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Protra3211
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Thank you Martin. I went back to the saved game and replayed my turns to the point before the AI settled in my land. What I did was to Request withdraw and Offered to withdraw that worked and I saw that same settler move to another spot inside its border.
Also I checked the Goals file in Goal Settle Land
DistanceToHomeBonus
DistanceToEnemyBonus
The nubers seemed differant than any of the mods or 1.1 CtP2. Might not be the problem but might be worth checking.
I also tweaked up the numbers for garrison forces and it helped to improve AI defence of cities.Used the numbers from MY MOD. Only to test it out.
I never report a test while using mods or my own tweaks use playtest as is.
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Uchuu-kun[SM42]
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Uh, I'm getting "File doesn't exist" errors trying to download the playtest files. WTF?
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Maquiladora
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Are you downloading the 3 files linked in the first post of this thread? Theyre all fine to me.
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Protra3211
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Well I played a game with the playtest 8 2 05 on impossible largest map with 10 Civ,s
First off E,s latest tiles look great .A change was needed.
I played as the Hittites with one settler I was off running.
Ran into the Americans first who allowed a trade of maps . I got see that they had 5 cities and already many farm improvemts.
Diplomacy was at a stand still with them so I let things go. Next Civ I met was the Etruscans got the same deal as the other Civ.
Mean while the Americans had started a war with the Etruscans and I could see units going thur my border to fight . Working hard to build another city and keep a defesive hege. All sliders maxed.
America demanded 500 gold which I refused to give.War was then declared by America.I figured America could not fight two wars. At fisrt AI sent small stacks 2 and 3. I took out some of them near my border.
But the AI kept up the pace with 4 and 6 stacks removing border defense then city improvments.
I tried in vain to rush buy as many units to keep my cities as I still didnt have product power to keep up.
Well after 150 turns I was beaten . Its hard when your between to strong AI factions. Maybe more gifts would have helped . I did not see this time as many settlers invade my land .
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Protra3211
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After the game I went back to my last save. About 125 turns . Wanted to see how all the Civs were doing in the 08 02 05 playtest. Most civilizations had between 4 or 5 builds made in each city. Between 12 and 19 cities and around 35 to 50 units.
Its seems that the more aggressive AI Civs were at least fighting two or three wars at a time.
Once the AI,s started fighting each other I never see them offer a cease fire. In the first playtest 2004 04 03
AI to AI diplomacy was very active. Many wars ended after 30 turns . Now there could a downside. If AI,s are to passive with each other it will result in many small empires and a very easy game .
But some tweaking might be needed.
Also looking over the whole reveled map(used cheat) I could see settlers in the middle of another CIv,s border.
This might trigger early wars between the AI,s. Dont know if AI sees a settler in its land as a invader. Or is it like using a diplomat unit?
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Protra3211
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Sorry about the above post on diplomacy. The AI,s are offering each other cease fire just takes more time which is perfect. Started another game . Wil not post till I have a long game this way I will have the in and outs of changes to the AI.
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Maquiladora
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Definitely. Ive pressed the wrong key on the numpad and moved the wrong way and attacked a few times.
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Fugi the Great
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Sheboygan,WI,USA
Mar 1999 time: 05:16
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Installed new playtest over old one. Moved my old unit.txt to new playtest directory. Restarted old game from earlier with no problem, first AI turn after a reload took forever. Realised that most of the liberated territories were swampy area (no wonder he lost) and would take forever to amass an army fast enough if the one I was using got the crap kicked out of it (lose a nice chunk of them before they even get to the city now that the AI has cannon - I did not yet have any), so played peaceful for a while. Worked great until turn 462 - CTD, CTP.exe was still running using 242 megs. End program from taskmanager, (no crash.txt). Reload from Autosave, again very slow first AI turn, saved game, but continued with no problem until turn 511 - CTD (no crash.txt). Said heck with it and went to bed. Next day I forgot to reload the autosave, but used the turn 462 save again (time travel I guess), very slow first AI turn, worked great up to turn 513, saved game and exited program, program did not want to shut down, According to Taskmanager it was using 449 megs of memory, wallpaper was all blue, everything was acting strange, had to reboot computer.
