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kaan is offline kaan
Prince
Aarhus
Mar 2001
time: 05:14
Post  Old Post 08-04-2001 09:35
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sorry i thought i fixed that, the ok version is on my homepage.
kaan.subnet.dk

Martin Gühmann is offline Martin Gühmann
Emperor
Berlin, Germany
Mar 2001
time: 06:14
Post  Old Post 08-04-2001 09:44 Visit Martin Gühmann's homepage!
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I only know that there are some strange effects if you use an unmodded old savegame the ZERO_IGNORED wonder can be build for example, but it shouldn't appear in the list.

To give you more help I need the complete error messange.

-Martin

Steph is offline Steph
Chieftain
Mazamet, France
Dec 2000
time: 05:14
Post  Old Post 08-04-2001 13:46
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How did you solve the ocean city sprite bug?

herwin is offline herwin
Settler
Sunderland, UK
Jan 2001
time: 05:14
Post  Old Post 08-04-2001 13:52 Visit herwin's homepage!
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I've tried it. The wonders code and wonders.txt file are still hosed up and causing crashes, but the rest seems to work fairly well. With the wonders stuff out, I can restore old games, too. I expected there to be a problem with Pop.txt, but nothing has been seen yet.

------------------

Martin Gühmann is offline Martin Gühmann
Emperor
Berlin, Germany
Mar 2001
time: 06:14
Post  Old Post 08-04-2001 14:38 Visit Martin Gühmann's homepage!
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I think the problem are your old savegames they are incompartible with Fixmod. I tried on myself to implement an additional wonder and an additional advance and I had problems with old savegames. The wonder appear in the list, I couldn't discover the advance the advanced. The next effect is that if you build the first wonder of the list the game will only realize that the first wonder is build, not Arestoteles Lyeuceum, that is after fix mod the second wonder. If you built the second wonder in an unmodded save game it will become Arestoteles Lyeuceum after Fixmod.

-Martin

kaan is offline kaan
Prince
Aarhus
Mar 2001
time: 05:14
Post  Old Post 08-04-2001 15:40
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Steph: if you look at post number 1, 2 and 3 in this thread you will get your answer.

herwin:
i need to know the following:
what mods do you have installed? (all of them including version numbers)
what patch version are you using?

the problem is that i can no longer replicate your errors, especially the crash problem, i have never seen that even at my girlfriens computer, she is using a version that has that problem and she has almost played trough a whole game now without any crashes.

Martin:
you are right about the save games, they wont work.
the morale here is: if you install or upgrade FixMod be prepared to start a new game, because you cannot use your old saves.

-klaus

Steph is offline Steph
Chieftain
Mazamet, France
Dec 2000
time: 05:14
Post  Old Post 08-04-2001 19:22
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I can't understand how the sea cities work. With my games, it didn't work even before diamond age.

Martin Gühmann is offline Martin Gühmann
Emperor
Berlin, Germany
Mar 2001
time: 06:14
Post  Old Post 08-04-2001 20:20 Visit Martin Gühmann's homepage!
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Now here is the link about the sea colonies:
http://www.apolyton.net/forums/Foru.../000988.html?23

herwin is offline herwin
Settler
Sunderland, UK
Jan 2001
time: 05:14
Post  Old Post 08-04-2001 23:47 Visit herwin's homepage!
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Additional test results: the cure for unhappiness has a problem. It results in none of the specialists generating food/production/etc.


Hotseat and PBEM are hosed--you only need to play for a while to crash bad.


Patches: ctp2v11.zip, dale_diplomod33.zip, FixMod105.zip.


Hardware: Macintosh PowerBook G3 400 Bronze Keyboard running Virtual PC 4.0.1/simulating Windows 98 running on a Intel Pentium III/64 MB real RAM allocated of 128 available. All Mac extensions disabled except those required to interface to a DVD drive. Yes, I know it's a Mac, but it's running a hardware simulation of a standard Pentium III with standard chips and peripherals. This package is usually _less_ flaky than your consumer PC.



------------------

kaan is offline kaan
Prince
Aarhus
Mar 2001
time: 05:14
Post  Old Post 09-04-2001 02:38
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thanks herwin

ill look into it right away and see what i can do :-)

-klaus

Dale is offline Dale
King
Sir! Why do you keep clicking on me?
Dec 2000
time: 15:14
Post  Old Post 09-04-2001 03:36
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Herwin:
Have you used the fixes I posted for Diplomod 3.3? If not that version has potential bugs in it depending on the situation. If you didn't use the fixes I posted use 3.4 from the DB.

