Apolyton Archive  |  Preserved copy of the Apolyton Civilization Site and its forums as they stood in September 2005. Read-only; nothing here can be posted to or replied to.  |  Forum index |  About this archive |  The 1998–2001 UBB forums
Today on Apolyton WARDELL INTERVIEW PROMO A.C.S. HISTORY CHAPTER 4 GET CIV4 /w FREE PLUS! A.C.S. PHOTO GALLERY GET A.O.M. V1.1
Apolyton Civilization Forums
main| civ2| civ3| civ4| smac| ctp2| ron| moo3| galciv| galciv2| alt| about|
ApolytonPLUS | register | search | faq | new posts | pm (-/-) | upload | members
hall of fame new! | civgroups | civgroups news | interviews | the column | radio | chat | directory | news | store | PLUS
Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Call To Power II > CtP2-Source Code Project > PROJECT: Playest II
Show a Printable Version | Email This Page to Someone! | Receive updates to this thread | Report this to Apolyton news!
CivGroups
CTP2 Source Code Project (59): Not a Member - Join

bottom of page
  
Author
Thread   
Pages (17): [ <<   10   11   12   13   14   15   16     >> ]
< Last Thread     Next Thread > Post New Thread     Post A Reply
kaan is offline kaan
Prince
Aarhus
Mar 2001
time: 05:36
  Old Post 19-10-2004 00:02
Edit/Delete Message Reply w/Quote
#361 Report this post to a moderator
Support Apolyton, buy Civilization 2

Thanks locutus, that is just what i wanted to know

Flinx is offline Flinx
Prince
Toronto, ON CANADA
Nov 2001
time: 00:36
Thumbs down  Old Post 19-10-2004 01:06 Visit Flinx's homepage!
Edit/Delete Message Reply w/Quote
#362 Report this post to a moderator
How far to go to avoid ‘danger’? Get a bigger avatar today!

quote:
Originally posted by calvitix
it isn't a terrain types problem. I added a checkfordanger method to the pathfinding, to prevent AI's armies or civilian to be easily killed by bombarding or enemie armies.
the criterion are for now :
if civilian, avoid tiles near cities and enemies armies
if not civilian, avoid tiles near cities and tiles near bigger enemy armies.
when I say avoid, it adds a 'additional' cost to cross those tiles (10000 I think). So in your case the pathfinder prefer that 7 tiles path.
it works great for AI (it save a lot of units), but can be problematic in your case. I wanted to improve it by only checking the tile that ends the movement (armies can cross near the city if they don't stay near at the end of turn), but I didn't have time for now.
What I suggest is to keep that pathfinding for AI, and to make an option to activate it or not for player.
- Calvitix


That is a 100 grassland/plains tile penalty! This means my slaver will prefer a 50 turn route over passing two tiles near an enemy city or unit. Extract this value to const.txt and make it modable. Stealth units should not make this ‘checkfordanger’. Who is an enemy? Any other player? Only players you are at war with? Any player with whom you do not have a peace treaty? Is a 12-stack of archers a ‘danger’ to a 4-stack of tanks? Is a hoplite + settler a ‘danger’ to a Knight? A city could be home to a powerful 12-stack army, or there could be only one unit holding up the fort. Your ‘checkfordanger’ appears to be adding a huge zone of control around cities and units and is adding several turns to the achievement of goals and possibly preventing them from ever being achieved as the ‘enemy’ ‘danger’ moves each turn (wall of beef opportunity?). Saving units by doing nothing with them is just as bad as loosing units one by one due to attrition caused by bad path choices. Maybe the ‘checkfordanger’ should alter the priorities of goals rather than alter the path taken i.e. eliminate the blocking army first before traveling along the road to achieve goal X.

calvitix is offline calvitix
Chieftain
Strasbourg (North-Est France)
Jun 2003
time: 05:36
  Old Post 19-10-2004 22:27
Edit/Delete Message Reply w/Quote
#363 Report this post to a moderator
Re: How far to go to avoid ‘danger’? Help yourself to an AD-FREE life

quote:
Originally posted by Flinx


That is a 100 grassland/plains tile penalty! This means my slaver will prefer a 50 turn route over passing two tiles near an enemy city or unit. Extract this value to const.txt and make it modable.


it will be done

quote:


Stealth units should not make this ‘checkfordanger’.



