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Protra3211
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Well have Winrar working again and downloded new playtest .Playing highest level with 9 Civs and lagest map 70x140.
Only played 130 turns but can see that there is improvemt. By using the cheat I checked to see how things were going with the other AI factions
Most Civs are between 10 to 12 cites and averaged around 40 units per Civ. Good use of land -cities seemed spaced well . Also there are not as many early wars as used to be. This may be due in part to a very large map and using less Civs
Only odd thing that happend is a Civ sent a settler near my border and didnt do any thing so I kicked it away but only one time so far.
Im playing as Assyria. Im in 5th place (rush build Ramayana) and so have met N. America have a peace treaty with them. So far Im enjoying this playtest and will report any CTD,s.
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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 Well Fugi you should go to your userprofile.txt in your ..\ctp2_program\ctp\ folder and open it with any text editor of your choice and change make sure it contains the line EnableLogs=Yes instead of EnableLogs=No. So that we get on the next crash a crash.txt.
-Martin |
Done, thanks, I guess next time we may get something.
Same game froze (AI turn) on me about four times already, had to either reload the autosave, or enable the cheat mode and remove fog of war to get the game going again. Saw a ship get sunk just within city range, then game froze and never finished the animation for it (still have the white spot where it sunk), though I could stll open/close trade/cities/nation/diplomacy/status/help files...Hate it when it does that, especially 300 turns into the game when it finally gets interesting. Still getting attacked by single Artillery units escorting settlers, looks like someone tweaked the AI to use more ranged units, but forgot to tell it what "bombard" means, or "protect" settler. Samething with bombers, flew into the city and attacked it - not bombard, would probably done more damage just bombarding and then flying home and doing more damage next turn, instead the thing got shot down by my artillery.
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demon59
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Decatur, AL
Oct 2002 time: 23:16
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OK...I'm about 160 turns into a game with the new Playtest. No crashes, and game speed seems very good.
Unfortunately, I can't create trade routes.
I have enough caravans, and the possible routes are listed in the trade window, but when I highlight the route and click the create new route button, nothing happens.
Also, I'm not 100% sure about this, but I think more caravans are showing in the trade window than I am actually building. I'll have to double check this, though. It could be I just wasn't paying attention.
This is plain vanilla Playtest installation, BTW. No mods.
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J Bytheway
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England
Jul 2001 time: 05:16
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Maquiladora asked for a new version with the good bonuses problem fixed, so here is one.
Since very little has changed since the last version, this is just a patch - it needs to be installed on top of the last playtest version.
[file removed]
[Note: this version is now obsolete - the next version is available here]
Changes:
Fixed: Incorrect bonuses from goods
Fixed: Misc crashes
Added: Some more credits
Last edited by J Bytheway on 28-06-2005 at 23:21
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Fugi the Great
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Sheboygan,WI,USA
Mar 1999 time: 05:16
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The program just crashed, so I'll give you what was there in crash.txt:
0x00442be7 [?ReadyToDraw@TiledMap@@QBEHXZ + 0x27]
0x004d898b [?RemoveFromCells@TradeRouteData@@QAEXXZ + 0x6b]
0x004d76e1 [? RemoveAllReferences@TradeRoute@@QAEXW4CAUSE_KILL_T
RADE_ROUTE@@@Z + 0x281]
0x004d7455 [? KillRoute@TradeRoute@@QAEXW4CAUSE_KILL_TRADE_ROUTE
@@@Z + 0x15]
0x004d6b94 [??1TradePool@@UAE@XZ + 0x54]
0x004d73cb [??_GTradePool@@UAEPAXI@Z + 0xb]
0x00501efd [?gameinit_Cleanup@@YAJXZ + 0x1bd]
0x77d43a50 [__onexitbegin + 0x772297d8]
0x77d43b1f [__onexitbegin + 0x772298a7]
0x77d45b2c [__onexitbegin + 0x7722b8b4]
0x77d45f73 [__onexitbegin + 0x7722bcfb]
0x5101fb0c [__onexitbegin + 0x50505894]
0x77d43a50 [__onexitbegin + 0x772297d8]
0x77d43b1f [__onexitbegin + 0x772298a7]
0x77d43d79 [__onexitbegin + 0x77229b01]
0x77d44374 [__onexitbegin + 0x7722a0fc]
0x00406a05 [WinMain@16 + 0x65]
0x007b3dac [WinMainCRTStartup + 0x134]
0x77e814c7 [__onexitbegin + 0x7736724f]
Restarted program from the autosave, saved it, but noticed program and mouse were too jerky, so I exited the program. Opened Task Manager to see what was going on, seems that CTP2.exe was still running and using 99% of CPU speed, 370 megs of memory.
