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E is offline E
King
July 24,2005 Ctp2 Tiles in sig!
May 1999
time: 21:16
  Old Post 13-04-2005 22:01 Visit E's homepage!
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just a note to others. THe Alex and Samurai scenarios need the const.txt AND the aidata unitbuildlist.txt replaced to make it work with the current playtest.

Martin Gühmann is offline Martin Gühmann
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quote:
Originally posted by E
just a note to others. THe Alex and Samurai scenarios need the const.txt AND the aidata unitbuildlist.txt replaced to make it work with the current playtest.


Why this these files should be compatible.

However I fixed the problem with the government dialog.

Unfortunatly I get some other strange things, whenever I quit my final version the game crashes. Well this doesn't matter, because I want to quit anyway, but this shouldn't happen and the other strange thing is that it generates an empty crash.txt.

However here is the content of a crash.txt when it was surprisingly not empty:

code:
0x005bc434 [??1?$tech_Memory@ULink@?$tech_WLList@PAVaui_Region@@@@@@UAE@XZ + 0x14] 0x005bc7b9 [??1?$tech_WLList@PAVaui_Region@@@@UAE@XZ + 0x19] 0x005ba481 [??1aui_Region@@UAE@XZ + 0x51] 0x7c007a31 [__onexitbegin + 0x7b54c599] 0x005d828f [??1aui_DirectUI@@UAE@XZ + 0x7f] 0x005efc65 [??1C3UI@@UAE@XZ + 0x85] 0x005efedb [??_EC3UI@@UAEPAXI@Z + 0xb] 0x0040a2b8 [?CleanupAppUI@CivApp@@QAEJXZ + 0xd8] 0xbaabfc7a [(kernel) + 0x0]


And here is something else that is strange, once I got these asserts with the debug version on start:

