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Martin Gühmann is offline Martin Gühmann
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Berlin, Germany
Mar 2001
time: 06:36
Post  Old Post 19-07-2004 22:37 Visit Martin Gühmann's homepage!
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So that means if I define a global variable and define a local variable with the same, the slic compile doesn't notice it.

-Martin

BureauBert is offline BureauBert
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  Old Post 25-07-2004 01:10 Visit BureauBert's homepage!
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Again, I have some good news and some bad news from playtesting :

The good news:
max_player is not a member of g because the new variable has been renamed in the meantime: g.max_players does exist and work as expected as well as g.num_of_players

The bad news:

code:
TEST_Advance = AdvanceDB(ADVANCE_SUBNEURAL_ADS); // should be 161 TEST_Building = BuildingDB(IMPROVE_CAPITOL); // should be 14

still leads to this result:

(see TestAdv and TestBldg).

Unfortunately this gives me the choice of using either a build with player.government implemented or database access for AdvanceDB and BuildingDB working, which is a hard choice
Maybe I could need a vacation anyways - or should I do something useful in the meantime, like getting rich and famous?

Edit: corrected a typo "should be 61" -> "should be 161"

Last edited by BureauBert on 25-07-2004 at 02:59

Martin Gühmann is offline Martin Gühmann
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I just tried to reproduce the error BureauBert, but no success. In fact I was able to find something that went wrong afterwards I applied all the mini files from the alterd source files thread, but nothing slic releated. Here is the slic I did:

code:
int_t int0; int_t int1; int_t int2; int_t int3; int_t int4; int_t int5; int_t int6; int_t int7; int_t int8; int_t int9; int_t int10; int_t int11; int_t int12; int_t int13; int_t int14; int_t int15; int_t int16; int_t int17; int_t int18; int_t int19; int_t int20; int_t int21; int_t int22; int_t int23; int_t int24; int_t int25; int_t int26; int_t int27; int_t int28; int_t int29; HandleEvent(ArmyClicked)'MG_TestSomething'pre{ int0 = BuildingDB(); int1 = AdvanceDB(); MessageAll('MGMAETestMessage'); } MessageBox'MGMAETestMessage'{ Text(ID_TEST_MESSAGE_FOR_MAE); Duration(1); MessageType("GIFT"); }


And the string:

quote:

TEST_MESSAGE_FOR_MAE "0: {int0}, 1: {int1}, 2: {int2}, 3: {int3}, 4: {int4}, 5: {int5}, 6: {int6}, 7: {int7}, 8: {int8}, 9: {int9}, 10: {int10}, 11: {int11}, 12: {int12}, 13: {int13}, 14: {int14}, 15: {int15}, 16: {int16}, 17: {int17}, 18: {int18}, 19: {int19}, 20: {int20} 21: {int21}, 22: {int22}, 23: {int23}, 24: {int24}, 25: {int25}, 26: {int26}, 27: {int27}, 28: {int28}, 29: {int29}"


And the result is that int0 = 52 and int1 = 107, so 52 buildings and 107 advances in the original game, nothing unexpected regarding slic in my *.exe unfortunatly it contains something unexpected the const.txt.

-Martin

Attachment: slictext.jpg
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BureauBert is offline BureauBert
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  Old Post 25-07-2004 02:50 Visit BureauBert's homepage!
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quote:

I just tried to reproduce the error BureauBert, but no success

I just figured out that I am able to get the size of the database, too, but not the index of a particular record:



(see the last line, the number of advances and buildings corresponds to my modded files, that's ok)
Strange, but that's how it stands ...

Martin Gühmann is offline Martin Gühmann
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Post  Old Post 25-07-2004 03:21 Visit Martin Gühmann's homepage!
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I now use this code:

code:
HandleEvent(ArmyClicked)'MG_TestSomething'pre{ int0 = BuildingDB(); int1 = AdvanceDB(); int2 = AdvanceDB(1); int3 = AdvanceDB(ADVANCE_ADV_NAVAL_TACTICS); int4 = AdvanceDB(ADVANCE_ADV_NAVAL_TACTICSS); MessageAll('MGMAETestMessage'); }


int0 should contain the size of the BuildingDB, int1 should contain the size of the AdvanceDB, int2 should be 1, int3 should also be 1, because ADVANCE_ADV_NAVAL_TACTICS is the advance with index 1 in AdvanceDB. And int4 should be -1 and gives an slic error on /reloadslic, because ADVANCE_ADV_NAVAL_TACTICSS is not an advance. And from my screenshot everything is right. Maybe you should post how you access the AdvanceDB.