Why ? it could be wise to keep far from cities, where other stealth units can discover then, and expulse them or worse...

quote:


Who is an enemy? Any other player? Only players you are at war with? Any player with whom you do not have a peace treaty?



I defined enemy as other player with diplomacy lower than neutral regard or players at war.

quote:

Is a 12-stack of archers a ‘danger’ to a 4-stack of tanks?
Is a hoplite + settler a ‘danger’ to a Knight?
A city could be home to a powerful 12-stack army, or there could be only one unit holding up the fort. Your ‘checkfordanger’ appears to be adding a huge zone of control around cities and units and is adding several turns to the achievement of goals and possibly preventing them from ever being achieved as the ‘enemy’ ‘danger’ moves each turn (wall of beef opportunity?). Saving units by doing nothing with them is just as bad as loosing units one by one due to attrition caused by bad path choices.


it checks for the moment the size of enemy's army, but it can be enhanced to check its power.

Martin Gühmann is offline Martin Gühmann
Emperor
Berlin, Germany
Mar 2001
time: 06:36
Post  Old Post 20-10-2004 01:14 Visit Martin Gühmann's homepage!
Edit/Delete Message Reply w/Quote
#364 Report this post to a moderator
Re: Re: How far to go to avoid &#65533;danger&#65533;? Support Apolyton, buy Civilization 2

quote:
Originally posted by calvitix
I defined enemy as other player with diplomacy lower than neutral regard or players at war.


And what about allies.

quote:
Originally posted by calvitix
it checks for the moment the size of enemy's army, but it can be enhanced to check its power.


The power must be taken into consideration, it is stupid to avoid an army of 12 archers with an army of 3 tanks.

-Martin

calvitix is offline calvitix
Chieftain
Strasbourg (North-Est France)
Jun 2003
time: 05:36
  Old Post 20-10-2004 12:11
Edit/Delete Message Reply w/Quote
#365 Report this post to a moderator
Re: Re: Re: How far to go to avoid &#65533;danger&#65533;? Support Apolyton, buy GURPS/ Alpha Centauri

quote:
Originally posted by Martin Gühmann

And what about allies.


allies have a diplomacy regard greater than neutral, so they won't be considered as enemy.

quote:

The power must be taken into consideration, it is stupid to avoid an army of 12 archers with an army of 3 tanks.


I didn't actually find any attribute for 'Power'. to determine if the army has enough 'power' for a goal, I use the addition of attributes : attack + defense + ranged + value(HP). (see squad_strengh operator)

I know it has to be improved (by coefficients, and add as well the FirePower attribute), but for now I didn't take the time to do it.

I'm working for the moment on sea transport, and have enough to do with that (the grouping method aren't appropriate for maps with sea : an army can't group if all units are not on the same continent !! - So As soon as there is a transport in the army, they didn't group them any more and go separatly in transport...

I'll probably have to rewrite all the grouping methods )

- Calvitix

Flinx is offline Flinx
Prince
Toronto, ON CANADA
Nov 2001
time: 00:36
Unhappy  Old Post 20-10-2004 20:53 Visit Flinx's homepage!
Edit/Delete Message Reply w/Quote
#366 Report this post to a moderator
Re: Re: Re: Re: How far to go to avoid 'danger'? Support Apolyton, buy Call to Power 2

quote:
Originally posted by calvitix
Allies have a diplomacy regard greater than neutral, so they won't be considered as enemy.

