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Flinx is offline Flinx
Prince
Toronto, ON CANADA
Nov 2001
time: 00:36
  Old Post 27-09-2004 19:56 Visit Flinx's homepage!
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#271 Report this post to a moderator
Increase Your PM Length

quote:
Originally posted by Maquiladora
Also I found a bug with the new specialists tab ...
Copy... Paste.... You forgot to edit!

Maquiladora is offline Maquiladora
Emperor

Jun 2001
time: 05:36
  Old Post 27-09-2004 22:49 Visit Maquiladora's homepage!
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#272 Report this post to a moderator
Inflate your Upload Space

Huh?

Martin Gühmann is offline Martin Gühmann
Emperor
Berlin, Germany
Mar 2001
time: 06:36
Post  Old Post 27-09-2004 22:49 Visit Martin Gühmann's homepage!
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quote:
Originally posted by Maquiladora
Heres something that i thought was already fixed (or maybe theres some other reason for it) but as you see on the screenshot of this once AI city the second ring has started to be improved with tile imps but the inner circle isnt completely tile improved yet. I mentioned this a few months back and i remember fromafar fixed it. Was it not included in the latest playtest?


Actual Fromafar just made it less probably that the outer ring is improved. All he did was to calculate how much in prcent the outer ring is worked and then he multiplied the value with the raw priority. But actual the problem is much more serious, I got the suspicion that the AI improves the oldest cities first. So the oldest cities get tile improvements while the younger cities does not get any tile improvements.

One possibility would be to take the raw priority of that tile imprvement and divide it by the ring number, so in the second ring we just would have half of the raw priority. Unfortunatly this model prioritises roads over tile improvements except those ones of the first ring.

-Martin

Fromafar is offline Fromafar
Prince

May 2003
time: 06:36
  Old Post 28-09-2004 00:15
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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.

Flinx is offline Flinx
Prince
Toronto, ON CANADA
Nov 2001
time: 00:36
  Old Post 28-09-2004 03:15 Visit Flinx's homepage!
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quote:
Originally posted by Maquiladora
Huh?


if(ctp2_Static *column = GetListItemColumn(item, k_NMD_SPEC_MERCHANT)) {
sprintf(stringBuffer, "%d", (sint32)(cityData->MerchantCount()));
column->SetText(stringBuffer);
column->SetTextColor(colorNorm);
}


if(ctp2_Static *column = GetListItemColumn(item, k_NMD_SPEC_SCIENTIST)) {
sprintf(stringBuffer, "%d", (sint32)(cityData->MerchantCount()));
column->SetText(stringBuffer);
column->SetTextColor(colorNorm);
}

Maquiladora is offline Maquiladora
Emperor

Jun 2001
time: 05:36
  Old Post 28-09-2004 03:25 Visit Maquiladora's homepage!
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Got spare money?

Ah Yes

calvitix is offline calvitix
Chieftain
Strasbourg (North-Est France)
Jun 2003
time: 05:36
  Old Post 28-09-2004 17:38
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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

Tamerlin is offline Tamerlin
King
Toulouse (South-western France)
Apr 2002
time: 06:36
  Old Post 28-09-2004 21:18
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Hi Calvitix, what are those army goals doing?

calvitix is offline calvitix
Chieftain
Strasbourg (North-Est France)
Jun 2003
time: 05:36
  Old Post 28-09-2004 21:56
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quote:

Hi Calvitix, what are those army goals doing?


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

Martin Gühmann is offline Martin Gühmann
Emperor
Berlin, Germany
Mar 2001
time: 06:36
Post  Old Post 28-09-2004 22:25 Visit Martin Gühmann's homepage!
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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

J Bytheway is offline J Bytheway
Emperor
England
Jul 2001
time: 05:36
  Old Post 28-09-2004 23:09 Visit J Bytheway's homepage!
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quote:
Originally posted by Martin Gühmann
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.


This problem shouldn't be fixed by making the inner-ring tiles preferable - it is the fact that the city has little food which makes the tiles urgently needed, and that is what should be taken into consideration. In better terrain, it would be inefficient to improve this city rather than the size 15 one which is using its tiles more fully.

Tamerlin is offline Tamerlin
King
Toulouse (South-western France)
Apr 2002
time: 06:36
  Old Post 29-09-2004 00:59
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quote:
Originally posted by calvitix


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


Thanks for the answer.

Martin Gühmann is offline Martin Gühmann
Emperor
Berlin, Germany
Mar 2001
time: 06:36
Post  Old Post 29-09-2004 18:57 Visit Martin Gühmann's homepage!
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quote:
Originally posted by J Bytheway
This problem shouldn't be fixed by making the inner-ring tiles preferable - it is the fact that the city has little food which makes the tiles urgently needed, and that is what should be taken into consideration. In better terrain, it would be inefficient to improve this city rather than the size 15 one which is using its tiles more fully.


To fix it like this we should just need to increase the food improvement priority, because currently I give food improvements only if the city needs more food. And another problem is that it doesn't differentiate between big and small cities. Maybe I should add something like the ImproveSmallCityGrowthBonus, but depending on city size instead of city growth rank.

-Martin

Flinx is offline Flinx
Prince
Toronto, ON CANADA
Nov 2001
time: 00:36
  Old Post 01-10-2004 00:09 Visit Flinx's homepage!
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I thought we had fixed the sort order problem....

