 |
|  |
 |
|
Martin Gühmann
|
 |
Berlin, Germany
Mar 2001 time: 06:16
|
|
Well it is time for a new playtest. It is again a .NET build so these these instructions are still valid:
quote: Do I need any additional files to make the playtest work?
It is a build created with the .NET compiler. Therefore you need the .NET runtime environment to run the *.exe.
If you dont already have it it is avalaible at windows update or here.
Or at least you need those two dlls if you don't want to install the .NET runtime. |
I was able to reduce the massive slow down problem in more than one continent games. However it seems not gone totally. But how severe the problem is can only show a big playtest. 
Here is the change log since the last playtest:
2005-03-05
Disabled: AI unit text, so that you don't see the AI goals.
Fixed: Crashes and memory leaks.
Fixed: Minor translation problems with the French and German string files.
Updated: strategies.txt, advancelists.txt, buildlistsequences.txt and unitbuildlist.txt,
to make the AI more agressive and seperate the AI personalities more.
Fixed: Vision of borders of civs you have no contact to in fog off and god mode.
Fixed: A Vision problem and a crash in combination with city conquest.
Changed: Disabled autosave for MP client.
Added: Finished production handling in the MP turn start.
Updated: Anet game number.
Fixed: Basic AI population assignment.
- If cities has slaves the number of pops to assign is calculated correctly.
- The first pop in the database can now be used, meaning AI can use entertainers.
- The minimum amount of calculated entertainers can now be assigned.
- However this are only basic fixes, population optimisation has still to be done.
Added: A new slic power operator: **
Fixed: Slic database access, so that the feat units in CTC work.
Added: Slic function AddSlaves to add slaves to a city.
Added: Slic function IsOnSameContinent to check whether two locations are on the
same continent.
Fixed: Wonder start and almost complete messages are also send for the first wonder
in the database correctly. Precisely you get now such messages for Aristotle's Lyceum.
Fixed: Some minor bugs in the AI goal computation.
Restored: Old operator of squd strengh. That caused the huge delays in the last version
on maps with more than one continent.
Changed: Pathfinding doesn't consider anymore danger on the way. Another solution for
that has to be found. This removes the huge zone of control.
Changed: Tile improvements for small cities of AIs get full utilisation bonus for placement.
Changed: AI places tile improvements every fifth turn and roads every second turn.
Added: CanSettleOn flag to unit.txt so that modders have the ability to limit settling
to certain terrains.
Changed: New games can now be started with only one civ (without any opponents).
Changed: The version date is now derived from the exe's last link date (date is in GMT),
to prevent showing a wrong date if ldl_str.txt has not been updated.
Fixed: Turn counter synchronisation when creating a new civilisation (by revolt) to
prevent one sided wars.
Fixed: Science popup in hotseat and PBEM is delayed until the appropiate player's turn.
Fixed: The risk levels in the drop down menu in the scenario editor are now in the
right order.
Fixed: Turn count in PBEM don't say anymore always "Turn 0"
Changed: The same algorithm for SP and MP is used to generate Barbarians
Changed: New terrain values
And finally a link to the latest playtest:
Edit: Link removed, there is already a new version out. Check later posts of this thread thread or the first post.
-Martin
Last edited by Martin Gühmann on 22-07-2005 at 00:23
|
|
|  |
 |
|
Fromafar
|
|
quote: Changed: The version date is now derived from the exe's creation date (not last modification date) |
Did you change something here, or did I mess up something in the code? It should really be the last modification (= link) date of the file. The file creation date is irrelevant.
|
|
|  |
 |
|
Maquiladora
|
|
When I bombard a city on one turn, on the next turns it automatically bombards for me, for example after many turns of bombarding I wanted to attack but after I move my other non-seiging units it switched to my previously bombarding stack and did it automatically.
There is a way to stop it by selecting and moving/using that bomarding stack first before any other units (I think turning off auto-cycle units might work too) so you catch it before it decided to autobombard.
Ive attched the save. Just move the 3-stack (archer, warrior, archer) closer to the orange AI's 2 settlers then it switches to the 12 stack and bombards by itself.
NOTE: and no Im not giving the command to bombard twice on the previous turn so it waits till the next turn and auto does it.
This is obviously with the new playtest.
Attachment: autobombarding.zip
This has been downloaded 0 time(s).
|
|
|  |
 |
|
Maquiladora
|
|
Also you can still tell if a city is empty by bombarding it, if its empty it wont allow it.
And the new government discovery popup still has the white text and missing name.
|
|
|  |
 |
|
Martin Gühmann
|
 |
Berlin, Germany
Mar 2001 time: 06:16
|
|
quote: Originally posted by Fromafar
Did you change something here, or did I mess up something in the code? It should really be the last modification (= link) date of the file. The file creation date is irrelevant. |
I didn't change anything. The point could be the link issure, clearly Windows Explorer says the file was last modified on the 5th. However I only modifyed the comments of the source files and ran the compiler. So the *.exe should be identical with the one I creted before midnight. However I cannot know for sure, whether the *.exe was relinked.
quote: Originally posted by E
Still looking but I think it has something to do with the Settle: flag. I think the game checks for those flags to see if a settler and then picks the first available one. I'll try to find the check and add CanSettleOn to it. |
Indeed it has to do something with one of these flags, of course not with your flag. But actual you should find the place in the code on your own. 
quote: Originally posted by Maquiladora
When I bombard a city on one turn, on the next turns it automatically bombards for me, for example after many turns of bombarding I wanted to attack but after I move my other non-seiging units it switched to my previously bombarding stack and did it automatically.