code:
c3debug.cpp@300 : Assertion (hr == DD_OK) Failed in File:C:\Activision\Ctp2\ctp2_code\ui\aui_directx\a ui_directsurface.cpp, Line:205 c3debug.cpp@303 : Stack Trace: ' 0x00453d30 [char * __cdecl c3debug_StackTrace(void) + 0x20] 0x0044ead4 [void __cdecl c3debug_Assert(char *,char *,int) + 0x44] 0x0086a856 [public: __thiscall aui_DirectSurface::aui_DirectSurface(enum AUI_ERRCODE *,long,long,long,struct IDirectDraw *,struct IDirectDrawSurface *,int,int) + 0x606] 0x0086b979 [public: enum AUI_ERRCODE __thiscall aui_DirectUI::CreateDirectScreen(int) + 0x2b9] 0x0086b446 [public: __thiscall aui_DirectUI::aui_DirectUI(enum AUI_ERRCODE *,struct HINSTANCE__ *,struct HWND__ *,long,long,long,char *,int) + 0x176] 0x0089cc19 [public: __thiscall C3UI::C3UI(enum AUI_ERRCODE *,struct HINSTANCE__ *,struct HWND__ *,long,long,long,char *,int) + 0x49] 0x00459abf [int __cdecl ui_Initialize(void) + 0x9f] 0x00464c77 [public: long __thiscall CivApp::InitializeApp(struct HINSTANCE__ *,int) + 0xe7] 0x0045e6da [int __stdcall CivWinMain(struct HINSTANCE__ *,struct HINSTANCE__ *,char *,int) + 0x3aa] 0x0045dd24 [WinMain@16 + 0x74] 0x00b1b5b3 [WinMainCRTStartup + 0x1b3] 0xbff8b560 [(kernel) + 0x0] ' c3debug.cpp@300 : Assertion (AUI_NEWOK(m_primary,errcode)) Failed in File:C:\Activision\Ctp2\ctp2_code\ui\aui_directx\a ui_directui.cpp, Line:218 c3debug.cpp@303 : Stack Trace: ' 0x00453d30 [char * __cdecl c3debug_StackTrace(void) + 0x20] 0x0044ead4 [void __cdecl c3debug_Assert(char *,char *,int) + 0x44] 0x0086b9d9 [public: enum AUI_ERRCODE __thiscall aui_DirectUI::CreateDirectScreen(int) + 0x319] 0x0086b446 [public: __thiscall aui_DirectUI::aui_DirectUI(enum AUI_ERRCODE *,struct HINSTANCE__ *,struct HWND__ *,long,long,long,char *,int) + 0x176] 0x0089cc19 [public: __thiscall C3UI::C3UI(enum AUI_ERRCODE *,struct HINSTANCE__ *,struct HWND__ *,long,long,long,char *,int) + 0x49] 0x00459abf [int __cdecl ui_Initialize(void) + 0x9f] 0x00464c77 [public: long __thiscall CivApp::InitializeApp(struct HINSTANCE__ *,int) + 0xe7] 0x0045e6da [int __stdcall CivWinMain(struct HINSTANCE__ *,struct HINSTANCE__ *,char *,int) + 0x3aa] 0x0045dd24 [WinMain@16 + 0x74] 0x00b1b5b3 [WinMainCRTStartup + 0x1b3] 0xbff8b560 [(kernel) + 0x0] ' c3debug.cpp@300 : Assertion (AUI_SUCCESS(*retval)) Failed in File:C:\Activision\Ctp2\ctp2_code\ui\aui_directx\a ui_directui.cpp, Line:106 c3debug.cpp@303 : Stack Trace: ' 0x00453d30 [char * __cdecl c3debug_StackTrace(void) + 0x20] 0x0044ead4 [void __cdecl c3debug_Assert(char *,char *,int) + 0x44] 0x0086b46d [public: __thiscall aui_DirectUI::aui_DirectUI(enum AUI_ERRCODE *,struct HINSTANCE__ *,struct HWND__ *,long,long,long,char *,int) + 0x19d] 0x0089cc19 [public: __thiscall C3UI::C3UI(enum AUI_ERRCODE *,struct HINSTANCE__ *,struct HWND__ *,long,long,long,char *,int) + 0x49] 0x00459abf [int __cdecl ui_Initialize(void) + 0x9f] 0x00464c77 [public: long __thiscall CivApp::InitializeApp(struct HINSTANCE__ *,int) + 0xe7] 0x0045e6da [int __stdcall CivWinMain(struct HINSTANCE__ *,struct HINSTANCE__ *,char *,int) + 0x3aa] 0x0045dd24 [WinMain@16 + 0x74] 0x00b1b5b3 [WinMainCRTStartup + 0x1b3] 0xbff8b560 [(kernel) + 0x0] ' c3debug.cpp@300 : Assertion (AUI_NEWOK(g_c3ui,auiErr)) Failed in File:C:\Activision\Ctp2\ctp2_code\ctp\civ3_main.cpp, Line:365 c3debug.cpp@303 : Stack Trace: ' 0x00453d30 [char * __cdecl c3debug_StackTrace(void) + 0x20] 0x0044ead4 [void __cdecl c3debug_Assert(char *,char *,int) + 0x44] 0x00459b18 [int __cdecl ui_Initialize(void) + 0xf8] 0x00464c77 [public: long __thiscall CivApp::InitializeApp(struct HINSTANCE__ *,int) + 0xe7] 0x0045e6da [int __stdcall CivWinMain(struct HINSTANCE__ *,struct HINSTANCE__ *,char *,int) + 0x3aa] 0x0045dd24 [WinMain@16 + 0x74] 0x00b1b5b3 [WinMainCRTStartup + 0x1b3] 0xbff8b560 [(kernel) + 0x0] ' c3debug.cpp@300 : Assertion (hr == DD_OK) Failed in File:C:\Activision\Ctp2\ctp2_code\ui\aui_directx\a ui_directsurface.cpp, Line:205 c3debug.cpp@303 : Stack Trace: ' 0x00453d30 [char * __cdecl c3debug_StackTrace(void) + 0x20] 0x0044ead4 [void __cdecl c3debug_Assert(char *,char *,int) + 0x44] 0x0086a856 [public: __thiscall aui_DirectSurface::aui_DirectSurface(enum AUI_ERRCODE *,long,long,long,struct IDirectDraw *,struct IDirectDrawSurface *,int,int) + 0x606] 0x0086b979 [public: enum AUI_ERRCODE __thiscall aui_DirectUI::CreateDirectScreen(int) + 0x2b9] 0x0086c28a [public: virtual enum AUI_ERRCODE __thiscall aui_DirectUI::AltTabIn(void) + 0x2a] 0x00849a1d [public: virtual enum AUI_ERRCODE __thiscall aui_UI::HandleWindowsMessage(struct HWND__ *,unsigned int,unsigned int,long) + 0x1ed] 0x0045e9bf [long __stdcall WndProc(struct HWND__ *,unsigned int,unsigned int,long) + 0x3f] 0xbaabfc7a [(kernel) + 0x0] ' civ3_main.cpp@1687: Exception: 'Breakpoint' thrown. civ3_main.cpp@1692: Exception Stack Trace: 0xbff768a1 [(kernel) + 0x0] 0x10213a48 [\177ole32_NULL_THUNK_DATA + 0xee5e3c0] 0x0044eb1b [void __cdecl c3debug_Assert(char *,char *,int) + 0x8b] 0x0086a856 [public: __thiscall aui_DirectSurface::aui_DirectSurface(enum AUI_ERRCODE *,long,long,long,struct IDirectDraw *,struct IDirectDrawSurface *,int,int) + 0x606] 0x0086b979 [public: enum AUI_ERRCODE __thiscall aui_DirectUI::CreateDirectScreen(int) + 0x2b9] 0x0086c28a [public: virtual enum AUI_ERRCODE __thiscall aui_DirectUI::AltTabIn(void) + 0x2a] 0x00849a1d [public: virtual enum AUI_ERRCODE __thiscall aui_UI::HandleWindowsMessage(struct HWND__ *,unsigned int,unsigned int,long) + 0x1ed] 0x0045e9bf [long __stdcall WndProc(struct HWND__ *,unsigned int,unsigned int,long) + 0x3f] 0xbaabfc7a [(kernel) + 0x0]


