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J Bytheway
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England
Jul 2001 time: 05:36
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Well, persistence pays off. Finally, after innumerable failed uploads (about 40 hours worth ), I think I've managed to get the new version uploaded. I wiped and started my codetree from scratch, so that, amongst other things it no longer causes the MSVC++ IDE to crash all the time while I'm compiling, which I take as a good sign.
There are lots and lots of changes here. The list below lists all changes since the last version I released, not the last released by anyone (although the list below is probably not complete, and possibly not accurate).
If Martin, Fromafar and Flinx could edit the posts in which they posted playtest versions to point at this one, I'd appreciate it.
I'm afraid that the playtest has become so bloated that it will no longer fit in a single file. After repeatedly cutting it into ever smaller chunks, I finally managed to get it uploaded in seven parts, each roughly 1MB in size:
[files removed]
[Note: this version is now obsolete, a later version is available here]
Each file should be extracted into your main CTP2 directory.
You should need only one of the last two downloads - whichever contains the language you use.
Unfortunately it has taken me so long to upload this that this playtest is already out of date. Feel free to request a more up to date version.
I was messing around with these files so much that I would not be surprised to find I had made an error somewhere so if it doesn't work, shout.
My sig should be up to date now, too...
Changes:
Added: Option (In advanced options) to display all orders any unit in an army can perform
Added: Recalculation of support costs upon change of government
Added: New messages when investigating a city depending on whether spying unit captured
Fixed: Possible wrong sorting by "turns till production finished" in National Manager
Changed: Sorting logic to speed sorting of lists
Fixed: Sorting by govener type
Fixed: Possible crash-causing behaviour on missing files
Fixed: Text file errors in Alexander scenario
Added: Prevention against a city revolting twice in a row to allow the new owner to
repair problems with it and stand a chance of keeping it
Fixed: Various memory leaks
Fixed: Gaia controller messages
Fixed: Various hotseat bugs
Changed: Behaviour of text in Starting and Ending Age buttons in multiplayer setup to
best cope with variations introduced by different mods.
Fixed: Some problems with the original fix for the Miles sound library
Changed: Many things to improve MSVC.NET compatibility
Changed: Behaviour of messages tab so that newest message always displayed
Added: New option to put newest messages at the top
Changed: String hashing to prevent crash in Cradle
Added: Target coordinates to 'armytext' playtest feature
Changed: AI personalities system to improve flexibility
Fixed: Possible double assignment of same civ at the start of the game
Added: New city styles
Added: New civs
Changed: Buffer size when reading GL texts to prevent truncation of the longest entries
Changed: Lots (and lots) of things related to AI movement in an effort to improve that
Fixed: Crashes due to invalid units
Fixed: Crash caused by starting a new game from the menu
Fixed: Crashes due to malformed data files
Added: Backwards compatibility with original data files
Changed: Freight values to make caravans practical
Changed: Sprite limit to 255 (from 200)
Changed: Terrain scores to improve AI settling strategy
Changed: AI tile improvement placement strategy to allow it to place undersea tunnels
and be more intelligent in other placements
Last edited by J Bytheway on 23-05-2005 at 21:08
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Maquiladora
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[quote]One thing to consider in CTP2 unlike in Civ2 and CTP1 is that city size is capped at a pop count of 60. So it doesn't matter how many farms you place into a grassland surrounding with or without the farms the city reaches finally the size of 60. What really matters if the city can reach the next pop first. If it can reach the next pop then it matters whether it can reach the next ring. Is this given it is important how fast the next pop can be reached. Currently as meassure I accept a time of 30 turns as maximum for one pop without overcrowding effects as alright. Currently the city needs 15 turns for one pop and that even with overcrowding effects. And all the plains allow the city to grow to the next ring and probably also for the next ring.[quote]
Yeah but the size of the growth isnt simply about growing the city, the more growth you have, the more you can spare by using specialists heavily. So if you devote a city completely to growth you can use lots of specialists like scientists or labourers and the city will still grow at normal speed. This is a very successful multiplayer strategy, because you can immediately switch any city to either production or science with specialists, but if you have a city surrounded by mines you have no choice but to use that city for production, because using specialists would take away the benefit of the tile improvements, in this case the mines.
So im not thinking in the way of just grow the city as quick as possible, its about using lots of specialists.
In either case, it would still have been better for the AI to terraform the land to plains.
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EPW
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California, USA
Jan 2004 time: 21:36
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Heres a screenshot at turn 300, the AI clearly favors mining plains. They have made some large stacks, but not nearly enough.
The AI is definitly expanding faster, and generally city spacing is improved, but could be better. I think they could expand faster, espacially early on. It often takes them 50 turns or longer before they have built another settler.
The AI is also very active diplomatically, exchanging maps, removimg troops, cease fires, and peace treaties.
Most of the AI's in this game have facism, but only one has switched out of republic to it. The nation that switched has 27 cities while the other nations in republic tend to have 13-18.
One other thing...The barbarians are red and so is player #1, which is a bit confusing.
The game seems very stable,except for one crash I had earlier.
Attachment: turn300-playtest.jpg
This has been downloaded 200 time(s).
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Maquiladora
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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?
Attachment: aitileimpchange.png
This has been downloaded 187 time(s).
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Maquiladora
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Well i managed to figure what was causing the pause of units on my machine anyway. When i play music on CD on the computer when im playing CtP2 i use the slower 8x8x4x (i think) CD writer for CtP2 and the music CD in the 52x CD rom. I noticed that when the CtP2 CD stops spinning in the writer and CtP2 needs to access it again it takes a while to spin up causing an initial pause, but even after that all way through the rest of the game it always pauses when selecting cities/units and moving units. This hasnt happened at all when ive got the CtP2 CD in the 52x drive.
Also I found a bug with the new specialists tab in the national manager. In the first shot it im using 0 merchants and a lot of scientists (cant remember how many exactly) in Jerusalem, in the second shot im using 1 merchant and still a load of scientists. So obviously its not counting the scientists at all, and saying there is as many scientists when you add merchants.
Attachment: merchants.png
This has been downloaded 169 time(s).
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