Martin Gühmann is offline Martin Gühmann
Emperor
Berlin, Germany
Mar 2001
time: 06:36
Post  Old Post 20-10-2004 21:34 Visit Martin Gühmann's homepage!
Edit/Delete Message Reply w/Quote
#367 Report this post to a moderator
Re: Re: Re: Re: How far to go to avoid &#65533;danger&#65533;? Increase the size of your Attachments

quote:
Originally posted by calvitix
allies have a diplomacy regard greater than neutral, so they won't be considered as enemy.


Really?

quote:
Originally posted by calvitix
I didn't actually find any attribute for 'Power'. to determine if the army has enough 'power' for a goal, I use the addition of attributes : attack + defense + ranged + value(HP). (see squad_strengh operator)


Of course Power must be calculated from those values, otherwise you would have more values in the database then necessary.

-Martin

kaan is offline kaan
Prince
Aarhus
Mar 2001
time: 05:36
  Old Post 21-10-2004 02:04
Edit/Delete Message Reply w/Quote
#368 Report this post to a moderator
Enter the AD-FREE zone

Playtest

Here are the latest playtest build:

2004.10.20.playtest.part1.rar
2004.10.20.playtest.part2.rar

You will need winrar to unpack it.

It is compiled in .NET so you will need the .NET runtime environment to run the exe.
If you dont already have it it is avalaible at windows update or here .

I will be really interested to hear what your experiences with the .NET build is.
Also of my interest is any feedback on the multiplayer updates.

As usual any feedback at all is highly valued.

Changelog since last build
quote:


Fixed: Bug fix and user interface improvement for the tactical info tab of the Unit manager
Fixed: Select and center on the transport when double-clicking on a transported unit
Fixed: Spelling error ("Devision")
Fixed: Altered instant message display code to prevent messages being displayed to the
wrong player in hotseat mode
Fixed: Corrected handling of invalid strategies
Fixed: Prevented crashes with invalid units
Changed: Removed some duplicated code and allow to test cell whether its productivity
concerning food, shields and gold would be better then with the current terrain type
Added: If a terrain has no food tile improvement the AI checks whether there is a
terraform option avalable for a terrain with better food stats
Added: Changes to favorize Respect of non-treaspassing Treaty and retreat units
Added: Checks to avoid Army blocked in grouping phasis
Changed: The Group size check
Changed: Rollback goals in double search
Added: Methods to check if there is enough room for army along path, check danger along path
Changed: Several values in goals.txt
Fixed: typo corrected
Changed: useless compiler warning disabled
Added: CanTransport and IsCivilian, and a few other consistency changes to the Army class
Fixed: Prevented a crash when a space plane gets assigned multiple orders
Changed: Updated startegy database so that when two strategies are merged values aren't
overwritten by the default values of an entry if this value has not been defined
Changed:: Updated database generator so that bit pairs can now have default values as well.
That allow to have default values in databases with entries that are merged, without merging
default values into the merged record
Fixed: The typo that caused the number of merchants to be displayed in the scientists column
of the new Specialists tab of the National Manager window
Changed: Updated the database generator so that the default values of bits can be accessed if
they have any even if no value was set
Fixed: Prevent crash when loading a saved game
Fixed: Terraform logic
Changed: Updated road path generation
Changed: Lots (and lots) of things related to AI movement in an effort to improve that
Added: Some French translations
Fixed: Improved cleanup of the data of a dead player, to not keep old strategies hanging around
Fixed: Prevented a crash when a city with walls or a forcefield gets destroyed
Fixed: Allow more than 44 playable civs
Added: 18 new civilizations
Fixed: Crossed Sword Bug
Changed: Great library enhanced
Fixed: Visual tileimp progression
Fixed: Extra checks to disable science victory in network games
Fixed: Check for clear queue actions from clients received after they lost the city to another player
Fixed: Network object bookkeeping gets cleared when exiting a game
Fixed: Propagating PW in network games

rdorau is offline rdorau
Settler

Sep 2003
time: 06:36
  Old Post 21-10-2004 02:59
Edit/Delete Message Reply w/Quote
#369 Report this post to a moderator
Suffering from ads?

