* Disabled restart key in net games
32.
DONE
ZERO
Gameplay* Fixed science tax being one percent lower than it was supposed to be (didn't happen on every machine)
33.
DONE
ZERO
User Interface* Fixed display of turns for cap/inf
34.
DONE
ZERO
User Interface* Fixed message tab to always show newest messages
35.
DONE
ZERO
User Interface* Leave embargo button enabled when cancelled
36.
DONE
ZERO
Diplomacy* Diplomatic proposals/responses sent from UI get the highest priority possible so that the AI won't override them
37.
DONE
ZERO
System* Added version label to shell [Replaced by disclaimer string]
38.
DONE
ZERO
User Interface* Fixed auto-selection of currently researching advance on science chooser
39.
DONE
ZERO
AI* Improve AI pathfinding: replace ASTAR-_BLOCKED with ASTAR_OCCUPIED

Last edited by Locutus on 26-10-2004 at 18:16

Maquiladora is offline Maquiladora
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quote:
Bug fix: use the veteran status in combat.

Based on the observations and proposals by MrBaggins and Solver: apply the veteran coefficient to the unit properties when in combat.

This bug fix will improve the chance to hit the target (i.e. increase the RangedAttack and Offense properties). It will not modify the other properties (Defense, Strength, etc.). This corresponds to the handling of the veteran status in UnitData.cpp.


Veteran effect should improve Attack/Ranged/Defence values by 50% shouldnt it?

Locutus is offline Locutus
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  Old Post 26-02-2004 15:42 Visit Locutus<br><img src=/forums/images/staff-icon.gif>'s homepage!
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You can debate that, that would be a design decision.

When two regular units are fighting each other, both have an equal chance of winning, obviously. When a regular unit is fighting a unit with +50% attack bonus due to veteran status, the veteran has a ~9% better chance of winning. And when a regular unit fights a veteran with both attack and defense boni, the veteran has a 20% better chance of winning. And if that's not enough, that 20% can be considerably improved upon by defensive terrain boni, fortification, city walls, etc (much more so than the 9% bonus from the attack value alone).

Look at the numbers if you want (based on the formulas I linked to yesterday in the Armor/HP thread, using hypothetical units who have all stats at 2 (attack, defense, armour, etc)):

code:
CoT = Chance to Hit TtD = Turns to Defeat V = Chance of Victory 1. CoT|A = 2/(2+2) = 50% CoT|D = 2/(2+2) = 50% TtD|D = (2*10)/(50%*2) = 20 TtD|A = (2*10)/(50%*2) = 20 V|A = 20/(20+20) = 50% 2. CoT|A = 2/(2+2) = 50% CoT|D = 3/(3+2) = 60% TtD|D = (2*10)/(50%*2) = 20 TtD|A = (2*10)/(60%*2) = 16.7 V|A = 16.7/(20+16.7) = 45.5% 3. CoT|A = 2/(2+3) = 40% CoT|D = 3/(2+3) = 60% TtD|D = (2*10)/(40%*2) = 25 TtD|A = (2*10)/(60%*2) = 16.7 V|A = 16.7/(25+16.7) = 40%


So it just depends on how much stronger you want veterans to be, compared to regular units. Personally I think just an attack bonus is enough. Though it might be an idea to consider a +100% bonus rather than +50%, which would give them a +14% chance to win a battle: better than +9% (which is a bit weakish, I agree), not as good as +20% and above (which is a bit too strong IMHO). Ideally it might be cool to have several levels of veteran status: +50%, +100%, +150%, but that's more for the long-term thinking, I'd say.

Edit: For what it's worth, I seem to remember reading somewhere (in a manual or strategy guide or something) that veterans are supposed to be 10% better than regular units, which would mean Activision intended to have a bonus for attack alone. But my memory is a wee bit vague on that, so I may be wrong.