Still getting attacked by armies that are made up of 50% settlers - is it treating settlers as cannon fodder? Also still getting cities attacked by single units commiting suiside, I suppose that is one way to determine city defences, but very wasteful.
yes to implementing the question as to go to war or not, always got me into one I didn't want when there are many empires that have colors so close to each other. Doesn't even have to be just peace treatys, maybe even nations you may not even have met (assuming you have subs) or they have stealth units in your territory.
According to the GL, AG Rev gives you the ability to terriform swamps, would not let me do that until the next invention (forgot what it was), was this moved on purpose and the GL not updated, or accidently moved? Should also give you the ability to create forests, another one moved? Should almost be able to plant forests/jungles on flat terrain at anytime, or cut them down into plains/grassland. Anyone hear of axes or the guy called Johnny Appleseed?
Last edited by Fugi the Great on 16-08-2005 at 04:35
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Maquiladora
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quote: According to the GL, AG Rev gives you the ability to terriform swamps, would not let me do that until the next invention (forgot what it was), was this moved on purpose and the GL not updated, or accidently moved? |
The buttons you see in the "Terraform Land" menu are which terrain you can add. You cant necessarily add this terrain over any other terrain as soon as you get its terraforming advance.
There are advances for removing a terrain and advances for adding a terrain (sometimes same for both) at certain points in the game for gameplay reasons, theyre not entirely unrealistic either.
In the whole game youll only be able to ADD, grassland, plains, forest and jungle, since these are considered positive terrains (you cant add swamp, desert, glacier, tundra etc).
Of course mountains and hills are positive, but you cant create a mountain from nothing and mine nothing, that was a cheap way to increase production before.
Toolmaking > add plains
Agri. Rev. > add grassland
Conservation > add forest/jungle
Toolmaking > remove forest/jungle
Agri. Rev. > remove swamp/plains/grassland/desert/swamp
Explosives > remove hills/polar hills/sand dunes
Conservation > remove dead tiles
Adv. Composites > remove tundra
Fusion > remove mountain/desert mnt/polar mnt
Gaia Theory > remove glacier
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Maquiladora
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Been using E's compile exe for a little while and noticed this trying to steal an AI coastal city by unloading a warrior to see if its empty (its not). Not sure if this happened with the previous playtest or not.
Attachment: stealcity.jpg
This has been downloaded 101 time(s).
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Maquiladora
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No screenshots yet, i havent got any numbers there yet. There seems to be some strings missing. When you hover over the franchise and conversion buttons in the national manager the summary is missing in the status bar.
Also in the resources tab of the national manager it says "population", of course this doesnt fit in the tiny tab (overlaps it), it should be "pop" i think.
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Maquiladora
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Got about 150 turns over, ill continue tomorrow.
BTW I think the sooner we can move to an all-in-one city screen the better. That, combined with one left-click on the city to bring it up, will take out SO many mouse clicks.
If thats still the plan, might want to avoid anymore improvements to the city and build manager that may go to waste in a switch.
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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 Maquiladora
No screenshots yet, i havent got any numbers there yet. There seems to be some strings missing. When you hover over the franchise and conversion buttons in the national manager the summary is missing in the status bar. |
That's because he did not include the text files I modified. Instead of this he included all *.ldl files even those I did not modify.
quote: Originally posted by Maquiladora
Also in the resources tab of the national manager it says "population", of course this doesnt fit in the tiny tab (overlaps it), it should be "pop" i think. |
Well, now I know why this tab was so huge, the numbers didn't justify its space. But if you abbreviate Bevölkerung with Bev. then you see something like this. 