Also noticed an area of water that my transports could not go into, I have Sonor Buoys covering the area and see nothing in there, sent a sub in, had no problem going through that area. Thought is might be leftovers from when the AI Destroyer went through, then it sort acted like my city limits were interferring. Had the Green movement line that showed I should be able to go the way I wanted, ship just refused to move in that direction, worked fine in any other direction.
When you have a city set at building Infrastructure from the previous turn, then set it to something like a building or whatnot, can not Rush Buy production, only get a ---, a reason for this??
AI cities either having trouble with happiness or something like that because there was a time where it seems where one of the civs conquered 10 other civs, one every other turn, this was just not possible (too big). Too many revolts by misadjusted sliders or neighbor AI spy intervention?
AI ever heard of Terraforming? Middle of the desert, size 19 city, 13 of them are farmers, production is at a standstill, extremely low efficiency.
Also want to verify the bug with not being able to create trade routes.
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Last edited by Fugi the Great on 24-05-2005 at 10:01
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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 Fugi the Great
When you have a city set at building Infrastructure from the previous turn, then set it to something like a building or whatnot, can not Rush Buy production, only get a ---, a reason for this??
That's simple you can't rush by infrastructure or capitalisation. So was it in the patched version and therefore we added it as well. And where is the sense in it to buy Infrastructure if it is supposed to convert your production into public works. |
quote: Originally posted by Fugi the Great
AI cities either having trouble with happiness or something like that because there was a time where it seems where one of the civs conquered 10 other civs, one every other turn, this was just not possible (too big). Too many revolts by misadjusted sliders or neighbor AI spy intervention?
AI ever heard of Terraforming? Middle of the desert, size 19 city, 13 of them are farmers, production is at a standstill, extremely low efficiency. |
Probably both problems are related to the sliders, I know the AI has problems there.
-Martin
Last edited by Martin Gühmann on 26-05-2005 at 19:58
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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 Fugi the Great
When you have a city set at building Infrastructure from the previous turn, then set it to something like a building or whatnot, can not Rush Buy production, only get a ---, a reason for this??
That's simple you can't rush by infrastructure or capitalisation. So was it in the patched version and therefore we added it as well. And where is the sense in it to buy Infrastructure if it is supposed to convert your production into public works. |
I hope that wasn't the only reason you are giving for this. Production was left that way from last turn, so I am changing it this turn to something else, maybe a shrine or whatever, there should no reason why I can't rush buy this. Ignore the production of Infrastructure from last turn, it's already spent or should be in the Public Works "bank" if you will. I can rush buy for a new city that I just built this turn, so I should be able to do it from a city that has been in existence for centuries. I of course expect to pay full price for it to rush buy it to get it next turn, there should not be any carry over of Infrastructure to the next turn still within the city's production queue or whatever you call it, or if there is then the unit, structure, or whatever I want to build should be partially constructed already like you get when you change production to something else (shrine to factory...). Just because it was in the Patch doesn't make it correct, after all, how many patches did they have to make to get it so the program actually worked and didn't crash? My 2 cents worth.
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Maquiladora
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Here is a flat map 60*167 (dont ask, but it needs to be this size), there is a problem with placing cities on either right or left edge, as you can see the national and city border wraps around. This doesnt happen on the default maps which are 1:2 ratio and doesnt happen on the alexander map, which is 98, 112.
I wont go into details of the map since its easy to test and see, but basically because theres two X0 coordinaties on this map, the correct one in the top left corner going down SE line and the second one starting 60 down and going SE, and everything below the second X0 line (shown below) wraps the national/city borders.
Is there any way i can fix this without losing my map?
Attachment: customflatmapbug.jpg
This has been downloaded 117 time(s).
