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Fromafar
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Basically, it works like Martin said. Looking only at the picture, it is difficult to determine whether the behaviour is correct. What are the available land and sea tile improvements for this situation?
Considering the AI's preference for building mines on land, the selected improvement options could be a mine at 100% for a first ring land tile, and a fishery at 75% for a second ring sea tile. Which is better?
The same problem may occur with the age of the city. Old cities will be improved quite heavily, because farms are available quite early, and there is no competition at the start. For more recent cities, you will have competition with both other improvements (roads) and other cities. And, to make matters worse, the older cities tend to be larger, which makes their non-usage penalty smaller.
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calvitix
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Strasbourg (North-Est France)
Jun 2003 time: 05:36
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For those who want to follow the army goals, here is a ctp.exe with armytext displayed by default.
(include all modif unitl 26.09.2004)
(the goals.txt file has to be placed in ctp2_data\default\aidata)
http://apolyton.net/upload/view.php...layArmyText.zip
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calvitix
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Strasbourg (North-Est France)
Jun 2003 time: 05:36
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quote:
Hi Calvitix, what are those army goals doing?
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With that option, you can see on every unit what it's actually doing (their goals : EXPLORE, SEIGE, DEFEND,....) and the coordinates of their target.
See the first post in threat Army movement
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Martin Gühmann
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Berlin, Germany
Mar 2001 time: 06:36
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quote: Originally posted by Tamerlin
Hi Calvitix, what are those army goals doing? |
Yeah you know when a f***ing b*rstard is going to kill you. And also when they are doing stupid stuff like doing nothing in the wilderness instead of exploring.
quote: Originally posted by Fromafar
The same problem may occur with the age of the city. Old cities will be improved quite heavily, because farms are available quite early, and there is no competition at the start. For more recent cities, you will have competition with both other improvements (roads) and other cities. And, to make matters worse, the older cities tend to be larger, which makes their non-usage penalty smaller. |
Actual this problem is even worse, cities with just one pop and surrounded by forest or hills and one grassland tile need a food boost more then a city of size 15 a production boost. But in fact the penalty is much stronger for the 1 pop city then for the 15 pop city, one thing I could do would be to add a ring dependent sort factor to the greater function of the TiGoal struct. That way I could take the ring in consideration for food prod and gold improvements and I can ignore it for road improvmenets.
-Martin
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Unspeakable Horror
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Currently playing Call to Conquest, no problems so far, the merging AI SLIC code seems to work fine and they are conquering each other cities often, I´m on an island a bit far away and with tech advantange over them so I cant see how good they would be against me (I killed the only other AI in the same island I appeared almost at the beggining of the game)
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calvitix
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Strasbourg (North-Est France)
Jun 2003 time: 05:36
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Terraform crash Error
Hi,
I had a crash on a game (year 2002) :
0x007714c4 [? FindBestTileImprovement@Governor@@ABE_NABVMapPoint
@@AAUTiGoal@1@AAJ22PAVCityData@@@Z + 0x224]
0x00771059 [?PlaceTileImprovements@Governor@@QAEXXZ + 0x189]
0x007783fc [?BeginTurn@CtpAi@@SAXJ@Z + 0x1ac]
0x00503ed5 [?GEVHookCallback@BeginTurnEvent@@EAE? AW4GAME_EVENT_HOOK_DISPOSITION@@W4GAME_EVENT@@PAVG
ameEventArgList@@@Z + 0x85]
0x00563769 [?Activate@GameEventHook@@QAE?AW4GAME_EVENT_ERR@@PAVGameEventArgList@@AAJ@Z + 0x29]
0x005641b2 [?ActivateHook@GameEventManager@@QAE? AW4GAME_EVENT_ERR@@W4GAME_EVENT@@PAVGameEventArgLi
st@@AAJ@Z + 0x22]
0x0056242e [?Process@GameEvent@@QAE?AW4GAME_EVENT_ERR@@AAH@Z + 0x3e]
0x00563f17 [?Process@GameEventManager@@QAE?AW4GAME_EVENT_ERR@@XZ + 0x87]
0x00563e57 [?ArglistAddEvent@GameEventManager@@QAE? AW4GAME_EVENT_ERR@@W4GAME_EVENT_INSERT@@W4GAME_EVE
NT@@PAVGameEventArgList@@@Z + 0x1c7]
0x00563c6c [?AddEvent@GameEventManager@@QAA? AW4GAME_EVENT_ERR@@W4GAME_EVENT_INSERT@@W4GAME_EVE
NT@@ZZ + 0xcc]
0x00432d75 [? dh_endTurn@@YAXPAVDQAction@@PAVSequence@@W4DHEXECU
TE@@@Z + 0x35]
0x0042b610 [?HandleNextAction@Director@@QAEXXZ + 0xe0]
0x0042c807 [?ProcessActiveUnits@Director@@QAEKXZ + 0x47]
0x0042b4ab [?Process@Director@@QAEXXZ + 0x2b]
0x0040c7f2 [?Process@CivApp@@QAEJXZ + 0x112]
0x004074b8 [?CivWinMain@@YGHPAUHINSTANCE__@@0PADH@Z + 0x3a8]
0x00406f75 [WinMain@16 + 0x65]
0x0079c6dc [WinMainCRTStartup + 0x134]
0x77e614c7 [__onexitbegin + 0x7736152f]
it seems the effect pointer is null.