Last edited by Locutus on 26-02-2004 at 15:51

Aias is offline Aias
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  Old Post 26-02-2004 17:27
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I don't know if this is relevant to this thread, but will trespassing be fixed? Fortified enemy units and naval units seem immune to the trespassing agreement.

Also, will the automatic 'kicking' of units be put back in?

MrBaggins is offline MrBaggins
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May 1999
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  Old Post 26-02-2004 18:33
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quote:
Originally posted by Locutus
You can debate that, that would be a design decision.

When two regular units are fighting each other, both have an equal chance of winning, obviously. When a regular unit is fighting a unit with +50% attack bonus due to veteran status, the veteran has a ~9% better chance of winning. And when a regular unit fights a veteran with both attack and defense boni, the veteran has a 20% better chance of winning. And if that's not enough, that 20% can be considerably improved upon by defensive terrain boni, fortification, city walls, etc (much more so than the 9% bonus from the attack value alone).

Look at the numbers if you want (based on the formulas I linked to yesterday in the Armor/HP thread, using hypothetical units who have all stats at 2 (attack, defense, armour, etc)):

code:
CoT = Chance to Hit TtD = Turns to Defeat V = Chance of Victory 1. CoT|A = 2/(2+2) = 50% CoT|D = 2/(2+2) = 50% TtD|D = (2*10)/(50%*2) = 20 TtD|A = (2*10)/(50%*2) = 20 V|A = 20/(20+20) = 50% 2. CoT|A = 2/(2+2) = 50% CoT|D = 3/(3+2) = 60% TtD|D = (2*10)/(50%*2) = 20 TtD|A = (2*10)/(60%*2) = 16.7 V|A = 16.7/(20+16.7) = 45.5% 3. CoT|A = 2/(2+3) = 40% CoT|D = 3/(2+3) = 60% TtD|D = (2*10)/(40%*2) = 25 TtD|A = (2*10)/(60%*2) = 16.7 V|A = 16.7/(25+16.7) = 40%


So it just depends on how much stronger you want veterans to be, compared to regular units. Personally I think just an attack bonus is enough. Though it might be an idea to consider a +100% bonus rather than +50%, which would give them a +14% chance to win a battle: better than +9% (which is a bit weakish, I agree), not as good as +20% and above (which is a bit too strong IMHO). Ideally it might be cool to have several levels of veteran status: +50%, +100%, +150%, but that's more for the long-term thinking, I'd say.

Edit: For what it's worth, I seem to remember reading somewhere (in a manual or strategy guide or something) that veterans are supposed to be 10% better than regular units, which would mean Activision intended to have a bonus for attack alone. But my memory is a wee bit vague on that, so I may be wrong.


I think that there is some strong support for having the suggestion of attack and defense being based on just A for the attacker and D for the defender, we have to consider that.

Also I'd suggest that its no problem having the bonus apply to both attack and defense... the game obviously intended veteran bonuses to apply to different game concepts since they included the bonus in the code for bombarders and spies. If the combat bonus is too high, when it applies to both, just reduce it a little...

From a realism view point veteran troops do defend better than green troops anyway.

Locutus is offline Locutus
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  Old Post 26-02-2004 18:45 Visit Locutus<br><img src=/forums/images/staff-icon.gif>'s homepage!
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Agreed, when the effects of A and D are changed, it becauses necessary to apply veteran status to both. And indeed, in the end it's just a matter of balancing it properly (for which purpose it might not be a bad idea to expore the exact number in a text file?)

Locutus is offline Locutus
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  Old Post 26-02-2004 19:27 Visit Locutus<br><img src=/forums/images/staff-icon.gif>'s homepage!
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quote:
Originally posted by Aias
I don't know if this is relevant to this thread, but will trespassing be fixed? Fortified enemy units and naval units seem immune to the trespassing agreement.

Also, will the automatic 'kicking' of units be put back in?


Almost forgot...

I think tresspassing should be looked into, but I personally don't think it's essential for the first patch.

