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Martin Gühmann is offline Martin Gühmann
Emperor
Berlin, Germany
Mar 2001
time: 06:16
Post  Old Post 06-07-2005 01:11 Visit Martin Gühmann's homepage!
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quote:
Originally posted by Fromafar
Don't throw away your file yet: unless someone starts modifying or adding strings, it will be possible to continue with the next release.


And even if someone starts to modify the string database, noone needs to throw away his old savegames. Just a reloadslic does solve the problem.

-Martin

Fugi the Great is offline Fugi the Great
Warlord
Sheboygan,WI,USA
Mar 1999
time: 05:16
  Old Post 06-07-2005 20:48
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quote:
Originally posted by Fromafar
Don't throw away your file yet: ..., it will be possible to continue with the next release.


Good, that game was starting to get interesting. Was just getting ready to start gearing up for an offensive against my southern and northern neighbors - both ticked me off in the past. Northern one stole my land by plopping two cities in the middle of my country, southern one doesn't seem to know that I consider foreign military units moving through the middle of my territory an act of war - if it wants to see the size of my country, then exchange maps.


Someone had mentioned this in the past, but since we have people modifying code, would it be possible to maybe put a clock on the top banner or somewhere near there in one of the next playtest versions?

Flinx is offline Flinx
Prince
Toronto, ON CANADA
Nov 2001
time: 00:16
Thumbs up  Old Post 07-07-2005 05:51 Visit Flinx's homepage!
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quote:
Originally posted by Fugi the Great
Someone had mentioned this in the past, but since we have people modifying code, would it be possible to maybe put a clock on the top banner or somewhere near there in one of the next playtest versions?


MOO3 had this, and I thought it was great. I am not sure I actually stopped playing any sooner, but I was good to know that it was 4am and I really, really needed to go to bed.

The Templar is offline The Templar
Prince
People's Republic of the East Village
Oct 2001
time: 00:16
  Old Post 10-07-2005 00:16
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Which directory do you put the required .NET dll files into so that the playtest version will work?

Martin Gühmann is offline Martin Gühmann
Emperor
Berlin, Germany
Mar 2001
time: 06:16
Post  Old Post 10-07-2005 03:01 Visit Martin Gühmann's homepage!
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quote:
Originally posted by The Templar
Which directory do you put the required .NET dll files into so that the playtest version will work?


I just wonder qhy Maq added John's latest playtest release post.

To sum it up you don't need the extra files. And if you want to have them nevertheless then put them into your ..\ctp2_program\ctp\ folder, just in case if anybody releases a version based on VC++ 7.0.

-Martin

Maquiladora is offline Maquiladora
Emperor

Jun 2001
time: 05:16
  Old Post 10-07-2005 08:26 Visit Maquiladora's homepage!
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quote:
Originally posted by Martin Gühmann
I just wonder qhy Maq added John's latest playtest release post.

To sum it up you don't need the extra files. And if you want to have them nevertheless then put them into your ..\ctp2_program\ctp\ folder, just in case if anybody releases a version based on VC++ 7.0.

-Martin


Well i assume you mean i didnt update the first post, i was waiting for it be to stable before i changed it, and then i forgot for the last couple of days to change it.

The Templar is offline The Templar
Prince
People's Republic of the East Village
Oct 2001
time: 00:16
  Old Post 12-07-2005 09:23
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I got a crash upon ending turn 131. Here's the log - hope it helps. BTW, I really like what I see so far.