And the strange thing is that they disappeared after a reboot.

-Martin

Fromafar is offline Fromafar
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May 2003
time: 06:16
  Old Post 16-04-2005 01:09
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The Asserts look familiar to me. This usually happens when you press alt-tab before the screen gets black during the game startup. Apparently, this causes the CreateSurface call to return with a failure call, after which the game is unable to continue.

The aui_whatever classes have a problem when the initialisation fails somewhere, because most of its default constructors do not initialise anything. When you call the destructor for these objects, you are likely going to access some random locations. Fortunately, the initialisation will usually succeed, and I have never seen this problem with the release version.

tombom is offline tombom
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Pining for the fjords
Oct 2004
time: 05:16
  Old Post 16-04-2005 10:50
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quote:
Originally posted by Fromafar
The Asserts look familiar to me. This usually happens when you press alt-tab before the screen gets black during the game startup. Apparently, this causes the CreateSurface call to return with a failure call, after which the game is unable to continue.


I wondered why I was getting this. I always Alt-Tab out of games during startup.

In the current SVN, the release build seems to disappear as soon as I click New Game. It's still running, eating up a lot of CPU while doing nothing, and I can do other things, but it's no longer on the screen. I'll have a go in the debug build.

EDIT: It goes away in the debug build, but then I'm left with the SlicStack assert.

Last edited by tombom on 16-04-2005 at 20:36

Martin Gühmann is offline Martin Gühmann
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quote:
Originally posted by tombom
EDIT: It goes away in the debug build, but then I'm left with the SlicStack assert.


Which mod do you use? With the default game no problem. Currently I have another odd problem, if I reload slic and I open a window or end turn the game crashes. The crash.txt is empty. Problem doesn't occur on debug build and I can do a quick save after slic reload and after reload no crash.

quote:
Originally posted by tombom
The aui_whatever classes have a problem when the initialisation fails somewhere, because most of its default constructors do not initialise anything. When you call the destructor for these objects, you are likely going to access some random locations. Fortunately, the initialisation will usually succeed, and I have never seen this problem with the release version.


These AUI_whatever classes are strange anyway, they produce a lot of memory leaks. And not easy to understand.

-Martin

Last edited by Martin Gühmann on 16-04-2005 at 21:30

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Oct 2004
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  Old Post 18-04-2005 01:13
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quote:
Originally posted by Martin Gühmann

Which mod do you use?

-Martin


I'm pretty sure none, unless some commented out bits to test an operator in scenario.slc count. I've always had this problem and Peter said something about it a while back too.

It's the assert in SlicStack::Eval, line 110 (IIRC).

