 |
|  |
 |
|
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.
|
|
|  |
 |
|
kaan
|
|
Aarhus
Mar 2001 time: 05:36
|
|
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.
|
|
|  |
 |
|
rdorau
|
|
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.
|
|
|  |
 |
|
rdorau
|
|
@ Flinx: No, I started a new game.
|
|
|  |
 |
|  |
 |
|  |
 |
|
calvitix
|
|
Strasbourg (North-Est France)
Jun 2003 time: 05:36
|
|
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
|
 |
Berlin, Germany
Mar 2001 time: 06:36
|
|
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
|
|
|  |
 |
|
Fromafar
|
|
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
|
|
Aarhus
Mar 2001 time: 05:36
|
|
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 
|
|
|  |
All times are GMT. The time now is 05:36. Apolyton Time is 00:36. |
top of page
|
|
|
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
|
|
|
|
|
|