Attachment: sort.jpeg
This has been downloaded 132 time(s).

J Bytheway is offline J Bytheway
Emperor
England
Jul 2001
time: 05:36
  Old Post 01-10-2004 00:45 Visit J Bytheway's homepage!
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quote:
Originally posted by Flinx
I thought we had fixed the sort order problem....


Well, if we did then we must have introduced another .

I'll check and see if the fix was included properly...

J Bytheway is offline J Bytheway
Emperor
England
Jul 2001
time: 05:36
  Old Post 01-10-2004 01:48 Visit J Bytheway's homepage!
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quote:
Originally posted by J Bytheway
Well, if we did then we must have introduced another .

I'll check and see if the fix was included properly...


The fix appears to be there. I guess it must have introduced some other problem...

J Bytheway is offline J Bytheway
Emperor
England
Jul 2001
time: 05:36
  Old Post 02-10-2004 02:19 Visit J Bytheway's homepage!
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#287 Report this post to a moderator
Lose 30 kilos (of popups)

Can someone who has tried it confirm: Is it safe to change the answer to the 'mods' question in my mini-FAQ to something a little more optimistic, like:

Although not all have been tested thoroughly, most mods should work with this playtest version without any changes.

Solver is offline Solver
Apolyton Duke Of Something
Latvia, Riga
Sep 2000
time: 07:36
  Old Post 02-10-2004 02:24 Visit Solver<br><img src=/forums/images/staff-icon.gif>'s homepage!
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I'd confirm that. I have done quite enough playtesting with my usual configuration (SAP2 + Goodmod), and I have also ran medmod. So yes, I think your statement above seems to go .

Unspeakable Horror is offline Unspeakable Horror
Emperor

Oct 1999
time: 02:36
  Old Post 02-10-2004 04:59
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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)

calvitix is offline calvitix
Chieftain
Strasbourg (North-Est France)
Jun 2003
time: 05:36
  Old Post 02-10-2004 17:23
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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).

Solver is offline Solver
Apolyton Duke Of Something
Latvia, Riga
Sep 2000
time: 07:36
  Old Post 02-10-2004 17:26 Visit Solver<br><img src=/forums/images/staff-icon.gif>'s homepage!
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Still the annoying fort bug here. If an enemy has built forts, the tiles around it will stay their territory, no matter if they die or whatever I do.

Martin Gühmann is offline Martin Gühmann
Emperor
Berlin, Germany
Mar 2001
time: 06:36
Post  Old Post 03-10-2004 20:41 Visit Martin Gühmann's homepage!
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quote:
Originally posted by calvitix
I had a crash on a game (year 2002) :


And I had no crash. I tried the savegame hit the end turn button while being the Romans and also while being the Japaneses, and I also let the game play while I was the Barbarians for 60 turns. But still no crash.

quote:
Originally posted by calvitix
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; }



shouldTerraform = false? Well in that case I would ignore it. However as the stuff does not do what it should do I am going to redesign that part of the code.

-Martin

Solver is offline Solver
Apolyton Duke Of Something
Latvia, Riga
Sep 2000
time: 07:36
  Old Post 03-10-2004 20:43 Visit Solver<br><img src=/forums/images/staff-icon.gif>'s homepage!
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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.

Martin Gühmann is offline Martin Gühmann
Emperor
Berlin, Germany
Mar 2001
time: 06:36
Post  Old Post 03-10-2004 20:55 Visit Martin Gühmann's homepage!
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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

FMP thE mAd is offline FMP thE mAd
Settler
Auch, France
Feb 2001
time: 05:36
  Old Post 03-10-2004 21:24 Visit FMP thE mAd's homepage!
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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.

Martin Gühmann is offline Martin Gühmann
Emperor
Berlin, Germany
Mar 2001
time: 06:36
Post  Old Post 03-10-2004 22:57 Visit Martin Gühmann's homepage!
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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

tigerduck is offline tigerduck
Settler

Oct 2004
time: 05:36
  Old Post 04-10-2004 00:20
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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]

tigerduck is offline tigerduck
Settler

Oct 2004
time: 05:36
  Old Post 04-10-2004 01:02
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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]

FMP thE mAd is offline FMP thE mAd
Settler
Auch, France
Feb 2001
time: 05:36
  Old Post 04-10-2004 02:45 Visit FMP thE mAd's homepage!
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#299 Report this post to a moderator
Got spare money?

Well after reinstall game, i still have the problem i said in my post (reinstall games without patch 1.1, and copy Apolyton Files Source Project).

"Concept.txt line 9 : could not find "Concept_classic_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"

What can i do for this ? I checked files and i saw "concept_classic_age" string and others string in files. So I don't understand why i can't launch the game

Notice that yesterday, game worked. And today, without any changes, it don't !

Tamerlin is offline Tamerlin
King
Toulouse (South-western France)
Apr 2002
time: 06:36
  Old Post 04-10-2004 02:57
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Welcome FMP thE mAd,

Well this problem is linked to the string files, the program is checking the strings and deosn't find the listed ones at the good place or can't find the translated strings at all.

I posted the missing strings in French in the "Translation Thread" a few weeks ago but I also asked "those who know" to check if I had put them at the right place in the right files. I don't think I have forgotten to translate something but it seems that I have not placed the strings at the good place.

(I know Martin, here are some and )

 
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