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Maquiladora
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Is it just me or does turnlength.txt not work with the playtest?
Actually it doesnt, i tried the same turnlength.txt for a scenario in 1.11 and it worked in 1.11 but not the playtest.
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J Bytheway
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England
Jul 2001 time: 05:16
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Well, here's a new playtest version for you, in three parts because it's topped 10MB now... If someone with webspace wants to merge the three archives into one, that would probably be helpful.
[Edit: I've removed appstr.txt and put the brief changelog back in the readme to address Martin's concerns]
Note that 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.
[files removed]
[Note: this version is now obsolete - the next version is available here]
Changes:
2005-05-17
Added: /debugai and /debugcells commands in chat window
Changed: Some diplomatic agreements to have limited duration
Added: New restriction fields to buildings and tile improvements
Added: Bitwise operators in SLIC
Changed: Piracy AI
Added: New Anet library dlls (to fix XP hosting problems)
Added: Leader name support
Fixed: Misc. crashes and memory leaks
Added: Support for multiple ctp2_data directories
Added: Flag to prevent units being used as barbarians
Fixed: Incorrect city style name display in cheat editor
Fixed/Changed: AI worker allocation
Fixed: Server listing in bootserv.txt
Added: (Currently not useful) optimize slider button in domestic manager
Added: Optimize specialist button to city manager
Changed: National manager and city manager to show net rather than gross food and production
Added: DisplayLevel field for tile improvements
Fixed: Bug with government name display in message
Fixed: Misc GL errors
Added: "Turns to growth" display on main map
Added: Support for immobile units
Added: Ranged bombarding
Changed: The method by which televangelists are recognized as special
Changed: Method of caravan cost fix - now mods should have reasonable caravan costs
Changed: Default colour scheme to get player 1 blue by default
Added: Detailed changelog to playtest version
Added: Brief changelog to playtest readme
Last edited by J Bytheway on 28-06-2005 at 23:19
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Protra3211
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I had Winrar but trail time is over and need to buy it now because program will not run even if you try to redown it load again . Dont like to use credit card on line has any one seen this progam at any compoutor stores. I have not and would hate to miss out on new playtest as the AI is getting better.
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Maquiladora
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Seems to be fine so far, definitely faster in most places than the previous playtest, is this because of some changes in Martin's original vision fixes? I havent looked carefully but it seems to work somewhat differently than the last playtest regarding border vision.
Anyway my scenario save loaded fine once i replaced const.txt (luckily i didnt make too many changes there), and just had to do the good values in goods.txt.
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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
Seems to be fine so far, definitely faster in most places than the previous playtest, is this because of some changes in Martin's original vision fixes? I havent looked carefully but it seems to work somewhat differently than the last playtest regarding border vision. |
I can't remember that I changed anything concerning vision. But there are a lot of differences in comparision to the last version. John uses a different compiler.
His build doesn't contain incorrect incremental linkage problems, actual the last playtest shouldn't contain these problems either, as I should have done a complete rebuild before posting.
Then we have DirectX issures, my version was linked against DirectX 7 and the DXMedia and so far no one told me how I can link my version against DirectX 9.0.
And then the differences on the code level, Fromafar did a lot of stability fixes, I also cleaned code explicit cast, corrections so that variables match. Signed/unsigned corrections. Well actual I don't know whether these have an effect, but I did this to make the .NET compiler quit.
And one code change in particular I did was to add the anti-symmetric Squad_Strength operator. In brief testings it seems to have an positive effect, but only if the AI needs transporters.
-Martin
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Maquiladora
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Actually im having problems setting the goods values. It always only gives +1 commerce for every good, no matter what values i use for each, food prod and commerce in good.txt.
Am i missing something else in another file?
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Maquiladora
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quote: Originally posted by Martin Gühmann
-Martin |
I think definitely one change in the border vision is when you meet a new civ, their whole border appears under the fog of war again, whereas it didnt in the march playtest, you had to re-explore to see it i think.
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J Bytheway
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England
Jul 2001 time: 05:16
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I've removed appstr.txt and put the brief changelog back in the readme to address Martin's concerns. I also added the brief description of the changes to the post with the files listed on it.
To those who are having trouble with .rar archives: would you prefer bzip2 - that does provide rather better compression.
Last edited by J Bytheway on 18-05-2005 at 05:26
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Protra3211
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Zip files are great .Downloading is very easy. More changes to diplomacy : great seems the AI is improving
on all fronts. Cant wait to see the reports come in . Once I have the downlode file working again will be involed with the reporting side as well. I feel that the last playtest did a fair job of using transports. But the AI was to easy to snaek up on with a 12 stack to take many cities. Could be bullyed in ot giving its map and I was soon rolling over that AI faction.
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Peter Triggs
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Gone Fishin, Canada
Jan 2000 time: 05:16
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quote: Originally posted by Maquiladora
Actually im having problems setting the goods values. It always only gives +1 commerce for every good, no matter what values i use for each, food prod and commerce in good.txt.
Am i missing something else in another file? |
That's what the original data from goods.txt used to do.
If you mouse over a tile with a good you should see your new values in the infobar.
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Maquiladora
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The original goods.txt did have all 1's for gold but i changed those now, even made a new save and replaced them, so i cant understand why it hasnt changed.