Peter Triggs is offline Peter Triggs
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  Old Post 18-04-2005 18:08
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As Maq and Demon59 have reported, I've noticed a problem with orders (e.g., the bombard order) being repeated. I can't track it down but it's holding up my next changes to the source, so I'm going to commit anyway.

Martin Gühmann is offline Martin Gühmann
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quote:
Originally posted by Peter Triggs
As Maq and Demon59 have reported, I've noticed a problem with orders (e.g., the bombard order) being repeated. I can't track it down but it's holding up my next changes to the source, so I'm going to commit anyway.


My first guess would be the modified Bombard code, to start to look for. Other candidates would be any slic modification. And of course can be something else.

-Martin

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  Old Post 18-04-2005 22:53
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quote:
Originally posted by tombom
It's the assert in SlicStack::Eval, line 110 (IIRC).

This assert usually indicates an error in the Slic input. It is generated when there should have been an integer on the stack (as part of an expression), but there is not.
E.g. when you have something like

code:
location_t location; if (0 == location) ...

in an event handler. When the evaluation reaches the equality test (==), it expects 2 symbols of the same type on the stack. The 0 is an integer, but location is not an integer, so it is invalid.
Because at this point it is not easy to fail gracefully, the code will simply replace the invalid value with the somewhat arbitrary value 0, and continue as if nothing has happened - apart from generating the Assert pop-up with the debug version. So, you will always execute the if-clause in the above section.

When you use the debugger, you should be able to inspect the value of the offending symbol, and find out its name.

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  Old Post 20-04-2005 09:38 Visit EPW's homepage!
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This is what I noticed after playing 200 turns using the latest playtest with the CTC mod...

Pros
-The AI is much more aggressive, espacially towards other AIs. Two AI civs actually conquered another medium strength civ within a few turns.
-All the slic things worked, unit upgrades, plagues, etc.

Cons
-Everything runs very slowly, almost from the beginning of the game. Opening any menu causes a 5-10 second delay. This occurs with the ranking screen, diplomacy, city and build managers, everything. When exchanging maps with another civ, the game comes to a standstill for 30 seconds until the map is finally revealed.
-Borders are not updated, you have to actually see the borders before it shows up on the map/mini map.
-The first turn after loading a save game, the AI takes 5 minutes to complete it's turn. After this it returns to normal.
-The game freezes when quiting the game.

Screenshot of crazy borders(right map is revealed):

Attachment: crazymap.jpg
This has been downloaded 233 time(s).

The Big Mc is offline The Big Mc
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  Old Post 20-04-2005 14:38 Visit The Big Mc's homepage!
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I have also noted Epw that the ai now has the ability to regenerate I conquered the world apart form 4 cities this was in 1000bc by the late 1700Ad the ai had build over the entire map. The only mod I had was my mod to make a slightly better ai. Which increases food product slightly. But this mod in the original game never gave any results like this.

Martin Gühmann is offline Martin Gühmann
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quote:
Originally posted by EPW
-Borders are not updated, you have to actually see the borders before it shows up on the map/mini map.


That's the sense behind it, or do you really think you should have these kind of information for free? I hope not. Well there are still some things to do. One thing are borders after conquest. You should know who was the bastard that stole your land, so you know that you don't controll this terrain any more. A problem is there when tileimps are build and someone has conquered this territory. And I think that there is another problem with the exchange map, but apart from that it looks fine.

-Martin

Martin Gühmann is offline Martin Gühmann
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quote:
Originally posted by Fromafar
The Asserts look familiar to me. This usually happens when you press alt-tab before the screen gets black during the game startup. Apparently, this causes the CreateSurface call to return with a failure call, after which the game is unable to continue.


The only problem is that it happened again and I didn't alt-tab.

-Martin

wheathin is offline wheathin
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  Old Post 20-04-2005 21:48
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Not sure if this is the same, but instead of Alt-tab, I hit space-bar when the opening movie starts up. If I hit it too soon however (i.e., before the Activision animation starts), the game won't finishing loading up and I have to Ctrl-Alt-Del and restart. So perhaps Alt-Tab is not required..