I might be the first tester. But the new playtest crashes when I start the game.

There are 2 error messages:
1. civilisation.txt line 3138 error: Could not find ITALIAN in string database.
2. CivAppError: Unable to Init the databases.

kaan is offline kaan
Prince
Aarhus
Mar 2001
time: 05:36
  Old Post 21-10-2004 03:46
Edit/Delete Message Reply w/Quote
#370 Report this post to a moderator
Support Apolyton buy from Amazon

quote:
Originally posted by rdorau
I might be the first tester. But the new playtest crashes when I start the game.

There are 2 error messages:
1. civilisation.txt line 3138 error: Could not find ITALIAN in string database.
2. CivAppError: Unable to Init the databases.


thats odd but it sound like you are missing some files.

if you unpack the files to a seperate dir then what size are they? it should amount to about 27 MB.

Locutus is offline Locutus
ACS CTP1/2 Manager & Civ4 Co-Manager
Hengelo, The Netherlands
Nov 1999
time: 06:36
  Old Post 21-10-2004 03:55 Visit Locutus<br><img src=/forums/images/staff-icon.gif>'s homepage!
Edit/Delete Message Reply w/Quote
#371 Report this post to a moderator
Support Apolyton, pre-order Civilization IV

It's because the new civ_str.txt file still isn't available in any other language than English. The easiest solution until it's translated is to copy the English version to the german folder (so move [CtP2 root]\ctp2_data\english\gamedata\civ_str.txt to [CtP2 root]\ctp2_data\german\gamedata). You will have English city names (e.g. Munich instead of München) but I reckon that's not too big a deal...

Tamerlin is offline Tamerlin
King
Toulouse (South-western France)
Apr 2002
time: 06:36
  Old Post 21-10-2004 04:12
Edit/Delete Message Reply w/Quote
#372 Report this post to a moderator
Full PM-box? Change here!

quote:
Originally posted by Locutus
It's because the new civ_str.txt file still isn't available in any other language than English.


This is what I was about to reply, I will try to make the French translation (read mainly copy and paste) this week end.

Locutus is offline Locutus
ACS CTP1/2 Manager & Civ4 Co-Manager
Hengelo, The Netherlands
Nov 1999
time: 06:36
  Old Post 21-10-2004 04:14 Visit Locutus<br><img src=/forums/images/staff-icon.gif>'s homepage!
Edit/Delete Message Reply w/Quote
#373 Report this post to a moderator
Support Apolyton, buy Civilization III: Complete

quote:
Originally posted by Tamerlin
(read mainly copy and paste)


Indeed, I reckon it's probably only about 10-15 minutes work for most languages, but it needs to be done...

rdorau is offline rdorau
Settler

Sep 2003
time: 06:36
  Old Post 21-10-2004 04:22
Edit/Delete Message Reply w/Quote
#374 Report this post to a moderator
Support Apolyton, buy Civilization 2

Thanks, Locutus!
This was the solution.

A minor problem: I can't select more than 31 players. This should have changed with the new playtest.

Flinx is offline Flinx
Prince
Toronto, ON CANADA
Nov 2001
time: 00:36
  Old Post 21-10-2004 08:20 Visit Flinx's homepage!
Edit/Delete Message Reply w/Quote
#375 Report this post to a moderator
Support Apolyton, pre-order Civilization IV

Was the problem with savegame files with more than 28 civs fixed?

Flinx is offline Flinx
Prince
Toronto, ON CANADA
Nov 2001
time: 00:36
  Old Post 21-10-2004 08:32 Visit Flinx's homepage!
Edit/Delete Message Reply w/Quote
#376 Report this post to a moderator
Support Apolyton, pre-order Civilization IV

The version date is 2004-07-26

rdorau is offline rdorau
Settler

Sep 2003
time: 06:36
  Old Post 21-10-2004 12:52
Edit/Delete Message Reply w/Quote
#377 Report this post to a moderator
Support Apolyton buy from Amazon

@ Flinx: No, I started a new game.