--------------------------------------------------------------------
0x7c92ae22 [__onexitbegin + 0x7be08dca]
0x77c2c2de [__onexitbegin + 0x7710a286]
0x00402061 [??3@YAXPAX@Z + 0x11]
0x005735dc [??1SlicSymbolData@@UAE@XZ + 0x8c]
0x0053e007 [?Execute@SlicEngine@@QAEXPAVSlicObject@@@Z + 0x47]
0x0048b349 [?FinishBuildFront@BuildQueue@@QAEXAAVUnit@@@Z + 0x719]
0x0048ce77 [?FinishCreatingUnit@BuildQueue@@QAEXAAVUnit@@@Z + 0x147]
0x0049c4a3 [?GEVHookCallback@CityCreateUnitEvent@@EAE? AW4GAME_EVENT_HOOK_DISPOSITION@@W4GAME_EVENT@@PAVG
ameEventArgList@@@Z + 0x53]
0x00577b74 [?Activate@GameEventHook@@QAE?AW4GAME_EVENT_ERR@@PAVGameEventArgList@@AAJ@Z + 0x34]
0x00578552 [?ActivateHook@GameEventManager@@QAE? AW4GAME_EVENT_ERR@@W4GAME_EVENT@@PAVGameEventArgLi
st@@AAJ@Z + 0x22]
0x005768ee [?Process@GameEvent@@QAE?AW4GAME_EVENT_ERR@@AAH@Z + 0x3e]
0x005782b8 [?Process@GameEventManager@@QAE?AW4GAME_EVENT_ERR@@XZ + 0x88]
0x00578201 [?ArglistAddEvent@GameEventManager@@QAE? AW4GAME_EVENT_ERR@@W4GAME_EVENT_INSERT@@W4GAME_EVE
NT@@PAVGameEventArgList@@@Z + 0x1e1]
0x00577ffc [?AddEvent@GameEventManager@@QAA? AW4GAME_EVENT_ERR@@W4GAME_EVENT_INSERT@@W4GAME_EVE
NT@@ZZ + 0xcc]
0x00432fc5 [? dh_endTurn@@YAXPAVDQAction@@PAVSequence@@W4DHEXECU
TE@@@Z + 0x35]
0x0042b589 [?HandleNextAction@Director@@QAEXXZ + 0xc9]
0x0040c34a [?Process@CivApp@@QAEJXZ + 0x12a]
0x00406f4e [?CivMain@@YGHPAUHINSTANCE__@@0PADH@Z + 0x39e]
0x00406a05 [WinMain@16 + 0x65]
0x007bae9c [WinMainCRTStartup + 0x134]
0x7c816d4f [__onexitbegin + 0x7bcf4cf7]
---------------------------------------------------------------

Last edited by The Templar on 12-07-2005 at 09:29

Fugi the Great is offline Fugi the Great
Warlord
Sheboygan,WI,USA
Mar 1999
time: 05:16
  Old Post 27-07-2005 08:21
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Bump

Two weeks without a reply by anyone, so how you guys doing with the new version of the playtest? Getting a little itchy to play the rest of that game (above) or a new one, sort of tired of playing Playtest I (the only I have no problems with so far).

Protra3211 is offline Protra3211
Warlord

Jun 2003
time: 05:16
  Old Post 30-07-2005 03:50
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I found too that the first playtest worked without problems. Also AI unit movement was good,.When at war or peace the ai would keep up a good border defense. Spread out but with stacks of 6 and 8 units and when attacking came from two sides so you were bogged down with defending you cities. Had to work hard to make you empire grow. Like chess the more space you control the better chance you have of winning and the ai would never give up any area without a fight

E is offline E
King
July 24,2005 Ctp2 Tiles in sig!
May 1999
time: 21:16
  Old Post 30-07-2005 21:46 Visit E's homepage!
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I too have found no probs with the latest playtest. I think one time it crashed and one time it kept making the wlking noise but after restarting on those instances I had no problem. I was playing an unmodded version on Hard. Early on I wiped out the Austrians quick but after that I was pretty hemmed in. I think I had the largest empire but was falling behind in technology and really couldn't expand. At one point the Roman took 3 of my top 5 cities but I was able to retake them. I could say that they failedto reinforce there newly captured citie with fresh units bt my military situation was the same so I was forced to skimrish to keep them from hitting them again.

Other than that, pretty good! but I have a few other After Action Review (AAR) comments:

Problem:Too much gold in a game
Solution: Increase building costs in the txt files
S: decrease terrain gold

P:Unit obsolete stil in que
S: redo to match more stuff to go obsolete when replacements are available like knights and cavalry, pikemen andriflemen

P:diplomacy
S: display regard score instead of faces migt be easier
S: fix interface (long discussed before). The diplomacy was tough, but it might have stemmed from early conquest of a civ, my size, and that i broke a treaty early on. diplomacy didnt get interesting until later on when I could swap techs. All the layout just doesnt give an interacting feel with te small picture and that you have to select one thing then send etc. I miss civ3 diplomacy compared to this.
Q: is there a faq on diplomacy like how to improve regard and do treaties?


P:technology too fast and you get awkward looking militaries
S: May fixing the obsolete stuff but also maybe we should add some mod stuff to it because the game seems to make some huge tech leaps and you have machinegunners and pikemen etc.

