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The Templar
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People's Republic of the East Village
Oct 2001 time: 00:16
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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
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Protra3211
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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
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Martin Gühmann
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Berlin, Germany
Mar 2001 time: 06:16
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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
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Protra3211
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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.
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Protra3211
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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.
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J Bytheway
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England
Jul 2001 time: 05:16
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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
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J Bytheway
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England
Jul 2001 time: 05:16
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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
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Protra3211
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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
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Maquiladora
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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
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Maquiladora
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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. 
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Maquiladora
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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]
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Protra3211
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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.
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Protra3211
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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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