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Fugi the Great
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Sheboygan,WI,USA
Mar 1999 time: 05:16
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Game crashed to desktop, reloaded autosave, played a turn and then crashed at the same point. crash.txt:
0x00771251 [? Remove_Agent_Reference@Plan@@QAE_NABVconst_iterato
r@?$list@PAVAgent@@V?$allocator@PAVAgent@@@std@@@std@@@Z + 0x11]
0x0077cdc8 [?Remove_Agent@Squad@@QAE?AVconst_iterator@?$list@PAVAgent@@V?$allocator@PAVAgent@@@std@@@std@@ABV234@AB_N@Z + 0x28]
0x0077cd6d [?Remove_Dead_Agents@Squad@@QAEFXZ + 0x3d]
0x007724fc [?Process_Squad_Changes@Scheduler@@QAE?AW4TIME_SLICE_STATE@1@XZ + 0x2c]
0x0078e55e [?GEVHookCallback@CtpAi_BeginSchedulerEvent@@EAE? AW4GAME_EVENT_HOOK_DISPOSITION@@W4GAME_EVENT@@PAVG
ameEventArgList@@@Z + 0x4e]
0x00571444 [?Activate@GameEventHook@@QAE?AW4GAME_EVENT_ERR@@PAVGameEventArgList@@AAJ@Z + 0x34]
0x00571e22 [?ActivateHook@GameEventManager@@QAE? AW4GAME_EVENT_ERR@@W4GAME_EVENT@@PAVGameEventArgLi
st@@AAJ@Z + 0x22]
0x005701be [?Process@GameEvent@@QAE?AW4GAME_EVENT_ERR@@AAH@Z + 0x3e]
0x00571b88 [?Process@GameEventManager@@QAE?AW4GAME_EVENT_ERR@@XZ + 0x88]
0x0040c41a [?Process@CivApp@@QAEJXZ + 0x20a]
0x00406f4e [?CivMain@@YGHPAUHINSTANCE__@@0PADH@Z + 0x39e]
0x00406a05 [WinMain@16 + 0x65]
0x007b3dac [WinMainCRTStartup + 0x134]
0x77e814c7 [__onexitbegin + 0x7736724f]
Reloaded autosave, removed fog with cheat mode to see if anything was acting weird, that turn finished with no problem, next turn no problem, so I turned the fog back on. Couple of turns later had another crash to desktop, ctp.exe still running in background using 99% CPU, 162 megs of memory, music was still playing though. Crash.txt:
0x00771251 [? Remove_Agent_Reference@Plan@@QAE_NABVconst_iterato
r@?$list@PAVAgent@@V?$allocator@PAVAgent@@@std@@@std@@@Z + 0x11]
0x0077cdc8 [?Remove_Agent@Squad@@QAE?AVconst_iterator@?$list@PAVAgent@@V?$allocator@PAVAgent@@@std@@@std@@ABV234@AB_N@Z + 0x28]
0x0077cd6d [?Remove_Dead_Agents@Squad@@QAEFXZ + 0x3d]
0x007724fc [?Process_Squad_Changes@Scheduler@@QAE?AW4TIME_SLICE_STATE@1@XZ + 0x2c]
0x0078e55e [?GEVHookCallback@CtpAi_BeginSchedulerEvent@@EAE? AW4GAME_EVENT_HOOK_DISPOSITION@@W4GAME_EVENT@@PAVG
ameEventArgList@@@Z + 0x4e]
0x00571444 [?Activate@GameEventHook@@QAE?AW4GAME_EVENT_ERR@@PAVGameEventArgList@@AAJ@Z + 0x34]
0x00571e22 [?ActivateHook@GameEventManager@@QAE? AW4GAME_EVENT_ERR@@W4GAME_EVENT@@PAVGameEventArgLi
st@@AAJ@Z + 0x22]
0x005701be [?Process@GameEvent@@QAE?AW4GAME_EVENT_ERR@@AAH@Z + 0x3e]
0x00571b88 [?Process@GameEventManager@@QAE?AW4GAME_EVENT_ERR@@XZ + 0x88]
0x0040c41a [?Process@CivApp@@QAEJXZ + 0x20a]
0x00406f4e [?CivMain@@YGHPAUHINSTANCE__@@0PADH@Z + 0x39e]
0x00406a05 [WinMain@16 + 0x65]
0x007b3dac [WinMainCRTStartup + 0x134]
0x77e814c7 [__onexitbegin + 0x7736724f]
Looks exactly the same. Hope this helps someone.
Darn, just when I was gong to annex the southern part of the island and secure my southern flank so I could focus my attention on #2 in the northern part. Almost looks like the computer knows it can't win anymore so it just aborts the game.
Oh, this is on turn 538, or 1938 AD.
Last edited by Fugi the Great on 26-05-2005 at 05:49
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Flinx
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Toronto, ON CANADA
Nov 2001 time: 00:16
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quote: Originally posted by Maquiladora
Here is a flat map 60*167 ..... |
Do maps dimensions need to be even? If you had used 166 or 168 would your problems have occurred?
Last edited by Flinx on 26-05-2005 at 08:39
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Maquiladora
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quote: Originally posted by Flinx
Do maps dimensions need to be even? If you had used 166 or 168 would your problems have occurred? |
Yeah, i tested 60*168, same thing.