------------------
Rommell to a sub-commander outside Tobruk: "Those Australians are in there somewhere. But where? Let's advance and wait till they shoot, then shoot back."

herwin is offline herwin
Settler
Sunderland, UK
Jan 2001
time: 05:14
Post  Old Post 09-04-2001 18:38 Visit herwin's homepage!
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I grabbed 3.4, and I'm moving ahead with the experiment.

------------------

herwin is offline herwin
Settler
Sunderland, UK
Jan 2001
time: 05:14
Post  Old Post 10-04-2001 00:05 Visit herwin's homepage!
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Two 'fix' technologies popped up in the window of technologies available for research and then the game crashed.

------------------

kaan is offline kaan
Prince
Aarhus
Mar 2001
time: 05:14
Post  Old Post 10-04-2001 00:55
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what was the year ?

did you just finish hagnia sophia ?

as im am now reviewing all the changes again it could take some time before a stable version is out.

-klaus

Martin Gühmann is offline Martin Gühmann
Emperor
Berlin, Germany
Mar 2001
time: 06:14
Post  Old Post 12-04-2001 23:50 Visit Martin Gühmann's homepage!
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I took a look into Fixmod 1.05 and there are also some problems with the last bugfix. For example aqueducts aren't now available for sea cities the effect is that sea cities can't reach the maximum citysize of land cities. That changes the rules of the game. The higher citysize buildings are available for for seacities. I think this bugfix should be something for a real mod, because the aqueducts must be replaced for not changing the rhules for example by a desalination plaint. But there is a second problem with the buildings. Most of the acient buildings that do something against unhappiness are disabled. For example the arena an acient varity of a stadion or the theater also modern cities have theaters. That is my critism of this bugfix in general. I think that was or is not a real bug that was fixed. In the first moment it seem unlogical that aqueducts can be build in sea cities, but aqueducts are only acient water pipes.

Another thing is that are acient buildings are prerequisites for modern units. And these prerequisites are not removed, the effect is that seacities can't build the buildings that aren't ancient ones.

-Martin

kaan is offline kaan
Prince
Aarhus
Mar 2001
time: 05:14
Post  Old Post 13-04-2001 16:16
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I was wondering when someone would raise that question :-)

I have given it a lot of thought, and I know that I am changing the rules of the
game, but I also changed the rules when I fixed the hospital building.
the big question here is:

Is the result of the change how Activision really intended ctp2 to be?

In case of the hospital it is easy to determine because the great library
clearly states that hospital increase max city size, therefore it must be an
error when it doesn't.

The reason why I started to look at this at all was that in ctp1 sea cities
worked quite differently, here is what ctp1 great library has to say.

quote:


A Sea Colony works like a city, but it is submerged beneath the water.
Only Sea Engineers can build a Sea Colony. Sea Colonies cannot build Airports
or any pre-Modern Age improvements. Only Marines, Storm Marines and Swarm
can unload into a Sea Colony guarded by enemy units.


Now ctp2 is not ctp1 so the changes could be intentional, here is what ctp2
great library has to say.
quote:


Built exclusively by Sea Engineer units, Sea Colonies are Cities on the floor
of the ocean. They have all the same aspects of traditional land Cities,
except they cannot build any pre-Modern Age Improvements.


Since ctp2 sea cities can't build Airports by default I think that they want
the same functionality from sea cities in ctp2, but that is what I think. Great
library clearly states that pre modern age buildings doesn't belong in sea
cities.

So I ask myself, is the result of the change how Activision really intended ctp2
to be? and the answer is: Yes.

Another thing, I did remove all the prerequisites needed for sea cities to be
able to build what they should be able to build and I don't consider this to be
a major change in the rules, for example: aqueduct is needed for arcologies,
aqueduct and arcologies are needed for aqua filter. if you remove aquaduct from
both then arcologies can be build when discovered (most land cities will have
aqueduct by then anyway, or at least aqueduct is cheaper to build first and
gives about the same bonuses) and aqua filter still needs arcologies to be build
(no change in gameplay).