The 'kicking' was a SLIC thing that came (and still comes) with the mods, not something the patch did.

Martin Gühmann is offline Martin Gühmann
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quote:
Originally posted by Locutus
The 'kicking' was a SLIC thing that came (and still comes) with the mods, not something the patch did.


And actual it is just a workaround, the original intention was to make the AI to pull back its armies on its own and not by using some miracle or given the armies seven league boots to return to the closest city.

-Martin

Locutus is offline Locutus
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Updated the table (twice). Kudos to Fromafar and Peter for solving 5 issues in 24 hours At this rate the patch will be out in a week (No, I don't actually believe that)

Peter Triggs is offline Peter Triggs
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Jan 2000
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  Old Post 28-02-2004 04:04
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quote:

Issue #23: Does anyone happen to have a list of which SLIC functions exactly have and haven't been
implemented at this point?


Here's the ones I've been working on. (Martin, I'm not happy with this stuff yet.) There's also a new one, "DeclareWar", at the bottom.

Attachment: slicfuncai.zip
This has been downloaded 11 time(s).

Kull is offline Kull

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quote:
Originally posted by Locutus
Edit: For what it's worth, I seem to remember reading somewhere (in a manual or strategy guide or something) that veterans are supposed to be 10% better than regular units, which would mean Activision intended to have a bonus for attack alone. But my memory is a wee bit vague on that, so I may be wrong.


Your memory is quite good. There's only a single paragraph on Veterans in the original CTP2 manual, but it's quite specific on the benefit accruing to "Veteran Status":

quote:
Due to their experience on the battlefield, veteran units are better equipped for combat, and enjoy a bonus to their attack rating.

Martin Gühmann is offline Martin Gühmann
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One thing that has definatly fixed in Patch v1.2 is AI path finding, an AI improvement is really necessary, well we already have one or two, but if the AI cannot go to its goals then it can be very good everwhere else but it wouldn't help. From "DOCUMENT: Miscellaneous source findings and thoughts" thread Dale brought up this:

quote:
Originally posted by Dale
quote:
Originally posted by Solver
The AI won't move around its own 12-stacks because the pathfinder considers those squares to be passable, and the units keep trying to enter the square occupied by 12-stack, and fail. - Dale.


Actually, the function returns: ASTAR_BLOCKED so it's viewing it as unpassable, but then the Astar function doesn't look for another path when returned ASTAR_BLOCKED it just closes that node.

What we need to do it specific a different return like: ASTAR_OCCUPIED and when that's returned to the Astar function, make it keep the node open but try other directions from there.


-Martin

SMIFFGIG is offline SMIFFGIG
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quote:
Veteran effect should improve Attack/Ranged/Defence values by 50% shouldnt it?

A system where
If a unit gained veterancy whilst attacking
It gains 50% bonus for attacking

If a unit gained veterancy whilst defending
It gains 50% bonus for defending

etc

im sure it could be easily tied in with ranged combat too

this would IMO add greater scope and also realism (as generals gained experience and became known as great defenders or attackers etc) in real life.

does this call for a veterancy thread ? or is there already one out there

Maquiladora is offline Maquiladora
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Jun 2001
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  Old Post 02-03-2004 16:23 Visit Maquiladora's homepage!
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so what was the final plan, to expose the veteran effects in a txt file? We all have different ideas of how powerful veterans should be (and in what areas) so it would be nice to have easy control over them.

Gilgamensch is offline Gilgamensch
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Jun 2002
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  Old Post 02-03-2004 17:19
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Question: How is the status of a veteran unit after the upgrade? Shall it keep it's veteran status or not? Or shall we leave it to the moders?

Pedrunn is offline Pedrunn
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  Old Post 03-03-2004 00:53
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Locutus, you forgot the sea city bug

Locutus is offline Locutus
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I think the veteran effects should be discussed elsewhere, that's not what this thread is for. Whatever the outcome, it currently works so there's no immediate need to change it further for the first patch (if it's done in time it'll be included, if it isn't it won't).