P:Navy
S: too specialized units early on. Give early ships a (weak)combat value and group the advances of some ships like ship o line with carrack so you don't have awkward looking navies like fire triremes and galleons. Also the early catamarn or whatever it is should have a move of atleast 3 instead of 2 which will really slowsearly sea development.

P: Mentioned before, AI attacks with a settler in group
S: maybe have it ungroup before attack?

P:Upgrading units
S: this really needs to be hard coded, and it might be a group effort to do it. I made an ugly attempt at coding it I'll post later.

Martin Gühmann is offline Martin Gühmann
Emperor
Berlin, Germany
Mar 2001
time: 06:16
Post  Old Post 31-07-2005 03:36 Visit Martin Gühmann's homepage!
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quote:
Originally posted by Protra3211
I found too that the first playtest worked without problems.


What do you mean by first playtest or Playtest I? We never numbered these playtests releases. So please be more specific. Which playtest do you mean the playtests have an relase date the first playtest is from 09-12-2003 and to make it clear in words it is from September the twelfth two-thousand-and-three. If you mean this release then say it, but I doubt it. So if you refer to a speceal playtest version that is not the current one please refer to the release date, you can find it on the first screen, when you start the game.

quote:
Originally posted by Protra3211
Also AI unit movement was good,.When at war or peace the ai would keep up a good border defense. Spread out but with stacks of 6 and 8 units and when attacking came from two sides so you were bogged down with defending you cities. Had to work hard to make you empire grow. Like chess the more space you control the better chance you have of winning and the ai would never give up any area without a fight


Since you don't tell me what playtest you aare refering to, this kind of information is useless to me. I know that we didn't do anything about the AI in 2003, so you can't refer to the first playtest. Something I know is that in the current playtest something is broken, the AI doesn't expand as it was used to do, that was a problem of the map wrap fix. Well that is fixed, but I got the impression that there is something more wrong, the AI was nevertheless more agressive, better conquest and more Barbs.

And by the way Fugi I fixed the problem with Infrastructure, just to inform you.

quote:
Originally posted by Protra3211
P:technology too fast and you get awkward looking militaries
S: May fixing the obsolete stuff but also maybe we should add some mod stuff to it because the game seems to make some huge tech leaps and you have machinegunners and pikemen etc.


So you mean adding some techs, so that current save games, become incompatible?

-Martin

Protra3211 is offline Protra3211
Warlord

Jun 2003
time: 05:16
  Old Post 31-07-2005 05:50
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Your right Martain I dont want to mix up playtest on anyone , Im reloading CTP2 to have a fresh start. Also downloading playtest 2005 06 28 all three parts. Might use E.s new tiles they give the game a great look.
I was using 2004 04 03. The AI seemed to expand quick so that it had at least the number of cities that it s goverment would allow. But that was awhile back and I will stick to the latest develoments.
Who knows where your work will lead Martain.

Abdul Alhazred is offline Abdul Alhazred
Warlord
Nice (South-East France)
Nov 2002
time: 05:16
  Old Post 31-07-2005 13:47 Visit Abdul Alhazred's homepage!
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Where i can download the latest playtest ?

The latest playtest should have corrected the caravan problem, isn't it ?

Thank You

Martin Gühmann is offline Martin Gühmann
Emperor
Berlin, Germany
Mar 2001
time: 06:16
Post  Old Post 31-07-2005 22:49 Visit Martin Gühmann's homepage!
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quote:
Originally posted by Protra3211
Your right Mart[...]in I dont want to mix up playtest on anyone , Im reloading CTP2 to have a fresh start. Also downloading playtest 2005 06 28 all three parts. Might use E.s new tiles they give the game a great look.
I was using 2004 04 03. The AI seemed to expand quick so that it had at least the number of cities that it s goverment would allow. But that was awhile back and I will stick to the latest develoments.
Who knows where your work will lead Mart[...]in.


Well from 2004 that's really old. And there was no major AI alteration in the code. And all the reports about this version aren't very usefull since we went a long way from there, and all what counts is to improve the current version.

-Martin

Protra3211 is offline Protra3211
Warlord

Jun 2003
time: 05:16
  Old Post 01-08-2005 07:11
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Im playing the new playtest and so far after 125 turns no problems. Im playing with 8 other AI factions on impossible with largest map size. Im playing as Celtic empire and have met England -Korea and Polynesia.

