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Qumad Al-Riyf
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I get a message I cant seem to quite understand...
We cannot affourd to support so many military unit"s, sir. If you end your turn now, our military leader will brn forced to disband units. Would you still like to end your turn?"
The Empire manager looks like this:
Production
30%
Collected: 6150
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Crime: 181
Unit Upkeep: 1954
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City Use: 2233
Public Works: 1782
I'm collecting 6150 and Unit Upkeep is only 1954 how can I then get the message that I cant support them all?
Might not be a bug but only me not to well know with the game tho..
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Maquiladora
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I always get that message when I leave my Public Works at 100% for more than a turn, it gets annoying after a while so I turn it off.
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Qumad Al-Riyf
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Dont think that it's more than 1954 as I'm pretty sure (cant remember now thow, havent had those messages in some decades) that if I pressed the Military Commander (or what ever) it said that the Unit Upkeep was the same as it was stated in the Empire manager.
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Protra3211
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Has anyone played any mods with the playtest. A while back I tried Conquest but it didnt work.
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Protra3211
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Thank You Martin
I think it was because I used a early playtest. I believe the lastest one has been modified for most mods like Conquest . The mod Conquest would not work at all but would crash when I try to play . A line came on screen MAX MATCH LIST CYCLES NOT FOUND
Will try again with new playtest thanks Martin.
Have been palying the mod without playtest and its a very active game. New units are great along with the new info screen.
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demon59
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Decatur, AL
Oct 2002 time: 23:16
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I just downloaded, installed, and started my first game with the Playtest build this morning, so forgive me if this is something covered elsewhere in the forums or the readme...I've skimmed, but haven't read everything, yet. To get to the point, I noticed that it wasn't possible to terraform grassland into prairie, to improve production. Is this a bug, or has the ability simply been tied to an advance, as many other terraform options are?
Aside from this, I haven't noticed any problems, and have enjoyed the game. Since I'm not a particularly good player (even against the original AI), my games will probably last well into the modern ages, so hopefully I will uncover any problems better players would miss!
BTW, would someone please point me toward the thread that contains directions on turning on the "logging" function, so if I do manage to break something, I'll have useful info to send?
Thanks for all the hard work, folks!

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Maquiladora
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quote: Originally posted by demon59
I just downloaded, installed, and started my first game with the Playtest build this morning, so forgive me if this is something covered elsewhere in the forums or the readme...I've skimmed, but haven't read everything, yet. To get to the point, I noticed that it wasn't possible to terraform grassland into prairie, to improve production. Is this a bug, or has the ability simply been tied to an advance, as many other terraform options are? |
Well done you found a feature, rather than a bug. It was changed to prevent the (unrealistic) mass-terraforming used by the human to maximize production. You can terraform grassland to plains at Agricultural Revolution but will remove roads and basic farms already there.
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tombom
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Pining for the fjords
Oct 2004 time: 05:16
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Logging can be done by going into ctp2_program\ctp\userprofile.txt, looking for the EnableLogs option and making sure it is yes.
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Protra3211
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Thanks again Martin !
I downloded the latest playtest with new dill files. Then zipped in Conquest mod everything worked fine.
Some notes on the playtest . The AI to AI seems to have some changes. It takes longer for them to consider a cease fire. Before it was around 20 turns now it takes some times around 50. Also depends on personality profile more aggresive ones fight it out longer.The AI is at times is sending boats loaded with at least 3 units . Landing them and then reloading them . I still feel the AI should build more units itwas easy to keep up. But I only played 250 turns and its my first game with this playtest so have to play loger to compare with others.
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Protra3211
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Forgot something . Was at war a civ with a Ceaser personality.I could not get a cease fire so I tried to bribe them with a gift of a hundred gold . This didnt work.
But now they have faith in me must be a bug
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Maquiladora
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I noticed a small bug on the scenario editor, the buttons for placing an Asian style city and Arabian style city are switched.
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Protra3211
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Hi demon 59
This playtest seems to have the AI building more cities along with more improvements .
But the ai needs to build more units to beef up their attacks. After 200 turns most ai factions only have around 50 units.
Diplomacy has been good at times. Have had the ai ask 400 gold if I wanted them to leave my land.
Have seen the ai patrol my waters more than before so as to keep me hemed in .
I will wait till I find a bug before posting again. Just wanted to see if anyone has played a full game yet.
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Uchuu-kun[SM42]
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The AI still doesn't withdraw units when a "Withdraw Units" agreement is reached, nor does a message pop up about treaty violation when they don't. I think it's just not monitoring units already within the territory or something.
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HuangShang
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USA, SoCal, L.A.
Jul 2002 time: 21:16
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on mods... some menu text doesnt appear, specificly the select civ (color) missing test can get annoying if sb wants to play a mod in a specific color
Last edited by HuangShang on 12-04-2005 at 07:02
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Uchuu-kun[SM42]
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Ah, let me correct myself: The "Request -> Withdraw Units" diplomacy action sets the PLAYER up with a withdraw agreement, not the AI, apparently. I haven't checked if "Offer -> Withdraw" does the opposite, but I will check it out when I fire up CTP2 again.
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