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Fromafar
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There is no particular mod for the ldl-crash. It was a temporary AOM test setup to try out some ideas for Stan. During the try out, we discovered that moving the button declarations to controlpanel.ldl was a much better idea.
Thanks for testing the "assignable" arrays. When the following statements
code:
(1) player[5] = player[3];
(2) int3 = player[5];
(3) int4 = player[3];
...
(4) if(player[3] == player[5]){
...
}
...
(5) if(int3 == int4){
...
}
do not fire if (4), but do fire if (5), I can only conclude that there were no assignable arrays. Using the assumption that it was all based on using uninitialised stack locations that happened to contain an old value, the following is more plausable:
(1) Does nothing at all - the left hand side can not be assigned to, even when the right hand side may return a (random) result.
(2) Assigns an uninitialised value to int3.
(3) Assigns the same (still uninitialised) value to int4, because the stack has the same layout for both assignments, and local variable retval in SlicStack::Eval happens to be at the same (stack) location again.
(4) Compares 2 different uninitialised values - because there is a stack layout difference (to hold the temporary result) when evaluating the 2 sides of the equality. Once in a while, it may trigger anyway, when the 2 values are identical - pure chance.
(5) Will always trigger, because of (2) and (3).
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Kull

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El Paso, TX USA
Mar 1999 time: 22:30
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My CDs arrived, and I've eagerly leaped into a round of AOM. First impressions? VERY TOUGH! (which is a good thing!) So far it's easy to see the Cradle roots, but there's plenty of new stuff, too. A couple minor issues:
1) When you right click on the capital, instead of the city window it displays a new window with King and Riot status. On one level it's nice to have these available at the click of a button, but why THAT button? I routinely use this method to check build status in all cities, and it's very frustrating for the feature not to work on this single city. On the other hand it may just be a bug, since the left button (a MUCH better choice) displays the same window.
2) On the build manager, if you select "Caravan", the only description is UNIT_CARAVAN_SUMMARY.
Well, back to the fray (Incans and Greeks wasted no time launching a war....along with the nasty Barb incursions, I've got my hands full!)
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stankarp
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australia
Feb 2002 time: 05:30
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quote: but why THAT button |
Because it is there. Everyone has a capital and I needed something to use as a trigger for the button. The subsequent change to control panel, which was to remove that function, did not work as it should. I could bring up the message, but NO code of any kind would trigger from the control panel change, so you could not do a score check or spend money on festivities. After a while you get used to not clicking on your capital.
quote: On the build manager, if you select "Caravan", the only description is UNIT_CARAVAN_SUMMARY. |
I am not sure why that is happening, it happens to a couple of other things as well, indicating a problem in the stings.txt file, but I cannot find it. Ran out of time to track it down.
I will have another look, amazing how some things appear obvious if you leave them for a while.
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stankarp
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australia
Feb 2002 time: 05:30
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quote: My only question is why use the Right AND Left click to bring up this window? It would seem that one would suffice - and if so - my vote would be for the Left! |
Actually, never noticed, it works with either right or left, which means I had no choice in the matter. Right click brings up both windows, so you have to close the message so you can do anything in the city menu.
I had hoped that the control panel changes would have eliminated this, but they did not. So I was stuck with it.
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Maquiladora
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Yeah its not too bad once you get used to it, I never clicked on my capital any more than other cities anyway. I use the national manager a lot more.
By the way what happens if you lose your capital, you cant get to that information or give festivities from any city? What if you rebuilt the capital in another city would the options appear in the new city?
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stankarp
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australia
Feb 2002 time: 05:30
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if(CityHasBuilding(city[0],"IMPROVE_CAPITOL")){
Therefore, even if you loose your capital, when you rebuild it, you should once again be able to activate the function.
I have never lost my capital anyway :-))
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stankarp
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australia
Feb 2002 time: 05:30
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quote: BTW, what happens if your capital city gets conquered |
That is right, no celebrations or scor check if you do not have a capital.
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Kull

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El Paso, TX USA
Mar 1999 time: 22:30
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The Sumerian "Minor Kingdom" (couldn't really call it an "Empire") grows slowly. Playing with 11 AI civs on a huge map (and all the other recommended settings), and have bumped into most of them. They all hate me, and will start a war given half a chance. Barbs are a frequent nuisance, but don't seem to form the massive stacks ala Cradle (good thing - I'd be toast otherwise). Unfortunately, my start location is right next to the Shang (Orange), and they've been attacking me regularly. Some comments on their strategy:
1) Most contact has been nuisance level - skirmishes with size stacks of scouts and javelineers.