-Martin

Attachment: slictext2.jpg
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BureauBert is offline BureauBert
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  Old Post 25-07-2004 04:14 Visit BureauBert's homepage!
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Here is all of the relevant code. Meanwhile I have also tested all databases systematically, and I can get the size of all databases and the index of a particular record in most of the databases except for buildings and advances.

code:
int_t MOD_NUMOFTILEIMPS; // no. of tileimps in this Mod int_t MOD_NUMOFWONDERS; // no. of wonders in this Mod int_t MOD_NUMOFBUILDINGS; // no. of buildings in this Mod int_t MOD_NUMOFUNITS; // no. of units in this Mod int_t MOD_NUMOFADVANCES; // no. of advances in this Mod int_t MOD_NUMOFSTRATEGIES; // no. of strategies in this Mod int_t MOD_NUMOFGOVERNMENTS; // no. of governments in this Mod int_t MOD_NUMOFTERRAINS; // no. of terrains in this Mod int_t TEST_Tileimp; int_t TEST_Wonder; int_t TEST_Building; int_t TEST_Unit; int_t TEST_Advance; int_t TEST_Strategy; int_t TEST_Government; int_t TEST_Terrain;

code:
HandleEvent(BeginTurn) 'SetupGamestart' pre { . . . GetModInfo(); . . . DisableTrigger('SetupGamestart'); }

code:
void_f GetModInfo() { MOD_NUMOFTILEIMPS = TerrainImprovementDB(); MOD_NUMOFWONDERS = WonderDB(); MOD_NUMOFBUILDINGS = BuildingDB(); MOD_NUMOFUNITS = UnitDB(); MOD_NUMOFADVANCES = AdvanceDB(); MOD_NUMOFSTRATEGIES = StrategyDB(); MOD_NUMOFGOVERNMENTS = GovernmentDB(); MOD_NUMOFTERRAINS = TerrainDB(); }

code:
HandleEvent(BeginTurn) 'SetupEveryTurnPre' pre { int_t setupPlayer; setupPlayer = player[0]; TEST_Building = BuildingDB(IMPROVE_CAPITOL); TEST_Tileimp = TerrainImprovementDB(TILEIMP_COLONIAL); TEST_Wonder = WonderDB(WONDER_GLOBAL_SURVEILLANCE_CENTER); TEST_Unit = UnitDB(UNIT_SETTLER); TEST_Advance = AdvanceDB(ADVANCE_SUBNEURAL_ADS); TEST_Strategy = StrategyDB(STRATEGY_GOVT_FUNDAMENTALISM); TEST_Government = GovernmentDB(GOVERNMENT_ADV_GANG); TEST_Terrain = TerrainDB(TERRAIN_SPECIAL2); if (setupPlayer == 0) { // TEST Message(1, 'GeneralGamestatsMsg'); } . . . }

code:
GENERAL_GAME "(Tileimps: {MOD_NUMOFTILEIMPS}, Wonders: {MOD_NUMOFWONDERS}, Buildgs: {MOD_NUMOFBUILDINGS}, Units: {MOD_NUMOFUNITS}, Advances: {MOD_NUMOFADVANCES}, Strat: {MOD_NUMOFSTRATEGIES}, Govs: {MOD_NUMOFGOVERNMENTS}, Terrains: {MOD_NUMOFTERRAINS})\n TestTileImp: {TEST_Tileimp}, TestWonder: {TEST_Wonder}, TestBldg: {TEST_Building}, TestUnit: {TEST_Unit}, TestAdv: {TEST_Advance}, TestStrat: {TEST_Strategy}, TestGov: {TEST_Government}, TestTerrain: {TEST_Terrain}"

And this is the resulting messagebox:


Everything is fine, except TestBldg and TestAdv. I have also compared the textfiles coming with the playtest build to my modded textfiles - but as far as i can see nothing has been changed in their structure. I am clueless ...