The AI Martin is building cities up to its goverment limit
and most have a army between 20 and 35 units. No early wars between AI factions yet excecpt me with a cold war brewing with Korea.
I still think its best to control your own city needs as AI does ok but likes to max out farmers which max growth but adds turns to building units.
Im enjoying playing this game but im in last place and my skillls are rusty so I will read up on the best way to manage cities.

E is offline E
King
July 24,2005 Ctp2 Tiles in sig!
May 1999
time: 21:16
  Old Post 01-08-2005 07:22 Visit E's homepage!
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I had no problems until I was building an oil refinery and I think I encountered the building bug. I posted over it with my Revision 432 compiled ctp2.exe. Note my compiler makes the exe bigger and anything compiled is not an "official" upgrade but I'll post it as I compile them for hard-core testers.

It is ONLY the exe file not anything else so you have to download the RAR posted for the playtest.


http://apolyton.net/upload/view.php...10_Ectp2exe.zip

Martin Gühmann is offline Martin Gühmann
Emperor
Berlin, Germany
Mar 2001
time: 06:16
Post  Old Post 01-08-2005 21:54 Visit Martin Gühmann's homepage!
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quote:
Originally posted by E
I had no problems until I was building an oil refinery and I think I encountered the building bug.


What is the building bug?

quote:
Originally posted by E
I posted over it with my Revision 432 compiled ctp2.exe. Note my compiler makes the exe bigger and anything compiled is not an "official" upgrade but I'll post it as I compile them for hard-core testers.


Well and it results in a slower unoptimized ctp2.exe.

-Martin

E is offline E
King
July 24,2005 Ctp2 Tiles in sig!
May 1999
time: 21:16
  Old Post 02-08-2005 00:57 Visit E's homepage!
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quote:
Originally posted by Martin Gühmann


What is the building bug?

-Martin


I believe it was posted earlier where the building que or something caused the game to crash. A fix was posted soon after but not a new playtest, from what I saw.

Fugi the Great is offline Fugi the Great
Warlord
Sheboygan,WI,USA
Mar 1999
time: 05:16
  Old Post 02-08-2005 08:35
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quote:
Originally posted by Martin Gühmann

And by the way Fugi I fixed the problem with Infrastructure, just to inform you.

-Martin


Glad to hear you fixed it. It's probably a bad habit of mine, but I have this tendency to put cities making Infrastructure when all the buildings are built in a city and I have no need for further military units (or waiting for a new unit to be discovered shortly), and then when something new can be built, I just highlight all the cities currently making Infrastructure and "insert" the new buildings or units. I do the same thing later on when Capitialisation is discovered.

Just curious, but when might we expect to see the new version, since it sounds like it's getting close?

Martin Gühmann is offline Martin Gühmann
Emperor
Berlin, Germany
Mar 2001
time: 06:16
Post  Old Post 03-08-2005 01:56 Visit Martin Gühmann's homepage!
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quote:
Originally posted by Fugi the Great
Glad to hear you fixed it. It's probably a bad habit of mine, but I have this tendency to put cities making Infrastructure when all the buildings are built in a city and I have no need for further military units (or waiting for a new unit to be discovered shortly), and then when something new can be built, I just highlight all the cities currently making Infrastructure and "insert" the new buildings or units. I do the same thing later on when Capitialisation is discovered.


Actual I do it like you except that I replace the current build queues of those cities with Capitalisation and Infrastructure, instead of inserting new build items before these thinks. By the way the bug also occured in single city single item insert mode. But actual noone would select the front item Infrastructure and then click on the insert button.

quote:
Originally posted by Fugi the Great
Just curious, but when might we expect to see the new version, since it sounds like it's getting close?


Well actual its time, the last AI related thing I was hunting disappeared after a very close look. It turned out I was hunting a phantom.

So if John isn't able to provide us with a new playtest version within the next days I have to figure out how I can use the infrastructure of my uni remotely to generate such a build.

-Martin

J Bytheway is offline J Bytheway
Emperor
England
Jul 2001
time: 05:16
  Old Post 03-08-2005 04:33 Visit J Bytheway's homepage!
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quote:
Originally posted by Martin Gühmann
So if John isn't able to provide us with a new playtest version within the next days I have to figure out how I can use the infrastructure of my uni remotely to generate such a build.


I should be able to put one together today. Sorry for the delay, but I've been rather distracted by the linux port of late.