Anyway, as i mentioned in the PM, the values set in goods.txt dont correspond with the good bonuses in a regular game either. For example in the new goods.txt:
# Bear #9
TERRAIN_FOREST_GOOD_TWO {
SpriteID 2
Sound SOUND_ID_BEAR
Gold 5
Food 10
Production 0
Probability 0.25
Icon ICON_GOOD_FOREST_TWO
}
forest is 5f/15p/5c, so bear bonus is actually 20 commerce(gold).
Attachment: beargood.png
This has been downloaded 155 time(s).
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Fromafar
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quote: Originally posted by demon59
Will this new playtest release work correctly with AOM (or other mods)? |
Not entirely, but we are getting close.
As Martin remarked, there are some Slic code sequences that will consistently fail to execute with the playtest release, where the Activision release only tends to fail intermittently. And another known issue is the large number of caravans that may be required to start a trade route.
There are also some issues with game data incompatibilities, due to "middle-insertion" of new items (e.g. goods) and relocated text strings, but you can prevent most of these by just not installing the playtest release over the Activision game.
When you have installed both the original game and the AOM mod in e.g. C:\Program Files\Activision\Ctp2, and have activated the AOM mod using ModSwapper or ModManager, you should unpack the playtest release in a different directory, e.g. in C:\Program Files\Activision\Ctp2.playtest.
After unpacking, go to the directory C:\Program Files\Activision\Ctp2.playtest\ctp2_program\ctp and run the game (ctp2.exe) once.
Next, edit C:\Program Files\Activision\Ctp2.playtest\ctp2_program\ctp\userprofile.txt. Change the last line (RuleSets=) to code: RuleSets=..\..\..\Ctp2\ctp2_data
and also set the EnableLogs setting to Yes - to help us out with crash.txt reports when something still does not work with the game .
This should give you maximum compatibility with the original game. However, this does mean that you will be missing some new features (e.g. the specialist tab), and you should refrain from selecting some blank "middle-inserted" options (e.g. the Uranus world shape) to prevent problems with the user interface. Otherwise, starting an AOM game should be no problem.
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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 Fromafar
And another known issue is the large number of caravans that may be required to start a trade route. |
I thought I fixed this by moving the devision factor from the const.txt inside the executable.
quote: Originally posted by Maquiladora
I like the new optimize sliders and workers buttons, I assume this is what the AI uses? But i noticed something with them, sometimes when you optimize, the numbers change but no workers are added or no slider moves, so is there some kind of fractional optimizing going on we cant see? |
I think this is a bug, you can also try to optimize your cities by hand and then you see this bug as well if you add and remove your speacilsts.
But you are these buttons or better the routines under them are used by the AIs. And if you test them more intensive then you will notice that they don't work as supposed. At least I got the optimize city speacalists button to do some sensefull optimization but also this is far away from being perfect. But at least the AI can feed its people and make them then happy if there are still some entertainers left.
I added these buttons mainly for debug purposes and decided to leave them in so that you have something to play with. But I still recommend to do the optimization per hand.
quote: Originally posted by Maquiladora
I know that the AI can set PW tax to anything, not just increments of 10, so maybe this is a similar thing. Can be frustrating though. |
Actual only in therory, the PW tax settings AI uses are in the strategies.txt.
quote: Originally posted by Maquiladora
Also wondering when i press optimize (for either workers or sliders) does it stay optimized for all the game if i *never* touch the sliders or workers manually? Or does it only optimize that turn? Or perhaps something else? |
As I added them for debugging purposes there is no such automization, yet. Except you you enable the governors of your cities. Then you have at least the speacialist part.
quote: Originally posted by Maquiladora
The turns to new growth counter is good, the only problem i have with it is that it doesnt update when youre in the city manager, but does update when youre in the empire manger (IIRC). |
Well I had this problem as well, and I tried something, but not really successfull. Therefore you have this different behaviour.
For the goods, I can confirm that this problem exists and I am working to fix it. It shouldn't take to long to finish it.
-Martin
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Fugi the Great
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Sheboygan,WI,USA
Mar 1999 time: 05:16
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Playtest 5-17 was working fine up to the year 1756 then a "thunk" and CTD. Reloaded autosave, seemed to work okay after that, but computer speed took a nosedive. Had to reset the computer to get the speed back. Went to bed shortly thereafter. Maybe try it later tonight.
Finally saw the AI move 12 unit armies toward my border - cool. Strange that it "attacked" my city with a single Artillery unit escorting a Settler - stupid, and why is it constantly moving settlers that take tons of turns to build and moving them into territory that they are currently at war with, what sense is that in just throwing a unit away like that.
AI had a lot more artillery in the citys, chewed up a bunch of my units. Captured a size 14 city, AI had sliders set so that 9 of them were farmers - no real reason for this since this was in the middle of plains/grassland.
Would like to see the bombardment range color changed to a darker color, artillery looked like it was out of fuel with the white color.
Could someone please tell me the answer as to why the PW that I have last turn, plus the PW that I should get extra next turn, does not equal anything close to what I actually got next turn. Is this a level issue or math errors in the last couple of versions? Or has no one even looked? Gold seems to add up okay.
Last computer player seems to take forever to complete it's turn. Colored bar that shows who is up sometimes goes backwards or jumps ahead, why is that?
Someone going to start a PLAYTEST IV soon so we can keep the new bugs seperated from the old bugs?
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Fromafar
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Do you have a crash.txt for the CTD?
The color bar jumps occur when revolting new civilisations have been created. These get to move right after the civilisation they broke away from, but the indication is appended at the right (end) of the color bar.
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