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Maquiladora
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Small bug: when you change the #empires to lower than 3 the button only shows as low as three.
edit: or rather, even when you set it to 2 the lowest in-game is 3. We should be able to set it to at the lowest 2 though, for PBEM duels for example.
Last edited by Maquiladora on 26-05-2005 at 14:00
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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 Fugi the Great
I hope that wasn't the only reason you are giving for this. Production was left that way from last turn, so I am changing it this turn to something else, maybe a shrine or whatever, there should no reason why I can't rush buy this. Ignore the production of Infrastructure from last turn, it's already spent or should be in the Public Works "bank" if you will. I can rush buy for a new city that I just built this turn, so I should be able to do it from a city that has been in existence for centuries. I of course expect to pay full price for it to rush buy it to get it next turn, there should not be any carry over of Infrastructure to the next turn still within the city's production queue or whatever you call it, or if there is then the unit, structure, or whatever I want to build should be partially constructed already like you get when you change production to something else (shrine to factory...). Just because it was in the Patch doesn't make it correct, after all, how many patches did they have to make to get it so the program actually worked and didn't crash? My 2 cents worth. |
Well let's see if I get it right this time last time I must admitt your description was a little bit confusing. 
So you have a city in the turn before in the build you had Infrastructure or Capitalisation. In your current turn you change the item in the build queue from Infrastructure or Capitalisation to something else a building or a unit.
The supposed way to work is that you shouldn't have any production left, because it went into your PW reserve or gold reserve.
Now you should be able to rush buy your item if you have enough gold, the item is the first item in the build queue and of course it hasn't been rush bought already.
If you see a "---" in the turn number display then the item is not at the top of the build queue or your city doesn't generate any production in the current turn.
However the crashes you see aren't related to the problem you describe. At least not obviously.
quote: Originally posted by Fugi the Great
Speaking of Maps. I've started a couple of new games on gigantic map and it has been turning into THOUSANDS of islands only one or two squares big and maybe one big continent. I try a post a screen shot to show it, but there is no ocean, the mini map is just a ton of tan dots. Did I do something wrong in a setting? |
Do you use any modified const.txt's in your setup, E? As Flinx stated the map generator has problems with too large maps. However this can be adjusted in map.txt, but don't ask me how. 
-Martin
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Fugi the Great
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Sheboygan,WI,USA
Mar 1999 time: 05:16
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Well let's see if I get it right this time last time I must admitt your description was a little bit confusing. Sorry about that, I'll try again.
The supposed way to work is that you shouldn't have any production left, because it went into your PW reserve or gold reserve. Makes sense, put into the bank that gathers no interest, so far so good.
Now you should be able to rush buy your item if you have enough gold, the item is the first item in the build queue and of course it hasn't been rush bought already. Should be able to and can are different things.
If you see a "---" in the turn number display then the item is not at the top of the build queue or your city doesn't generate any production in the current turn. Exactly, but see below.
However the crashes you see aren't related to the problem you describe. At least not obviously. Didn't think they had anything to do with the Can't Rush Buy problem, just telling you what I saw playing this version of the Playtest.
Start of my turn, 100,000+ gold (so I do have enough to Rush Buy at least 1 of anything if needed), open up National Manager, Click on Status tab, click Building Column to put in Alphabetical order, pull slider down, notice that say maybe 9 cities show constructing Infrastructure, Highlight all 9, click Build Manager Button, Click on Buildings, Double click on Brokerage (example only, could be anything) to move to Current Queue, Click Insert, click Close. Back in National Manager, 4 cities now building Brokerages, 5 still in Infrastructure (they already have Brokerages). Click on city building Brokerage, (Blarney for example shows 6 turns to complete), Rush Buy button below is greyed out, with --- next to it, which you would get if you actually did Rush Buy it. I checked all those cities before to make sure they was nothing else in the queue. The weird thing is, if you did those exact same 4 cites above, but only one at a time, and doubleclick the Building you want, and move it to the top of the queue with Move Up button, then you CAN Rush Buy. This used to work as I tell it above, something has changed in this version, like it thinks those cities are still building Infrastructure, eventhough it clearly shows they are building something else. Like some registers didn't get cleared properly.
And yes demon59, I have cycled cities when I did it the first way, closed and then reopened the National Manger to see if it updated, same thing: ---. No need to cycle cities if I do Production changes one city at a time since it works fine then.
Attachment: untitled.jpg
This has been downloaded 137 time(s).
Last edited by Fugi the Great on 27-05-2005 at 05:28
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