J Bytheway is offline J Bytheway
Emperor
England
Jul 2001
time: 05:36
  Old Post 21-10-2004 18:30 Visit J Bytheway's homepage!
Edit/Delete Message Reply w/Quote
#378 Report this post to a moderator
Support Apolyton buy from Amazon

quote:
Originally posted by rdorau
A minor problem: I can't select more than 31 players. This should have changed with the new playtest.


Are you saying that because of the change:

Fixed: Allow more than 44 playable civs

If so, then you are misunderstanding the change - it's just a change that allows you to choose from amongst more civs when starting a game, not a change which allows you to play with more civs in a game at the same time.

J Bytheway is offline J Bytheway
Emperor
England
Jul 2001
time: 05:36
  Old Post 21-10-2004 18:34 Visit J Bytheway's homepage!
Edit/Delete Message Reply w/Quote
#379 Report this post to a moderator
Lose 30 kilos (of popups)

quote:
Originally posted by Flinx
Was the problem with savegame files with more than 28 civs fixed?


I believe so, yes.

Martin Gühmann is offline Martin Gühmann
Emperor
Berlin, Germany
Mar 2001
time: 06:36
Post  Old Post 21-10-2004 19:10 Visit Martin Gühmann's homepage!
Edit/Delete Message Reply w/Quote
#380 Report this post to a moderator
Inflate your Upload Space

quote:
Originally posted by Flinx
The version date is 2004-07-26


Looks like noone updated the *.ldl files maybe, we should extract the information from the executable itsself. However you can find the creation of the debug executable in the log files.

quote:
Originally posted by J Bytheway
I believe so, yes.


It is definately fixed.

-Martin

Locutus is offline Locutus
ACS CTP1/2 Manager & Civ4 Co-Manager
Hengelo, The Netherlands
Nov 1999
time: 06:36
  Old Post 21-10-2004 20:04 Visit Locutus<br><img src=/forums/images/staff-icon.gif>'s homepage!
Edit/Delete Message Reply w/Quote
#381 Report this post to a moderator
Increase Your PM Length

quote:
Originally posted by Martin Gühmann
Looks like noone updated the *.ldl files maybe, we should extract the information from the executable itsself.


Well, eventually when we're going to make actual official releases we'll probably want to use version numbers or something, rather than dates. Might be just as easy to just stick with ldl files, as long as the people making the playtest builds remember to keep them updated

calvitix is offline calvitix
Chieftain
Strasbourg (North-Est France)
Jun 2003
time: 05:36
  Old Post 21-10-2004 20:36
Edit/Delete Message Reply w/Quote
#382 Report this post to a moderator
Avatar Enlargement: We've got the solution

quote:
Originally posted by Flinx
The version date is 2004-07-26



the version date used for the moment is in the 'str_ldl.txt' file, no ?

code:
### Version String ### str_ldl_version "2004-07-26"


quote:

quote:

Originally posted by calvitix
allies have a diplomacy regard greater than neutral, so they won't be considered as enemy.


Really?


I couldn't really test it, as AI don't ally with other AI.
It seems to me logical, that AI will refuse to ally an other Civ if its regard is low, and for civs that are already allied and with regard decreasing (due to expel, or other bad actions), we can feel it will not stay allied for long. -> but that's a part of the diplomacy improvement.

quote:

quote:

Originally posted by calvitix
I didn't actually find any attribute for 'Power'. to determine if the army has enough 'power' for a goal, I use the addition of attributes : attack + defense + ranged + value(HP). (see squad_strengh operator)


Of course Power must be calculated from those values, otherwise you would have more values in the database then necessary.



I agree, what I wanted to say is that I only used the easiest formula to calculate Power (as it isn't defined).

It will be interessant to improve it by adding coefficients (a* attack + b * defense + ...) and to add also other attribute like Firepower (or movement).