I changed for the moment to :
code:
effect = terrainutil_GetTerrainEffect(rec, pos);
if(effect)
{
shouldTerraform = shouldTerraform
&& !effect->GetBonusFood()
&& !effect->GetBonusProduction()
&& !effect->GetBonusGold()
|| !effect->GetEndgame();
}
else
{
shouldTerraform = false;
}
Martin, could you check the problem ?
Attachment: autosave-minamo.zip
This has been downloaded 2 time(s).
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Martin Gühmann
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Berlin, Germany
Mar 2001 time: 06:36
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quote: Originally posted by Solver
For the record... it doesn't seem to me that the delay when moving units over longer distances has been fixed. I'm not sure if this a pathfinder problem that we can fix, or something else, but nonetheless, it stays. |
Well actual there are still delays in, Fromafar implemented a suboptimal version of the aStar algorithm, and I think it also causes some slow down, and there is also a non path problem, for instance if the AI does not find a parth then the recalculation could take ages, that is espeacilly a problem if you play the Barbarians. And another part that could be improved would be the access of tile improvements. You have there an object list that contains finished tile improvements, unfinished tile improvements and trade routes. To figure out the number of tile improvements you go trhough the list and count, when you want to access an tile improvement you go once again through that list and the return the nth improvement you wanted. And if you want to acees all tile improvements you do it as much as you have tile improvements in that cell.
And maybe we should figure out how we can assign explore goals more efficiently.
-Martin
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FMP thE mAd
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Auch, France
Feb 2001 time: 05:36
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Damn i don't understand : it worked yesterdays, and now, it don't work !
When i try to launch CTP2 (original game with Modswapper) there's some error :
"Concept.txt line 9 : could not find "Concept_classis_age" in string data base.
Civilization.txt :
Coul not find Greek_city_31 in string data base.
Civilization.txt line 92 :
Expected number of civilization not found
Unable to init the data base"
I tried to launch CTP2 with the icon, or with modswapper or with the start menu : same error each time...
I try to reinstall all and i will tell you if it's ok.
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Martin Gühmann
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Berlin, Germany
Mar 2001 time: 06:36
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quote: Originally posted by Martin Gühmann
quote: Originally posted by Fromafar
The same problem may occur with the age of the city. Old cities will be improved quite heavily, because farms are available quite early, and there is no competition at the start. For more recent cities, you will have competition with both other improvements (roads) and other cities. And, to make matters worse, the older cities tend to be larger, which makes their non-usage penalty smaller. |
Actual this problem is even worse, cities with just one pop and surrounded by forest or hills and one grassland tile need a food boost more then a city of size 15 a production boost. But in fact the penalty is much stronger for the 1 pop city then for the 15 pop city, one thing I could do would be to add a ring dependent sort factor to the greater function of the TiGoal struct. That way I could take the ring in consideration for food prod and gold improvements and I can ignore it for road improvmenets. |
Maybe the problem could be solved by disabling the non usage penalty for the first ring. But then what is about bigger cities, they also need some food improvements.
