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Edward Riel
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Benicia, CA, USA
Aug 2001 time: 21:14
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I spent last evening playing the recently updated Apolyton Pack, and have gotten about 250 turns into it (i.e. around 1000 AD) and have just realized that I cannot build aqueducts to increase the size of my cities, even though I attained the Masonry advance long ago...anyone else getting this bug?
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Alex
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Brasil
Mar 1999 time: 02:14
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quote: I spent last evening playing the recently updated Apolyton Pack, and have gotten about 250 turns into it (i.e. around 1000 AD) and have just realized that I cannot build aqueducts to increase the size of my cities, even though I attained the Masonry advance long ago...anyone else getting this bug? |
Well, I'm also getting this bug... and, boy, it is frustrating! Ed, thanks for your information, or else I would have played my current game for some more dozens of turns before I noticed the bug! 
Anyway, I wonder if this problem has been corrected by v1.1. I'm currently playing AP v1.0. To tell you the truth, I already downloaded v1.1, but I don't want to install it yet, since I'm having a lot of fun with my current game, and I suppose (but can't say it for sure) that, once I install the update, I'll have to start a new game, won't I?
Any help would be appreciated...
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Edward Riel
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Benicia, CA, USA
Aug 2001 time: 21:14
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Hello Alex, I'm glad to hear that I'm not the only one at the receiving end of this bug!
Anyways, I've got version 1.1 installed, so if I were you, I'd hold off on upgrading to 1.1, unless you don't mind not being to enlarge your cities!
Well, I've tried both med mod and the Apolyton Pack, but haven't yet been able to finish a game in either due to building queue problems...
Should I try Cradle?
Oh well, I'm having fun anyways...I'm willing to give med mod
and the Apolyton Pack another try if and when fix patches are provided...that's assuming, of course, that this particular bug
isn't due to an installation problem on my part (I don't think it is)...
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Edward Riel
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Benicia, CA, USA
Aug 2001 time: 21:14
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Great news, Alex!
I'm pretty much of a philistine when it comes to computers, but I decided to poke around and see what I could make of this damnable aqueduct bug, so I went into the default settings file, and found that Aqueduct was listed as becoming available with the advent of concrete...and that Arena was listed as becoming
available with the advent of Masonry - so the two were switched somehow...so I changed them, went back to my game, and voila, the aqueducts appeared in the building list!
I haven't actually built an aqueduct yet, but I'm about to go back to the game and give it a go...
Dale: I haven't finished my game yet, obviously, but from what I have played thus far, the AI is terriffic! And I love the additional
territory that the gigantic map option makes available...The first thing my best friend said, who is also an avid Civ player from way back, when he saw me playing CTP2 on the default 'gigantic' setting was 'gee that map looks small - are you sure thats the
gigantic map setting?'
So reformatting the map size was a capital idea. Great job.
Back to dreamland....
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Heimdall
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Gjøvik, Norway
Aug 2001 time: 06:14
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quote: Originally posted by Immortal Wombat
Can I just ask people who have/haven't got the error, what you have debugslic set to in userprofile.txt ? |
I tried setting the debug to No, and that seemed to do the trick.
All airunits now seem to work as they should, without the program crashing to desktop. And thats really all I wanted
So now I'll just keep on playing this great game, and I hope you guys out there, who are trying to make this game even more playable and enjoyable, keep on working.
Just one more question... Is it possible for you Dale, or any other for that matter, to make the A.I. in this pack play a little more aggressive? It seems to me that they allow their defenses to crack way to easy. They should attack you more early in the game, to keep you from outgrowing them in strength. Anyway, thats just me...
Again thanks to Immortal Wombat for making this easy 
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Boba Fett
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Utah, USA
Aug 2001 time: 22:14
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I have a newbie question. After installing the modswapper, I installed the apolyton mod v1.0 (v1.01 produced the same result). When I launch either of the two options from the modswapper, I get this error message, "SLIC Error, D:\Games\Call To Power 2\ctp2_data\default\gamedata\APOL_capturecity.slc:26: No Function named DestroyBuilding"
I get several of these error messages in a row then the game loads. In the game, I choose new game and I get the same set of error messages, then the screen gets all garbled and unreadable. If I revert to the unmodded game, it works fine.
Looking in the slc file, I do not see any reference to 'DestroyBuilding'.
Has anyone else seen this?
I am using W2k SP1.
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Boba Fett
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Utah, USA
Aug 2001 time: 22:14
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For some reason, the patch did not install properly. I re-installed it and the mod works great. Except for one error message I get whenever I conquer a city.
I get the following error now, "In Object MM2_CapitalCaptured, variables "MM2_CapitalCaptured#tmpCity1' and 'noname' are of different types." There is another error box, but I did not capture it.
I click through it and the game moves on. So far I have only captured three cities but it happened every time.
Thanks for the help all.
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Morr-go
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Finland
Aug 2001 time: 07:14
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Well the Apolyton Pack sure has made CTP2 MUCH better, but...
those slic-errors. In the Apolyton pack 1.0 I received numerous slic errors, but in the new version just one (I never saw more of them). So you're my only lifeline to this problem! I haven't figured out how should this be solved. The error I get is:
SLIC ERROR
In object CheckForUnit, function _GetUnitFromArmy: Value out of bonds
Any help would be much appreciated!
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Ozymandous
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Atlanta, GA
Aug 2001 time: 00:14
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First of all, thanks to all who made the different mod's and to Dale for compiling them. I had initially bought and played CTP2 for a week or so before shelving it because it was more of the same old thing, the mod-pack brings new life to the game, thanks!
Second comment... Did anyone else (possibly those who hadn't installed any of the other mods) have the requirements for terraforming change? I rushed to research Explosives but could not terraform _any_ hills once I had discovered it.
After playing for a few hundred more turns, and with science crawling once past the middle/renaissance age periods, I decided to dig through the game files to see if I could figure out what happened. Sure enough, in the APOL_terrain.txt file I found the values for modifying hills to be FUSION. WTF? Fusion is needed to terraform mountains! So I changed it a little. Now hills can be removed with Slave_Labor but not rebuilt until the advent of Explosives. Mountains can be removed with Nuclear Power but not rebuilt until the discovery of Fusion.
Needless to say the game is fun again for me because I can finally terraform all those pesky hills into grassland as needed. 
One question however, I still do not have Capitalization even though I discovered Global Economics, does anyone know where to modify this value back? Thanks!
(I posted this because I think Dale had mentioned that no advances were changed, so no update to the Great Library was needed. Just the simple changes to terraforming that I found did indeed drastically change how the game flowed and led to erroneous data in the Great Library. Just a FYI. Great mod though, very fun to play & no errors installing either 
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Hi Dale
I've installed ver. 1.01 of the Apolyton pack and it's plays very well, thanks!
In addition to the small problems noted and have made plans to fix with ver. 1.02, I may have a problem, you tell me:
I have a "peace treaty"(not just cease fire) with everyone on the map and I have my units set at the "at peace" mode(not "at alert"), yet in the city manager in the "status" board people are unhappy because of "war discontent" to a factor of (-4). I think this is not supposed to be so?
Thanks for the job you've done so far! It fills the days waiting for Civ 3 !
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Morr-go
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Finland
Aug 2001 time: 07:14
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Dale, I uninstalled CTP2 and deleted any remains of it. And then installed CTP 2 again and the new version of Apolyton 1.01 also (so I didn't update). Sorry to whine about such thing, but the pack improves the game so much that I just HAVE to get it working properly. I'm all out of ammo on this one.
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All times are GMT. The time now is 05:14. Apolyton Time is 00:14. |
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