I fixed this problem, by abbreviating all the Pobulations in the deverse other language versions.
quote: Originally posted by Maquiladora
Been using E's compile exe for a little while and noticed this trying to steal an AI coastal city by unloading a warrior to see if its empty (its not). Not sure if this happened with the previous playtest or not. |
I doubt, whether it says, that the city is empty or not, it's just a sign that this is not one of the regular orders like attack or move.
Probably I should remove this window for orders like: Unload and Go to Board. Are there any other orders I should put on the list, or all that doesn't const any gold?
And here is a screenshot of the little modification of the nation tab. It now displays the number of cities you have and the number of cities your government can support. Here we can see that this AI has 11 of 10 supported cities in Tyranny. So I don't have to have all these values in my head when I want to know if the city was activly settling. 
-Martin
Attachment: supportedcities.jpg
This has been downloaded 97 time(s).
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Fromafar
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Finally got the archive access working again, and merged in a couple of weeks' of source changes. Wow, that's an impressive amount of work, Martin.
I have encountered a few minor issues so far. There are a couple of Asserts fired in TileImpTracker.cpp (apparently cut-and-paste errors), and the behaviour of the automatic computations is somewhat strange.
After clicking the "optimize sliders" button, the city use is at 55. Moving the gold slider one notch to the left only changes the gold column. Moving it back to the original position sets the city use to 54. Going one more notch to the right, and then back to the original position sets it to 56.
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Maquiladora
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Is it possible to make the turns to new growth figure update properly on a new turn?
Ive noticed sometimes the figure will change by 1 or 2 when i single click on a city, can be annoying if youre quickly looking for your slowest growing cities.
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Fugi the Great
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Sheboygan,WI,USA
Mar 1999 time: 05:16
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quote: Originally posted by Martin Gühmann
If you load a game that was started with a different string database you have of course reload slic, to do this open the chat window by using the apostrophe key (') and enter: /reloadslic
-Martin |
I'll keep that in mind for next time, just trashed that game.
Started a new one, so far so good. Not sure if this is a glitch or what, but it never happened to me before. I had just updated all my cities and armies to use cannon, was in Fascism, but I had just discovered Communism which I usually change to for the extra production to build factories and other misc. stuff. Well anyway, moved 5 full armies into my eastern most enemies territory, they were all in position and all five would attack next turn. In the mean time since everything was built, I decided to switch governments, suddenly boom, boom, boom, lost 15 cannon for unknown reasons, tore up my attacking armies and left a few cities lightly defended, so no attack this turn, withdraw back to my territory until more cannon were built. I had over 100,000 gold, so I could support that army, so what the heck happened. I can see that happening if I had fascist units since they can not exist in a non-fascist government, but these were ordinary cannon units.
Again, went to save this game before bed, no problem, checked Task manager ctp.exe using ~1.4 megs of memory, 1% CPU. Exit program, program still running, TM reports 99% CPU usage, 419 megs of memory. I think you got a problem there.
Comparing this version to the first playtest, the slider bar on the National Manager used to stay put when you closed it, so that when you reopened it, it was still in the place you left it. Now it always defaults to the top when you open it. A reason this was changed?
Could there be a slider bar added for gifting cities in the diplomacy display when they don't all fit on the display? There are probably other ones that come to mind like gifting technology, requesting tech/cities that could be changed as well.
Could we have a way to disable automatic cannon fire if it fired last turn so it doesn't fire unless I tell it too (or lawyer trying to sue the unit that is no longer there), like maybe a check box somewhere - I dislike the current way immensely. Same thing with the targeting a city/unit with a bomber, move bomber and then hit bombard, or just target city/unit and hit bombard and it automatically flys there and bombards (less mouse clicks), please give us the option as to which way we want it, I realize some people may like it this way, but I find it very annoying the way that it is now.
Since the spell check button on the bottom of this page no longer works, I recommend the Google Toolbar that will spell check anything typed on your computer.
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