BureauBert is offline BureauBert
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  Old Post 25-07-2004 14:22 Visit BureauBert's homepage!
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Good morning Martin!

Another observation: The line

MIN_TURNS_BETWEEN_REVOLT

you mentioned here is not included in the Const.txt delivered with the latest playtest build. Well this didn't cause any problems so far, but probably this indicates that the setup of the 2004.06.28 playtest posted in this thread might differ from your local setup in other aspects, too. I continue comparing the playtest textfiles to my modded textfiles anyway.

Martin Gühmann is offline Martin Gühmann
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Post  Old Post 25-07-2004 20:48 Visit Martin Gühmann's homepage!
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Well I just tried this:

code:
HandleEvent(ArmyClicked)'MG_TestSomething'pre{ int0 = BuildingDB(); int1 = AdvanceDB(); int2 = AdvanceDB(1); int3 = AdvanceDB(ADVANCE_SUBNEURAL_ADS); int4 = BuildingDB(IMPROVE_CAPITOL); MessageAll('MGMAETestMessage'); }


I just tried this, and the result is that ADVANCE_SUBNEURAL_ADS has the index 95 and IMPROVE_CAPITOL has index 15 in BuildingDB of the default game. So far your code looks ok as well. And it doesn't look like the two values are overwritten somewhere else. Another possibility is that with John's playtest version is something wrong.

quote:
Originally posted by BureauBert
Another observation: The line

MIN_TURNS_BETWEEN_REVOLT

you mentioned here is not included in the Const.txt delivered with the latest playtest build. Well this didn't cause any problems so far, but probably this indicates that the setup of the 2004.06.28 playtest posted in this thread might differ from your local setup in other aspects, too. I continue comparing the playtest textfiles to my modded textfiles anyway.


Of course we use different versions of the game, the first difference is that I added all the changes from the altered source files thread to my setup, and I tested it on a debug version. So this means I should compile a release version, maybe I should release a playtest version. Unfortunatly I still have the problems with the Const.txt in, and I had to notice that obviously noone has tried to compile the game with the altered Actor.h, otherwise the file would have been ok.

-Martin

Attachment: slictext3.jpg
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BureauBert is offline BureauBert
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  Old Post 25-07-2004 21:52 Visit BureauBert's homepage!
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quote:

Another possibility is that with John's playtest version is something wrong.

Of course I can't tell from what's in the files but I went back to the first playtest thread to see when and how the described problems started: Actually I had my first troubles with the events GrantAdvance and CreateBuilding (presumably due to lack of database access) with the first playtest build posted by John (2004.04.12). If this could be helpful for you: Here is the first bug report - unfortunately it is not extremely precise, there is more information in the third (!) one (well I think my bug reports are getting better ... ).
By now I would be really interested if other people have experienced similar problems or if I am actually the only one. I think if anyone out there is not on vacation and trying to play any Mod for playtesting some noticeable malfunctions should occur since most SLICpacks are dealing with buildings and advances.
However if you would be willing to release a new playtest version this would be great (IIRC John posted that he won't be able to upload a new version until september anyway ...)

Martin Gühmann is offline Martin Gühmann
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Post  Old Post 25-07-2004 22:54 Visit Martin Gühmann's homepage!
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OK, here is a new playtest version. Changes from last version are:

2004-07-25
Fixed: Various memory leaks
Added: Added corrections for the French version
Added: Redermination of the city style when setting the civilization in HotSeat
Fixed: Strange tile visibility patterns in HotSeat mode
Fixed: Enabled the end turn button when unblanking the screen in HotSeat mode
Fixed: Blank the interface when loadeding a saved hot seat game
Fixed: Recipients of messages
Fixed: Increased animation queue to 12, making unit-in-wrong-place bug less likely
Fixed: Cities do not revolt twice in a row
Fixed: Slic files for the Alexander the Great scenario
Added: Crash prevention for missing strings and images
Fixed: Sort order for governors in in status tab for blank entries
Improved: Sort logic for listboxes
Fixed: Sort order in NationalManager for turns until production is finished
Added: New message for the distinction if a unit was cought or not in city investigation
Fixed: Recalculation of military support after government change
Added: Option to display the intersection of unit orders or the union of unit orders for an army

As my version of VC++ 6 is an Autorenversion, the ctp2.exe does not contain any code optimizations, and you get an disclaimer whenever you start the program. And another thing I did not rebuild my setup from scratch since I released the last playtest version, maybe the problem that caused it not to function is still present. If so I will use the files from the original installer and unzip my latested all pack over it.