Martin Gühmann is offline Martin Gühmann
Emperor
Berlin, Germany
Mar 2001
time: 06:36
Post  Old Post 21-10-2004 21:05 Visit Martin Gühmann's homepage!
Edit/Delete Message Reply w/Quote
#383 Report this post to a moderator
Lose 30 kilos (of popups)

quote:
Originally posted by calvitix
I couldn't really test it, as AI don't ally with other AI.
It seems to me logical, that AI will refuse to ally an other Civ if its regard is low, and for civs that are already allied and with regard decreasing (due to expel, or other bad actions), we can feel it will not stay allied for long. -> but that's a part of the diplomacy improvement.


It doesn't seem so logical to me afterwards I won a game by diplomacy by the pattern like this:

code:
Hey, AI let's make peace. What! You don't want to make peace, so let's make war. Ah, we know it and never doubt it that you make peace. Hey, AI let's make pact. What! You don't want to make pact, so let's make war. Ah, we know it and never doubt it that you make pact.


If you just have enough power in the original game, you can blackmail everything from the AI, even its last city.

-Martin

Flinx is offline Flinx
Prince
Toronto, ON CANADA
Nov 2001
time: 00:36
  Old Post 21-10-2004 23:51 Visit Flinx's homepage!
Edit/Delete Message Reply w/Quote
#384 Report this post to a moderator
2004.10.20 Playtest crash.txt Support Apolyton, buy Call to Power 2

0x006e3b02 [? LogRegardEvent@Foreigner@@QAEXABW4REGARD_EVENT_TYP
E@@ABURegardEvent@@@Z + 0x22]

Flinx is offline Flinx
Prince
Toronto, ON CANADA
Nov 2001
time: 00:36
  Old Post 22-10-2004 00:05 Visit Flinx's homepage!
Edit/Delete Message Reply w/Quote
#385 Report this post to a moderator
Re: 2004.10.20 Playtest crash.txt Support Apolyton, buy Galactic Civilizations: Deluxe Edition

quote:
Originally posted by Flinx
0x006e3b02 [? LogRegardEvent@Foreigner@@QAEXABW4REGARD_EVENT_TYP
E@@ABURegardEvent@@@Z + 0x22]


Permanent and fatal.

Attachment: crash.rar
This has been downloaded 1 time(s).

Fromafar is offline Fromafar
Prince

May 2003
time: 06:36
  Old Post 23-10-2004 00:37
Edit/Delete Message Reply w/Quote
#386 Report this post to a moderator
Got spare money?

quote:
Originally posted by kaan
I will be really interested to hear what your experiences with the .NET build is.
Also of my interest is any feedback on the multiplayer updates.

So far, all problems I have encountered with the .NET release were reproducible with a 6.0 release. So, it looks like we are not stuck with an old compiler.

Regarding the PW fix: I would suggest adding new enum values at the end of the list - not somewhere in the middle. If you put NET_INFO_CODE_MATERIALS at the end of NET_INFO_CODE (just before NET_INFO_CODE_NULL, which serves as an end marker), you do not change the coding/interpretation of the other messages. For later debugging, comparing against the messages of an original Activision release will be so much easier, when the codes stay the same.

Also, you should have a look at NetInfo::m_args - you still have to add the data for the new message, but it becomes easier to find out where exactly.
Actually, without knowing, you have completely messed up the table by inserting in the middle. It is impossible to predict what will happen when you play a network game with this release .

kaan is offline kaan
Prince
Aarhus
Mar 2001
time: 05:36
  Old Post 23-10-2004 16:58
Edit/Delete Message Reply w/Quote
#387 Report this post to a moderator
Get a bigger avatar today!

quote:
Originally posted by Fromafar

So far, all problems I have encountered with the .NET release were reproducible with a 6.0 release. So, it looks like we are not stuck with an old compiler.

Regarding the PW fix: I would suggest adding new enum values at the end of the list - not somewhere in the middle. If you put NET_INFO_CODE_MATERIALS at the end of NET_INFO_CODE (just before NET_INFO_CODE_NULL, which serves as an end marker), you do not change the coding/interpretation of the other messages. For later debugging, comparing against the messages of an original Activision release will be so much easier, when the codes stay the same.