-Martin
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tigerduck
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As they told me I write here my crash.txt:
0x004487db [? DrawTransitionTile@TiledMap@@QAEXPAVaui_Surface@@A
AVMapPoint@@JJ@Z + 0x22b]
0x00437133 [? CalculateWrap@ResourceMap@@QAEJPAVaui_Surface@@JJJ
J@Z + 0xc3]
0x00436d6e [? DrawATile@ResourceMap@@SAHPAVaui_Surface@@AAVMapPo
int@@PAX@Z + 0xee]
0x00436f2d [? DrawResourceMapThing@ResourceMap@@QAEHPAVaui_Surfa
ce@@P6AH0AAVMapPoint@@PAX@Z@Z + 0x7d]
0x00436447 [?DrawSurface@ResourceMap@@QAEJXZ + 0x167]
0x006d38b1 [?Update@CityWindow@@QAEXXZ + 0x6d1]
0x006d2c44 [?Display@CityWindow@@SA?AW4AUI_ERRCODE@@PAVCityData@@@Z + 0x64]
0x00667a4e [? ContextMenuCallback@@YAXPAVctp2_Menu@@W4CTP2_MENU_
ACTION@@JPAX@Z + 0xfe]
0x006597d0 [?ListCallback@ctp2_Menu@@AAEXPAVaui_Control@@KK@Z + 0x90]
0x00659807 [? StaticListCallback@ctp2_Menu@@CAXPAVaui_Control@@K
KPAX@Z + 0x17]
0x005e31fa [? SendSelectCallback@aui_ListBox@@IAEXW4AUI_LISTBOX_
ACTION@@K@Z + 0x13a]
0x005e4957 [? MouseLDropInside@aui_ListBox@@MAAXPAUaui_MouseEven
t@@@Z + 0xa7]
0x005f4182 [? MouseDispatch@aui_Region@@QAEXPAUaui_MouseEvent@@H
@Z + 0x322]
0x005f253b [?HandleMouseEvent@aui_Region@@QAE?AW4AUI_ERRCODE@@PAUaui_MouseEvent@@H@Z + 0x11b]
0x005f24ac [?HandleMouseEvent@aui_Region@@QAE?AW4AUI_ERRCODE@@PAUaui_MouseEvent@@H@Z + 0x8c]
0x00602489 [?HandleMouseEvents@aui_UI@@QAE?AW4AUI_ERRCODE@@JPAUaui_MouseEvent@@@Z + 0x99]
0x00602ac3 [?Process@aui_UI@@UAE?AW4AUI_ERRCODE@@XZ + 0x23]
0x0040c500 [?ProcessUI@CivApp@@QAEJKAAK@Z + 0x1a0]
0x0040c902 [?Process@CivApp@@QAEJXZ + 0x112]
0x004075c8 [?CivWinMain@@YGHPAUHINSTANCE__@@0PADH@Z + 0x3a8]
0x00407085 [WinMain@16 + 0x65]
0x0079b81c [WinMainCRTStartup + 0x134]
0x77e614c7 [__onexitbegin + 0x7736256f]
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tigerduck
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Next one:
0x004aa9e9 [?GameObj_Access@@YAPAVGAMEOBJ@@PAV1@K@Z + 0x9]
0x004daf58 [?GetCityData@Unit@@QBEPAVCityData@@XZ + 0x18]
0x004148d6 [?Draw@UnitActor@@QAEHH@Z + 0x236]
0x0043d220 [?PaintUnitActor@TiledMap@@QAEXPAVUnitActor@@H@Z + 0x40]
0x0042ce6c [?DrawActiveUnits@Director@@QAEXPAUtagRECT@@J@Z + 0x8c]
0x0043e3ac [? RepaintSprites@TiledMap@@QAEJPAVaui_Surface@@PAUta
gRECT@@_N@Z + 0xac]
0x0067191b [?background_draw_handler@@YA?AW4AUI_ERRCODE@@PAX@Z + 0xbb]
0x006151bd [?DrawThis@Background@@UAE?AW4AUI_ERRCODE@@PAVaui_Surface@@JJ@Z + 0xd]
0x0060673b [?Draw@aui_Window@@UAE?AW4AUI_ERRCODE@@PAVaui_Surface@@JJ@Z + 0x2b]
0x0040c4e5 [?ProcessUI@CivApp@@QAEJKAAK@Z + 0x185]
0x0040c902 [?Process@CivApp@@QAEJXZ + 0x112]
0x004075c8 [?CivWinMain@@YGHPAUHINSTANCE__@@0PADH@Z + 0x3a8]
0x00407085 [WinMain@16 + 0x65]
0x0079b81c [WinMainCRTStartup + 0x134]
0x77e614c7 [__onexitbegin + 0x7736256f]
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