-klaus

WesW is offline WesW
CTP1/2 Modification Site Admin
Florence, Al., USA
Jan 1970
time: 23:14
Post  Old Post 14-04-2001 04:46 Visit WesW's homepage!
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One thing I noticed looking through the const.txt today. The GL is correct when it says that Granaries provide 5 turns starvation protection, and SIlos 10 turns. All cities have 3 turns of protection from the start due to a setting in the const.txt.

Interesting trying to figure out the Sea Cities, isn't it? I didn't like the Ctp1 setup, where the city had to be big before it could complete any of the modern improvements in any reasonable number of turns. Remember that sea cities in ctp2 begin with several ancient improvements to help remedy this problem.

kaan is offline kaan
Prince
Aarhus
Mar 2001
time: 05:14
Post  Old Post 14-04-2001 20:23
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wes you are absolutely right about the granary/food silo problem, i must have had my head under my arm when i did that

Sea cities are a very annoying problem and im thinking of letting them go on as they are.
I cant find the ancient improvements you are talking about, could you give me a pointer?

-klaus

Martin Gühmann is offline Martin Gühmann
Emperor
Berlin, Germany
Mar 2001
time: 06:14
Post  Old Post 15-04-2001 09:53 Visit Martin Gühmann's homepage!
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Klaus you are absolutely right about the airport. You can't build an airport at the floor of the ocean. But what is with the other improvements? The problem is that every Sea City should have the same aspects like traditional Land Cities, for me it means that a Sea City should react and behaves like a Land City. But you removed a lot of buildings for happiness, commerce and science. For example you removed arena, shrine and theater, that will cause a lot of trouble, because of unhappiness. An aspect of mods is to improve the game, to have more fun as without them (that's especially true for CTP2). Activision never finished CTP2, therefore it lies in our hands to do their work and we can now decide how Sea Colonies are really intended. There are two possibilities: On the one hand that is suggested by the Great Library or on the other hand the one how Sea Colonies now are with some changes about airports and forcefields. The first possibility will reduce the fun factor of your mod. The other possibility will make gamers enjoy your mod. You should rather fix the statement in the Great Library.

-Martin

PS: Here is a list of improvements that can't be built in Sea Colonies with Fixmod 1.05. Now we know it about which buildings we are talking:

Academy
Airport
Aqueduct
Arena
Ballista Towers
Bank
Basilica
Battlements
Bazaar
Brokerage
City Walls
Courthouse
Food Silo
Granary
Mill
Publishing House
Shrine
Theater
University


[This message has been edited by Martin Gühmann (edited April 15, 2001).]

WesW is offline WesW
CTP1/2 Modification Site Admin
Florence, Al., USA
Jan 1970
time: 23:14
Post  Old Post 16-04-2001 04:28 Visit WesW's homepage!
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Look at the Sea settler entry in Units.txt. Here is the paste from the altered Medpack text.

SettleBuilding IMPROVE_COURTHOUSE
SettleBuilding IMPROVE_GRANARY
SettleBuilding IMPROVE_SHRINE
SettleBuilding IMPROVE_HARBOR
SettleBuilding IMPROVE_AQUEDUCT

JC_Denton is offline JC_Denton
Settler
Scunthorpe,Northlincolnshire,England
Apr 2001
time: 05:14
Post  Old Post 20-04-2001 20:17
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kaun do you think you could make it so that in hotseat mode you could enablepeople to people diplomacy?

kaan is offline kaan
Prince
Aarhus
Mar 2001
time: 05:14
Post  Old Post 25-04-2001 02:05
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hi folks

im sorry that i havent been able to answer any of your questions, or do any work on fixmod but i have been doing a lot of schoolwork lately and unfortunatly it isnt over yet.
i will check in from time to time but the projekt is still 4 more weeks.

-klaus

kaan is offline kaan
Prince
Aarhus
Mar 2001
time: 05:14
Cool  Old Post 15-06-2001 16:42
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Im back!

school is over, i got great grades in computer science and now i have plenty of time, well exept i have begun to play ultima online and i will also spend a lot of time on the local model aircraft playground. But there will also be plenty of time to fix Fixmod witch unfortunatly is a bit broken. i will be reviewing/rewriting the entire code and look for new fixes. As always ill be more than happy to receive suggestions and even help.

happy gaming

klaus

 
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