But until then play test.

Edit: Link removed see my next post.

-Martin

Last edited by Martin Gühmann on 26-07-2004 at 23:04

The Big Mc is offline The Big Mc
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  Old Post 25-07-2004 23:06 Visit The Big Mc's homepage!
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New play test cool

Got to make a scenario then.

Maquiladora is offline Maquiladora
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  Old Post 26-07-2004 06:43 Visit Maquiladora's homepage!
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Excellent Martin

By the way just reminded me with the hotset mode. If it were made possible to save/load (and exit of course) a hotseat game while the screen was "blacked out" waiting for next player, we could use it as a PBEM mode.

Flinx is offline Flinx
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  Old Post 26-07-2004 08:02 Visit Flinx's homepage!
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Good idea Maq!

Maquiladora is offline Maquiladora
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  Old Post 26-07-2004 20:24 Visit Maquiladora's homepage!
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In hotseat the game loading bar appears and the top control bar appears but it crashes to desktop before the map or the bottom control bar appears. Crashes without any error too.

PBEM crashes to desktop without any error either as soon as the loading bar is complete, most of the time. However i tried it a few times and one time it didnt crash but immediately ended player 1's turn (human) and gave the regular quit or close popup. I never saw the map of course because it all happened instantly.

Maquiladora is offline Maquiladora
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  Old Post 26-07-2004 20:29 Visit Maquiladora's homepage!
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Actually it just CTD starting a single player game. The error report (or whatever) is here from the file it generated.

edit: and of course i try again a few times and it does the same thing, but then suddenly it works.

Attachment: appcompat.txt
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BureauBert is offline BureauBert
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  Old Post 26-07-2004 22:20 Visit BureauBert's homepage!
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Hi! I already thought 50% of my problems were gone, because one of the 2 variables (TEST_Advance, TestAdv in the message) has been filled correctly two times:

I got this partial success for the first time immediately after having installed the 2004.07.25 build over the previous setup.
Then I got the same problems as described by Maquiladora (game freezing when starting a new game, CTD while quitting a game, I attached the latest crash text though I do not remember to which kind of crash it refers).
I then reinstalled the previous build (2004.06.28) over the given setup and got TEST_Advance filled correctly one more time, but never again. Now whenever I test it again I get 0 for both TEST-variables as if nothing had happened in between no matter which build i am using. TestBldg never showed up correctly in the message. I didn't change a single character in my scripts since I posted the code above.
Edit: Just as an additional information: I always started (or tried to start) new games for these latest tests - never reloaded a savegame.

Last edited by BureauBert on 26-07-2004 at 22:29

BureauBert is offline BureauBert
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  Old Post 26-07-2004 22:22 Visit BureauBert's homepage!
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Heck, I know why I am usually using links to my own site instead of uploading the files

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Martin Gühmann is offline Martin Gühmann
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quote:
Originally posted by BureauBert
(game freezing when starting a new game, CTD while quitting a game, I attached the latest crash text though I do not remember to which kind of crash it refers).


I should know to what it refers, looks like it is the dynamic array with which I experienced, the odd thing is that it never caused by debug version to crash. OK here is a version of the ctp2.exe with the unmodified DynArr.h and dynarr.h.

If it still crashs I have to clean my file base and that can take some time. But until then another playtest.

Edit: Removed link, there is already a new playtest version out.

-Martin

Last edited by Martin Gühmann on 06-10-2004 at 22:24

Maquiladora is offline Maquiladora
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  Old Post 26-07-2004 23:08 Visit Maquiladora's homepage!
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Martin can i extract this new playtest over the previous one? Or do i need a completely new ctp2 install?

Martin Gühmann is offline Martin Gühmann
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quote:
Originally posted by Maquiladora
Martin can i extract this new playtest over the previous one? Or do i need a completely new ctp2 install?


