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kaan
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Aarhus
Mar 2001 time: 05:14
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sorry i thought i fixed that, the ok version is on my homepage.
kaan.subnet.dk
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Steph
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Mazamet, France
Dec 2000 time: 05:14
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How did you solve the ocean city sprite bug?
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herwin
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Sunderland, UK
Jan 2001 time: 05:14
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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.
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kaan
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Aarhus
Mar 2001 time: 05:14
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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
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Steph
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Mazamet, France
Dec 2000 time: 05:14
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I can't understand how the sea cities work. With my games, it didn't work even before diamond age.
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herwin
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Sunderland, UK
Jan 2001 time: 05:14
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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.
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kaan
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Aarhus
Mar 2001 time: 05:14
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thanks herwin
ill look into it right away and see what i can do :-)
-klaus
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herwin
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Sunderland, UK
Jan 2001 time: 05:14
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I grabbed 3.4, and I'm moving ahead with the experiment.
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herwin
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Sunderland, UK
Jan 2001 time: 05:14
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Two 'fix' technologies popped up in the window of technologies available for research and then the game crashed.
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kaan
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Aarhus
Mar 2001 time: 05:14
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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
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kaan
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Aarhus
Mar 2001 time: 05:14
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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.
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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.
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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
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JC_Denton
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Scunthorpe,Northlincolnshire,England
Apr 2001 time: 05:14
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kaun do you think you could make it so that in hotseat mode you could enablepeople to people diplomacy?
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kaan
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Aarhus
Mar 2001 time: 05:14
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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
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