2) My first invasion was a disaster. The single size 12 stack invasion force was barely able to conquer the nearest Shang city (it had 12 units inside), and once I did, they had a size 10 waiting outside to take it right back. This is not going to be easy.
3) There was one interesting AI attack since. They sent in a size 3 all-chariot army which charged down my highways, bypassing my capital (well defended) and took a smaller city nearby. Hadn't seen that tactic before!
Bug Report:
1) I looked up a Barb unit called "Conscript Swordsman", and the Great Library has no unit stats for it.
2) I built Stonehenge, and a tile next to my capital says it sits there, but there's nothing "visible".
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Syska
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Any one know then it will be available for download?
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stankarp
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australia
Feb 2002 time: 05:30
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After some intense fighting, feedback suggests that AOM is actually too hard. We concentrated on the AI because even in Cradle, it was powerfull but did not necessarily attack. The AI now is IMHO just about as good as any aggressive AI in any game, and contrary to some opinions, the AI does not just gang up on the human. The AI fight each other a lot too.
With that problem solved, it has actually highlighted again the original weakness in Diplomacy that was one of CTP2's main problems.
An update is being planned for AOM, which will include some changes to Diplomacy to make the AI more responsive to the Human, and, I have implemented but not tested code, originally intended by BlueO, to make frenzy subject to diplomatic states.
More details at:
http://www.interwebgames.com.au/aom...topic.php?t=100
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stankarp
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australia
Feb 2002 time: 05:30
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Most of the update changes are now complete.
The diplomacy additions have been written and reached the stage of no errors when the game is loaded.
There are 3 basic changes to diplomacy.
1) The armies of AO who have agreements with the human are no longer subject to Frenzy orders to move on the human as his aggression level rises.
2) The AI should be a little more responsive to human diplomacy proposals, if sufficient bribes are offerred (so keep building those outposts and caravans) , and
3) Code for there to be a working alliance between the AI and the human against another AI, the proviso being there can only be one target of the alliances at any one time.
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stankarp
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australia
Feb 2002 time: 05:30
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I am hoping that a couple of experienced Slic's will give the code the once over as, even though it returns no errors when loaded, it does not mean it actually works.
Then will need to have a couple of playtests before releasing it as it will be a substantial change to the gameplay.
I expect it will be available both at Apolyton and my forum within a fortnight.
If you are an experienced and competent AOM/Cradle player and have time to playtest next week (18-25 July), contact me direct at :
stankarp@bigpond.com.au
Given that nearly 2000 people have paid for the disc or downloaded the game from Apolyton (including over 50 people who have not had the original game), I would like to be sure I am not releasing a major problem.
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Maquiladora
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Sent you an email Stan because your PM box is full, i didnt receive your original email so making sure you got it to the addy above.
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Vince278
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Update still set for end of month?
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stankarp
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australia
Feb 2002 time: 05:30
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I am playtesting the final now with Angrybowen as well. Unfortunately I cannot get a slic expert to check over some of the final diplomacy changes.
The changes basically make an AI honour agreements in full if you can get them (except allinaces, still working on that). The only decision now is where to place the cut off point for human aggression, i.e., at what level does the ai become alarmed and stop honouring agreements.
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stankarp
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australia
Feb 2002 time: 05:30
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quote: the first real game as the minoans i quit because it was just too much for me |
The Ultra Gigantic map is now 50% larger than the original, rather than 100% in the case of Cradle. I thought that was better. Each to his own however. I think it is the right size because the world never gets fully settled (like civ 3 by 0 AD). My victory condition of 2500 points needs about 70 cities, kill 2 ai, get most wonders and have a stack of outposts, border forts, watch towers and forts.
quote: - ai still pillages seabased good-tis, the tis remain vanished but reappear if you restart ctp and load game. |
That is a product of Martin G's goods code. Don't think it is really a problem myself.
quote: city expansions don't work correct all the time |
I have ironed out for the update a couple of problems with city expansion but it would require an enormous amount of coding to do everything. It now does not put a expansion tile on a outpost and wonders should not be placed on a expansion tile of any type.
quote: i just got the message that i have entered the modern age when i captured a city |
Never had that happen to me in 50 games, I did enter a new age a couple of times when I captured an advance with a city.
GL has had a big update to include unit update information, which wonders have visible tiles etc.
The advance from good concept was designed to allow you to choose priority advances or change your tech so you can get key advances from other types of goods. I rarely get more than 4-5 advances from goods.
I never use govenors, they are ineffecient.
Update will be available within 48 hours unless there any problems. A full new file at Apolyton also.
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All times are GMT. The time now is 05:30. Apolyton Time is 00:30. |
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