Last edited by J Bytheway on 03-08-2005 at 05:47

J Bytheway is offline J Bytheway
Emperor
England
Jul 2001
time: 05:16
  Old Post 03-08-2005 05:46 Visit J Bytheway's homepage!
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Here's another version. It crashes on exit for me, which is not such a good sign, but otherwise appears to work OK, so I thought I'd upload it anyway.

Again, this version was not compiled in .NET, so it is not necessary to have the .NET runtime environment (or the two dlls mentioned in the first post) to use it. Of course, having them will not hurt anything.

To install, download all three files and extract them into your CTP2 directory.

[Files removed]

[Note: this version is obsolete. A new version is available here]

Changes:

2005-08-02
Fixed: Bugs with /importmap
Fixed: Misc crashes
Fixed: Updating of values caused by alteration of sliders on national management dialog
Fixed: Bug preventing rush buying an item inserted before Capitalization or Infrastructure
Added: Buttons linking the National, City and Build Managers

Last edited by J Bytheway on 12-09-2005 at 05:50

Protra3211 is offline Protra3211
Warlord

Jun 2003
time: 05:16
  Old Post 03-08-2005 07:37
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Thank you. Im using the 2005 6 28 playtest now. Of course will update,. After 200 turns ( stated above how I started the game ) the AI is more of a builder than a fighter. Only one war between AI factions and im in a war with one.This could change quick. At least the AI is not beating itself up as before. With you mopping up after. The AI builds alot more city improvments and tile improments than before sort of like a sim city.
Only small problem when exiting game the music still keeps playing. Have to reboot.
Al seems to use it ships more with units loaded in them .
While fixing bugs is the main reason for the playtests I have to say the AI is improving alot all without the pile of cheats from mods

Maquiladora is offline Maquiladora
Emperor

Jun 2001
time: 05:16
  Old Post 03-08-2005 18:22 Visit Maquiladora's homepage!
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This new playtest is missing the new front menu, so when i enter the multiplayer tab it crashes to desktop because of that.

edit: Actually most (if not all) the new opening menus are missing, i couldnt change shape of map to doughnut without it CTD for example.

Last edited by Maquiladora on 03-08-2005 at 19:35

Martin Gühmann is offline Martin Gühmann
Emperor
Berlin, Germany
Mar 2001
time: 06:16
Post  Old Post 03-08-2005 19:51 Visit Martin Gühmann's homepage!
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quote:
Originally posted by Maquiladora
This new playtest is missing the new front menu, so when i enter the multiplayer tab it crashes to desktop because of that.

edit: Actually most (if not all) the new opening menus are missing, i couldnt change shape of map to doughnut without it CTD for example.


Maq did you download everything? For me it looks like you have just applied the exe part and not the data and graphics part. Obviously you are lacking the new *.ldl files.

quote:
Originally posted by Protra3211
Thank you. Im using the 2005 6 28 playtest now. Of course will update,. After 200 turns ( stated above how I started the game ) the AI is more of a builder than a fighter. Only one war between AI factions and im in a war with one.This could change quick.


Well this problem is caused by a small problem with the radius computation. Litte cause - huge effect. It is fixed in the latest version.

quote:
Originally posted by Protra3211
At least the AI is not beating itself up as before. With you mopping up after.


I like this behaviour, it let feel you beeing in a real world, not like in an artificial world with AIs being nice to each other.

quote:
Originally posted by Protra3211
Only small problem when exiting game the music still keeps playing. Have to reboot.


Actual you just need to wait when it played the tracked to the end. Or you can restart CTP2 and then it ends the track. (Of course the last thing isn't a real solution )

Maquiladora is offline Maquiladora
Emperor

Jun 2001
time: 05:16
  Old Post 03-08-2005 20:01 Visit Maquiladora's homepage!
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quote:
Originally posted by Martin Gühmann
Maq did you download everything? For me it looks like you have just applied the exe part and not the data and graphics part. Obviously you are lacking the new *.ldl files.


I must have made an error extracting the first time

Maquiladora is offline Maquiladora
Emperor

Jun 2001
time: 05:16
  Old Post 03-08-2005 21:53 Visit Maquiladora's homepage!
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Well this new version is pretty smooth so far. I was getting two strange errors in my scenario (no slic) with the previous playtest:

http://www.turningjapanese.pwp.blue...o.uk/error1.jpg
http://www.turningjapanese.pwp.blue...o.uk/error2.jpg

I was gonna mention them before but now this new version has got rid of these errors somehow...