There is a way to stop it by selecting and moving/using that bomarding stack first before any other units (I think turning off auto-cycle units might work too) so you catch it before it decided to autobombard.
Ive attched the save. Just move the 3-stack (archer, warrior, archer) closer to the orange AI's 2 settlers then it switches to the 12 stack and bombards by itself.
NOTE: and no Im not giving the command to bombard twice on the previous turn so it waits till the next turn and auto does it.
This is obviously with the new playtest. |
And this really occured in this playtest for the first time? My first thought is that it has to do with the modified bombard code. But that was already in the last playtest build from late December. However if there are all orders affected then it might be something else.
quote: Originally posted by The Big Mc
Mar[t]in that�s not my addslave function is it couse it has a bug. |
Well I added my version of this function, since I had to test it on my own. At testing it didn't crash the game, however the Assert poped up that the AI had problems with distributing its specialists. But that was a problem common to all slaves regardless how they were added to the city.
I realized that the problem was located something else. And left the function in. It has the advantage that it uses the MakePop event, so you can detect it when it occurs and do some stuff via slic whenever a slave is added to a city. However I didn't implement the remove slave part, but that shouldn't be a big deal.
-Martin
|
|
|  |
 |
|
Maquiladora
|
|
quote: And this really occured in this playtest for the first time? My first thought is that it has to do with the modified bombard code. But that was already in the last playtest build from late December. However if there are all orders affected then it might be something else. |
Its definitely all orders, well all the ones ive tried so far, all except some of the special units, slave raid and pillage does repeat though.
It stops when you ungroup then group the stack before the next turn, of course all this does is clear orders so its the same thing.
|
|
|  |
 |
|
Fromafar
|
|
On the date issue: it is not as bad as I thought. The executable is correctly displaying the last modification date, but is using GMT as time zone.
So, we only need to update the change log text, and have to be careful when releasing between 0:00 and 1:00.
|
|
|  |
 |
|
Maquiladora
|
|
I havent finished, its upto 358 turns, but doesnt look like finishing soon, even if i try for a diplo-victory.
Ill write something anyway once i finish it, as a report, and news item if its not too negative. 
quote: But another question to all, the game now in a state so that we can now advertise it? And if yes, who is going to write the news item for our civ group news. |
I would say its not in a state to advertise because of the long pauses (nothing more than civ3 though) late in the game and the repeating orders problem i mentioned. Perhaps the long pauses wouldnt be so bad if the sound of a moving unit in my vision didnt repeat while that civ was moving its other units elsewhere under the fog of war.
Last edited by Maquiladora on 09-03-2005 at 23:43
|
|
|  |
 |
|
Maquiladora
|
|
There are plenty of positives but the negatives are really noticeable things, definitely more so than the improvements, especially to someone new to the playtest.
But of course it can serve as a general update and as you said show its still going and steps forward have been made, but not necessarily an advertisement for people looking for the complete civ game... yet.
|
|
|  |
 |
|
Fromafar
|
|
quote: Originally posted by Martin Gühmann
Why updating the change log I released the playtest on the 5th in both time zones GMT and CET.
|
Because the change log states that the file creation date is displayed, which is not true.
quote:
But another question to all, the game now in a state so that we can now advertise it?
|
Not really. As indicated by others, the delays are still too long. I think we should investigate the impact of the "subtask" changes by Calvitix, and also improve the <-operator to become anti-symmetric at least. I do not have much confidence in the result and speed of a sorting algorithm with the current operator.
|
|
|  |
 |
|
Qumad Al-Riyf
|
|
I downloaded the 2004.03.05.CTP2.Playtest.rar file and the .NET compiler.
I installed the .NET compiler and CTP2 worked fine.
Then I installed the playtest in the main CTP2 folder and when I try to rin the game I get this message:
"
CTP2.exe - Unable To Localate DLL
The dynamic library MSVCP70.dll could not be found in the specifid path
D:\Games\CALLTO~1\CTP2_P~1\CTP;. ;C:\WINNT\system32;C:\WINNT\system;C:\WINNT;C:\WIN
NT\system32;C:\WINNT;C:\WINNT\System32\Wbem.
[OK]
"
quote: Originally posted by Martin Gühmann
Well it is time for a new playtest. It is again a .NET build so these these instructions are still valid:
quote:
Do I need any additional files to make the playtest work?
It is a build created with the .NET compiler. Therefore you need the .NET runtime environment to run the *.exe.
If you dont already have it it is avalaible at windows update or here.
Or at least you need those two dlls if you don't want to install the .NET runtime.
|
When folowing that link I get to a page that tells me the following:
"No input file specified."
So that dident work ether, any idea?
|
|
|  |
 |
|  |
All times are GMT. The time now is 05:16. Apolyton Time is 00:16. |
top of page
|
|
|
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
|
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
|
|
|
|
|
|