Fugi the Great is offline Fugi the Great
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  Old Post 30-04-2005 22:52
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I also noticed the bombardment order being repeated as well as lawyers repeating a "sue" order.
The AI's turn still sometimes hangs up (stuck), game is not locked up - can still most everything, just can't move yet because it is the AI's turn. This problem seems to happen in the age where the AI now has planes of some type, almost like a plane is told to go to a city during the previous turn, but since that time the city filled up to it's maximum so it can't go in, but doesn't have enough fuel to go back, won't pull a unit out of the city (weaken the defences) so it just sits there and doesn't know what to do. Sometimes I have to reload the Autosave then try moving a unit a little differently, or fly a plane over that certain AI's territory just to see whats going on, possibly forcing the AI to to crash the plane to get it going again, or just say h3ll with it and start over.

Well started over, game froze during the later middle ages - no planes yet that I could see with the cheat mode. Reloaded the Autosave, got stuck in the same spot.

Question, I noticed that Public Works numbers do not quite add up, has it always been that way based on level or is it a problem that just showed up? Example being that I may have 309 from last turn, should get an additional 263 this turn but I may only end up getting 502 total. Gold seems to add up okay though.

Last edited by Fugi the Great on 01-05-2005 at 04:06

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  Old Post 30-04-2005 23:10 Visit EPW's homepage!
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I found that many of the slowdown problems that I experienced were do to my computer, not the playtest, so disregard that report.

Fugi the Great is offline Fugi the Great
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  Old Post 04-05-2005 05:13
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Another question that bugs me, is why is it that everytime I take over an enemy city, the screen suddenly jumps to my capital city? Don't remember that happening before.

Maquiladora is offline Maquiladora
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  Old Post 04-05-2005 05:22 Visit Maquiladora's homepage!
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It does the same when you disband a city too, that didnt happen before either.

Peter Triggs is offline Peter Triggs
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  Old Post 04-05-2005 07:04
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Martin put that recentering thing in recently. What do you think? Do you guys prefer the old way?

HuangShang is offline HuangShang
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  Old Post 04-05-2005 08:03
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well when conquering, why not center the new city, when disbanding? idunno

Maquiladora is offline Maquiladora
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  Old Post 04-05-2005 10:41 Visit Maquiladora's homepage!
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Exactly, I prefer the old way when disbanding and conquering, I dont see how the new way is better? The first thing I do when conquering a city is alter the queue and specialists, and sometimes move units from a disbanded city, although thats less annoying.

Martin Gühmann is offline Martin Gühmann
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quote:
Originally posted by Peter Triggs
Martin put that recentering thing in recently. What do you think? Do you guys prefer the old way?


When should I have added this? Revision? Certain is that there is a problem. But it is more complicated. My first attemp to reproduce the problem did not recreate the falure. I just conquered a city. On the next trial I conquered a city that would be destroyed, because of the conquest. There the game centered on the capital. Same for disband. And I was able to recreate it once when I conquered a city got a message, find myself at the capital, closed the message and the game centered on the conquered city. Unfortunatly I wasn't able to reproduce this again. Unfortunatly I am not sure whether it was a just a war declaration message or a capitol conquest message.

But it is certain this is not a featere but a bug.

-Martin

Fugi the Great is offline Fugi the Great
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  Old Post 05-05-2005 04:16
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I prefer the old way. Unless there is a reason to check the capital city to check moral or something like that, but you usually don't get an external city moral indication that they don't want the new city until the next turn, so I don't see a reason for it.

Anyone have an answer on the PW question above? Was it that way before that I just wasn't paying attention before, or is this something new?

Fugi the Great is offline Fugi the Great
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  Old Post 06-05-2005 02:23
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okay another question, you used to be able to tell a unit that can bombard (cannon, bomber...) to bombard a certain unit/city, even if it was not right next to it, it would still move there and do as told unless it saw something it didn't see before. Now when you do that it moves one space and stops, you hear a "thunk" and big red Ø shows up instead of going where I told it to. You now have to tell the unit to fly/move first and then when it get right next to the area/unit to be bombarded, you have to then tell the unit to bombard. Any reason this was changed? It just adds more unneeded mouse clicks.

Solver is offline Solver
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  Old Post 06-05-2005 02:45 Visit Solver<br><img src=/forums/images/staff-icon.gif>'s homepage!
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It's supposed to make it possible to have ranged bombardment, but I think it's good anyway. The ability to give an order to distant locations, IMO, is bad, you can just mess up that way.