Pedrunn,
That's already been fixed, so no point in listing it here (obviously it will be in the first patch).

Martin,
I absolutely agree that's one of the first things about the AI that needs to be fixed, but is it important enough to delay the release of the first patch for, if it comes down to that? I mean, it's not like the AI is *completely* useless now. But I'd like to hear opinions on this, if others agree with you I'll gladly add it to the list.

Solver is offline Solver
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I would think that yes, if the delay is reasonable, then it's worth to fix the pathfinder in the first patch...

Gilgamensch is offline Gilgamensch
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  Old Post 03-03-2004 13:21
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If it doesn't take to long, and by the sound of it, it is worthwhile waiting

Tamerlin is offline Tamerlin
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Apr 2002
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  Old Post 03-03-2004 16:13
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I agree, there are a few things that need to be addressed before a patch is released and the AI path finding is important as far as I am concerned.

Myrddin is offline Myrddin
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Jun 2001
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  Old Post 04-03-2004 02:48
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I too would like the pathfinding fixed IF it does not delay the release unduly

epeterson is offline epeterson
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Feb 2004
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  Old Post 04-03-2004 03:04
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Could someone please figure out a way to differentiate between a veteran unit and a green unit when they are stacked? I like to use the green troops to guard a newly captured city and use the veterans for continued assimilation. It would be nice if they had mini-tags in the 'army manager' screen.

Aias is offline Aias
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  Old Post 04-03-2004 11:12
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I'd be willing to wait if that's what it took to improve the AI's pathfinding.

Flinx is offline Flinx
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quote:
Originally posted by Locutus
Pedrunn,
That's already been fixed, so no point in listing it here (obviously it will be in the first patch).
For those of you who are involved with re-writing the code it may be obvious what changes you have already made, but for us sitting on the sidelines eagerly awaiting the fruits of your hard labour, it might be nice to have a complete list of changes and fixes.

…On the other hand, fixing things is more important than updating a list of things fixed…

Locutus is offline Locutus
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Ok, I'll add the pathfinding issue then.

Flinx,
If you download the latest playtest version, the readme includes a full list of fixes done so far (and the same info can also be found in the 'altered source code' thread, but that one might provide a bit more details than you'd like).

Martin Gühmann is offline Martin Gühmann
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Well I used the edit button to rip of the html code of Locutus' table and started to add all the stuff from the playtest readme to it. While I was doing it, I also added issures to be done that crossed my mind. Unfortunatly it isn't finished yet.

-Martin

Martin Gühmann is offline Martin Gühmann
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quote:
Fixed crash bug caused by launching editor, generating goods, exiting, and moving a unit.


I just tried this and I wasn't able to recreate this bug with the debug version. In general that looks odd, I have to do three things to cause a crash and with the inibility to recreate it, I guess it was caused by an memory leak. Of course it would be good if someone else could confirm it.

-Martin

Locutus is offline Locutus
ACS CTP1/2 Manager & Civ4 Co-Manager
Hengelo, The Netherlands
Nov 1999
time: 06:34
  Old Post 06-03-2004 03:13 Visit Locutus<br><img src=/forums/images/staff-icon.gif>'s homepage!
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I was able to recreate the bug: start a new game with 'launch editor' (rather than 'launch'), click 'agree to terms', click on 'gerenate goods', confirm with 'OK', click on 'exit', and finally click on the move-units button on the control panel. It has to happen exactly in this order for the crash to take place.

If you don't 'launch editor' or if you just drag the unit to move it, the crash won't occur.

This was with the latest playtest build BTW.

Aias is offline Aias
Warlord
PURDUE USA
May 2001
time: 23:34
  Old Post 06-03-2004 09:32
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Thanks for adding the pathfinding into the next patch!

 
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