I just replaced the ctp2.exe and the ctp2.map, unzipping over my previous one should work. And please let me know if it works. However if it doesn't work I won't try fixing idiviual file again.

-Martin

Maquiladora is offline Maquiladora
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  Old Post 27-07-2004 22:25 Visit Maquiladora's homepage!
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I had one crash. The first time i unzipped the new playest over the previous one, it just crashed to desktop when i started a new game. I havent had any errors since then, and ive played about 100 turns of a single player game and 50 turns of a 3-human hotseat game. Ill keep playing for now.

Colwyn is offline Colwyn
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  Old Post 29-07-2004 13:19
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I'd like to play the latest playtest but was wondering if someone could compile it for me but with one change

Max Army size to be 5

I always liked CTP but with CTP2 I found the huge armies too unbalanced. I'd like to report back how I went with army size=5.

Anyone willing to help me out?

I'm keen to do a mod for CTP2 called Redfront which is based on the Civ2/Civ3 scenario's I've worked on.

PS I'm asuming that when you compile the code to play its just the ctp2.exe file am I correct that I replace in my standard install of ctp2?

Last edited by Colwyn on 29-07-2004 at 14:07

kaan is offline kaan
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quote:
Originally posted by Colwyn
I'd like to play the latest playtest but was wondering if someone could compile it for me but with one change

Max Army size to be 5

I always liked CTP but with CTP2 I found the huge armies too unbalanced. I'd like to report back how I went with army size=5.

Anyone willing to help me out?

I'm keen to do a mod for CTP2 called Redfront which is based on the Civ2/Civ3 scenario's I've worked on.

PS I'm asuming that when you compile the code to play its just the ctp2.exe file am I correct that I replace in my standard install of ctp2?


Im guessing that it would be rather hard to implement a max army size of 5, there are some many factors relating to army size that would need correction, not least the AI.

as for the .exe then i must dissapoint you again, the changes made has affected many more files. If you wish to try the latest playtest you should backup your existing ctp2 dir first.

Klaus

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quote:
Originally posted by kaan


Im guessing that it would be rather hard to implement a max army size of 5, there are some many factors relating to army size that would need correction, not least the AI.

Klaus


quote:
Originally posted by Martin Gühmann
Of course it is possible, we have the source code actual it is just a constant defined in ..\ctp2_code\gs\utility\gstypes.h:

#define k_MAX_ARMY_SIZE 12

Does this help, can you make the change and compile me the files?

Approx what Meg size is the compiled code?

Last edited by Colwyn on 30-07-2004 at 10:17

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i cant make that change until monday, maybe someone else has better time.

im very interested in hearing your experience with this change, if positive the constant should be exposed in const.txt

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quote:
Originally posted by kaan
I can't make that change until monday.

im very interested in hearing your experience with this change, if positive the constant should be exposed in const.txt


Monday would be great,

Yes adding it to const.txt sounds good, i'm presuming its not already there and that someone will need to make the change in the source code if my report is good.

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Would just changing that constant work?!??

Well for numbers less than 12 maybe....

Is the maxmum units allowed in a city (or on a tile) the maximum units in an army?

Last edited by Flinx on 31-07-2004 at 03:20

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  Old Post 31-07-2004 05:54
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.
quote:
originally posted by Flinx: Would just changing that constant work?!??


Well, the preliminary news is that it is indeed that simple. Although my source is only as up to date as the last _all compilation (I'm waiting for another _all or the CVS solution), I changed the k_MAX_ARMY_SIZE to 5 and compiled the _dbg.exe and launched the game. It won't work with games saved that have a different k_MAX_ARMY_SIZE but you can start and run new games. I played about 50 turns and wasn't allowed to stack more than 5. The only out of place thing I noticed was when I had 5 in a city and a new unit had to be deferred until there was room in the city, the message said the max of 12 had been reached instead of the new max of 5.

I don't know how the AI was doing with the lower limit.

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quote:
Originally posted by drulius
The only out of place thing I noticed was when I had 5 in a city and a new unit had to be deferred until there was room in the city, the message said the max of 12 had been reached instead of the new max of 5.


That is just a simple .txt file change.

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I'm dying for someone to post the compile of the recent playtest with the 5 max limit so I can test play it extensively and then report.

What size are we looking for a download for this drulius?

 
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