Also played about 120 turns of a new game and everything is fine, the AI is expanding well, all have their sliders maxed, 10-12 cities for all AI's in Tyranny, except the Welsh which are trapped on a tiny island surrounded by deep ocean, but they have lots of settlers waiting in coracles, hopefully they can switch them into longships.

Two other things i did notice, 4 out of the 5 AIs have built enough caravans for the best value route but havent built the route, none of them have built any routes yet, the other one AI hasnt built any caravans which is fine.

The other thing is one city from all AI cities is using two entertainers when it only needs one, so its a really minor complaint since its 1 city. That city is building a wonder, with 1 entertainer its 73 happiness, with 2 its 75, so maybe theyre playing it safe since the wonder is almost done.

Maquiladora is offline Maquiladora
Emperor

Jun 2001
time: 05:16
  Old Post 04-08-2005 03:49 Visit Maquiladora's homepage!
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This might be more related to my slic but, I set regard and trust in scenario.slc and saved, now i just tried to reload the scenario and got a CTD with this crash.txt:

code:
0x77f52109 [__onexitbegin + 0x774302b1] 0x77f569d2 [__onexitbegin + 0x77434b7a] 0x77f567cd [__onexitbegin + 0x77434975] 0x77c2ac14 [__onexitbegin + 0x77108dbc] 0x77c2ac2a [__onexitbegin + 0x77108dd2] 0x00794cbe [?AddForeignerGoalsForCity@CtpAi@@SAXABVUnit@@J@Z + 0xbe] 0x00796724 [?Load@CtpAi@@SAXAAVCivArchive@@@Z + 0xb4] 0x005014ea [?gameinit_Initialize@@YAJJJAAVCivArchive@@@Z + 0x1aea] 0x0040add4 [?InitializeGame@CivApp@@QAEJAAVCivArchive@@@Z + 0x164] 0x00524b78 [?Restore@GameFile@@QAEKPBD@Z + 0x718] 0x0052365b [?RestoreGame@GameFile@@SAXPBD@Z + 0x1b] 0x0040c66e [?LoadSavedGame@CivApp@@QAEJPAD@Z + 0x11e] 0x0040d015 [? Execute@LoadSaveGameAction@@UAAXPAVaui_Control@@KK @Z + 0x15] 0x0061b399 [?Process@aui_UI@@UAE?AW4AUI_ERRCODE@@XZ + 0x139] 0x0040bf52 [?ProcessUI@CivApp@@QAEJKAAK@Z + 0x1a2] 0x0040c34a [?Process@CivApp@@QAEJXZ + 0x12a] 0x00406f4e [?CivMain@@YGHPAUHINSTANCE__@@0PADH@Z + 0x39e] 0x00406a05 [WinMain@16 + 0x65] 0x007bb5fc [WinMainCRTStartup + 0x134] 0x77e8141a [__onexitbegin + 0x7735f5c2]

Protra3211 is offline Protra3211
Warlord

Jun 2003
time: 05:16
  Old Post 04-08-2005 03:55
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#299 Report this post to a moderator
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So far playtest 2005 08 02 after 100 turns has no problems. On impossible giantic map with 9 civs im Rome. First civ I met was Maya (PeaceMaker) and I wanted war as I felt this early they would not be ready for it and I was right.They had a city near my border and I took it. With only one unit to defend the next city I capured two in a row. Maya wanted a cease fire (smart move by AI) and I allowed it.
Next civ Mali (Autocratic Militarist) I met seemed to have more units and better border defense so was respectful of them.
Most civs had between 8 and 12 cities which is about right. Good use of ships with slavers loaded inside.
Now some civs had 40 units while some only 20 or a little less.
I feel that the AI should build more units so as to have a ready defense against early attacks. Defense seems weak where in playtest 2004 04 03 the AI would send more units to block (Patrol goal) your path from entering in there area.

Protra3211 is offline Protra3211
Warlord

Jun 2003
time: 05:16
  Old Post 06-08-2005 07:21
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#300 Report this post to a moderator
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There seems to be a problem with settlers moving in my empire and making cities . I thought you could not do that must be a bug, Try to look up files to see if a number was set wrong like the Goals file. I dont know what to think.I can see clear border lines as a settler comes in and makes a city.

 
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