Fromafar is offline Fromafar
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  Old Post 06-05-2005 17:54
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Maybe the AI will mess up? When the human player wants to bombard a city with a bomber with bombard range 1, I think Fugi is right. Why is he forced to add another mouse click? I thought the idea was for the code to take the bombard range into account, so the bombarding could be executed from a "safer" point at some distance from the goal - when the units have a bombard range that is larger than 1. The user should not have to execute more commands.

What happened to the basic idea that changes would be implemented as options, with the old behaviour as default?

I was quite annoyed when I found out that my withdraw troops agreements suddenly had expired. I was attempting to test some Slic withdrawal code for AOM, so at first I thought that the Slic withdrawal code was to blame - but the new Slic code was not even fired. Debugging some more, I found some new hardcoded values in Diplomat.cpp that explained it. With my AOM setup, the warnings that should have announced the expiry do not appear at all, because the corresponding messages have not been defined.

And (with the playtest release - so I got the warning messages) when you have multiple agreements, the expiry messages leave you in the dark about which agreement is going to expire.

Qumad Al-Riyf is offline Qumad Al-Riyf
Settler

Mar 2005
time: 05:16
  Old Post 08-05-2005 22:19
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If you look at the Great Library, and look under Plasma Weaponry you will find Leviathan there.
But this I got from Unified Physics.
Leviathan allso sais that it requires Unified Physics.

When I get a new Goverment and the auto message telling me that I got a new goverment and asking me if I want to change to that one, the message dosent display the name of the new goverment.

This last thing might not have something to do with the playtest but with CTP2 generaly:
When you build things like National Shield that gives you/creates a forceshield in every city.
Is there any reason to build the forcefiled in the citys?
(Cuz they are stil avalable in the build manager after I got the wonder)?

Fromafar is offline Fromafar
Prince

May 2003
time: 06:16
  Old Post 11-05-2005 02:54
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When you are afraid you are going to lose the city with the wonder to a revolt or (counter)attack, you may want to start/continue building the regular buildings. In other circumstances, it is not very useful.

Martin has corrected the government name display, so that will be solved in the next playtest release.

Thanks for the Great Library bug report. I think the Leviathan prerequisite should be Plasma Weaponry. The English version has Unified Physics here, but the German version has Plasma Weaponry.

New bug reports on revision 346:

  1. I can not find the - cursor - files uc088.tga and uc089.tga.
  2. ArmyData::GetCargo has a crash with the Alexander scenario when GetCargoDataPtr() returns NULL. One of those dangerous A ->B->C constructs where the result of A->B is not tested.
  3. There is an enormous amount of WorkerCount >= delta Asserts. It looks like the governor assigns too many farmers and gets into a conflict when entertainers are needed. In the AlexanderTheGreat scenario, Philippopolis gets assigned 5 farmers automatically, for a growth of +253. Manually changing this to 4 farmers (+ 1 worker) keeps the growth at +253, and increases all other values.

Solver is offline Solver
Apolyton Duke Of Something
Latvia, Riga
Sep 2000
time: 07:16
  Old Post 13-05-2005 20:05 Visit Solver<br><img src=/forums/images/staff-icon.gif>'s homepage!
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My report on the latest playtest.

The AI is a lot better. It does use ships to drop groups of units on your land. Previously, no enemy outside your landmass was a threat, now I've seen the AI attempt invasions. Still they're not real invasions, but at least the AI does drop troops on your land. Another observation is that the AI attacks almost every time when it has a sure win. That is, if it has a 7-stack near my 2-stack, it will attack and eliminate my 2-stack. Finally, AI-to-AI conquest seems also to happen more. So, good on that .

I don't have performance issues, apart from when I return to the gameafter it had been minimized and stayed that way for some time. Then the first turn is extremely slow.

As it has been said, some strings don't show. Also, when units are killed without going to the battle screen (like if you attack a settler), the unit's sprite disappears immediately, there is no death animation - but the death sound still plays.

Maquiladora is offline Maquiladora
Emperor

Jun 2001
time: 05:16
  Old Post 17-05-2005 20:03 Visit Maquiladora's homepage!
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So are we ready for a new playtest?

 
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