Also, you should have a look at NetInfo::m_args - you still have to add the data for the new message, but it becomes easier to find out where exactly.
Actually, without knowing, you have completely messed up the table by inserting in the middle. It is impossible to predict what will happen when you play a network game with this release .




You are absolutely right, i better fine tune it a bit then

Tamerlin is offline Tamerlin
King
Toulouse (South-western France)
Apr 2002
time: 06:36
  Old Post 25-10-2004 16:10
Edit/Delete Message Reply w/Quote
#388 Report this post to a moderator
Frenc civ_str.txt for the latest playtest build Support Apolyton buy from Amazon

Here is the new French civ_str.txt strings needed for the latest playtest build.

Sorry, I couldn't help, I changed "Arthur" and "Morgana" to "Brennus" and "Boadicée" in the Celtic civilization. I am sorry but I can't cope with Arthur, I can't... no really, I can't... It is really beyond me, I can't...







I am not kidding, I can't...

Attachment: newfrench_civ_str.zip
This has been downloaded 2 time(s).

child of Thor is offline child of Thor
Emperor
UK
Jan 2002
time: 05:36
  Old Post 28-10-2004 02:07
Edit/Delete Message Reply w/Quote
#389 Report this post to a moderator
Support Apolyton, buy Civilization: The Boardgame

Hi guys - Locutus has pointed me in this direction to pick up the latest(close to release) build so some work can start on the Manual and docs..........i've scanned around a little but am not sure which download i need
A big red arrow in its direction would be appriciated

Ah its ok i found it - its the one in Jbytheway's sig right?

Edit: got it Now next week when my new 'experimenting with code and files and programming' pc is up and running i'll start to play with the new build and see all the great things that have been done by you all

Last edited by child of Thor on 28-10-2004 at 02:23

Flinx is offline Flinx
Prince
Toronto, ON CANADA
Nov 2001
time: 00:36
  Old Post 28-10-2004 02:25 Visit Flinx's homepage!
Edit/Delete Message Reply w/Quote
#390 Report this post to a moderator
Support Apolyton, buy Alpha Centauri

->

 
Pages (17): [ <<   10   11   12   13   14   15   16     >> ]
< Last Thread     Next Thread > Post New Thread     Post A Reply
All times are GMT. The time now is 05:36.
Apolyton Time is 00:36.
    top of page
Rate This Thread:
Forum Jump:
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
 




Contact Us - Apolyton Civilization Site - Support Us!

Building a better Apolyton through better information. Click here and take our poll!
Non-US visitors, click here!

Powered by: vBulletin Version 2.0.3
Copyright ©2000, 2001, Jelsoft Enterprises Limited.

Page generated in 0.0778 seconds (91.94% PHP - 8.06% MySQL) with 36 queries
Page Loading Time:

Support Apolyton: Amazon USA | Amazon UK | Amazon DE | Amazon FR |
Support Apolyton and get FREE PLUS, Buy from Chips&Bits: Galactic Civilizations | Galactic Civilizations: Deluxe Edition | Call to Power 2 | Civilization: The Boardgame | GURPS/ Alpha Centauri | Alpha Centauri | Civilization IV | Civilization III: Complete |


Front Page | Civilization IV | Civilization III | Civilization II | Call to Power II | Alpha Centauri | Master of Orion III
Rise of Nations | Galactic Civilizations | Galactic Civilizations II | Misc
Alt.Civs | Civ I | C:CtP I | About | News | Directory | Apolyton Store | Forums | Chat | Columns | Interviews | Newsletter
Scenario League | CSC | Clash of Civs | Spanish Site | CtP Maps | Cradle of Civ | WesW's Ctp1/2 Site | Civ3 Haven

apolyton.net | apolyton.com | civilization2.net | civilization3.net | civilization4.net | civilizationiv.info | calltopower.net | galciv.net | galciv2.net | moo3.net