Apolyton Archive  |  Preserved copy of the Apolyton Civilization Site and its forums as they stood in September 2005. Read-only; nothing here can be posted to or replied to.  |  Forum index |  About this archive |  The 1998–2001 UBB forums
Today on Apolyton WARDELL INTERVIEW PROMO A.C.S. HISTORY CHAPTER 4 GET CIV4 /w FREE PLUS! A.C.S. PHOTO GALLERY GET A.O.M. V1.1
Apolyton Civilization Forums
main| civ2| civ3| civ4| smac| ctp2| ron| moo3| galciv| galciv2| alt| about|
ApolytonPLUS | register | search | faq | new posts | pm (-/-) | upload | members
hall of fame new! | civgroups | civgroups news | interviews | the column | radio | chat | directory | news | store | PLUS
Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Alternative Civs > Clash of Civilizations > Demo 5 Comments and Bug Reports
Show a Printable Version | Email This Page to Someone! | Receive updates to this thread | Report this to Apolyton news!
04.Sep: `FC` 2.0.5 COMPLETED AND RELEASED
27.Jul: `FC` 2.0.4 COMPLETED AND RELEASED
16.Jul: `FC` 2.0.3 COMPLETED AND RELEASED

bottom of page
  
Author
Thread   
Pages (2): [ 1   2   ]
< Last Thread     Next Thread > Post New Thread     Post A Reply
Mark_Everson is offline Mark_Everson
Clash of Civilizations Project Lead
Canton, MI
Jan 1970
time: 00:15
Cool  Old Post 21-10-2001 03:00 Visit Mark_Everson's homepage!
Edit/Delete Message Reply w/Quote
#1 Report this post to a moderator
Demo 5 Comments and Bug Reports Support Apolyton, buy Civilization: The Boardgame

Clash Demo 5 has been released. The download is available, with the URL lower in this thread. Following is an overview of what we have in Demo 5. The code is completely new from that used in Demo 4, so many features of the previous version have been changed, or not yet included in this one.

What's New in Demo 5:

Completely new code (will accelerate our progress from here on out)
New Military Model
Pathfinding and Improved Movement AI
New Economics Model
New Task Force Orders

The Demo has many intuitive aspects, but we also have not yet made it as user-friendly as the final product will be. Please read the short manual for D5 Before you make comments here so that:
1) you know how you are supposed to work things
2) you know what we are looking for feedback on especially
3) you know which bugs already exist, and that you don't need to report.


I would like to thank Laurent (Military Coder) and Gary (almost everything else coder ) for their work on the Demo. And I also want to thank Fiera for the graphics.

Let us know what you think!

[edit] Some notes to help people out based on initial problems/questions:

quote:
A. Economy: How is ROI of military units calculated?


Sorry it should be in the manual that the Only thing ROI currently works for are the kapital investments. ROI for Military builds will be coming fairly soon.

quote:
Specifically in the orders window, I am able to give different orders for the same economic domain, so the question rises which one is taken into consideration?


For now All orders apply. Orders at the civ level happen in every square you control. Provincial and square orders happen in their respective domains. A 30% civ-level order and a 20% square-level order result in a total 50% in that square, 30% elsewhere. For now each 'city' square is both a province and a square, so there is no difference between a provincial order and a square one. Although if you do them both you'll get double the effect .

quote:
5. I am unable to make any change in my orders persist after I close and reopen the window. They persist only if the windows are minimised. Aren't my orders taken in account in that case? I am totally unable to make the tax rate budge from 10% on any info window.


That is operator error it works, trust me
I think what you must have done is issued civ orders, and then looked at the square-level orders or something. Each set of orders is for now completley distinct. The only reflection of civ-level orders you see in the square econ orders box is that there is a cost in the 'Type Cost' column showing an order from a different level is working here. And just to be explicit, each set of square orders are distinct.

Check out the economy.txt file to see in detail what is being done economically in the selected square after you run each turn. There are two turns before the player gets control to fill all the fields for growth rates etc.


Download Clash Demo 5 Here

And before you make bug and feature requests, check out the detailed list several posts down.

More to come, check this space each time you read the thread!

Last edited by Mark_Everson on 26-10-2001 at 07:12

heardie is offline heardie
Prince

Aug 1999
time: 15:15
  Old Post 22-10-2001 14:34
Edit/Delete Message Reply w/Quote
#2 Report this post to a moderator
Support Apolyton, buy Galactic Civilizations: Deluxe Edition

I guess congratulations would be in order. Well done. As a member of GGS I know how hard it can be.

Mark_Everson is offline Mark_Everson
Clash of Civilizations Project Lead
Canton, MI
Jan 1970
time: 00:15
  Old Post 24-10-2001 06:13 Visit Mark_Everson's homepage!
Edit/Delete Message Reply w/Quote
#3 Report this post to a moderator
Support Apolyton buy from Amazon

Thanks Heardie!

Mark_Everson is offline Mark_Everson
Clash of Civilizations Project Lead
Canton, MI
Jan 1970
time: 00:15
Exclamation  Old Post 24-10-2001 07:43 Visit Mark_Everson's homepage!
Edit/Delete Message Reply w/Quote
#4 Report this post to a moderator
Got spare money?

Ok, I have the download set up! I screwed up the layout a bit, but AFAIK the links work and the instructions will get you a working version of D5. If you try it at this stage, please let me know whether it works or not.

I do not want to announce this more broadly until we're sure it works, so please Don't spread the word just yet.

Download Clash Demo 5 Here


[edit] Add D5 bug list (you needn't report these)

Bugs. (Numbering started with D5 bug list, all bugs resolved as of D5 eliminated)

-31 Moderately large bits of the information frame get blitted to the screen in odd places when the GUI updates after a new turn (but only for a fraction of a second). I suggest we don’t put this at high priority, but it should be looked into sometime.

-37 I can't figure out quickly how to get EconInfoFrame to stick to within the screen, it spills over to the right. (Everything of substance fits in the screen, but the 'x' window icon at upper rt. goes beyond. If you can figure out how to fix it I'd be appreciative! Now to get rid of that window at 1028 res you need to drag it over a bit before the _ and x become visible.

-39 On turn 17 a Carthaginian unit (in 177 BCE) walks on water. Getting a bit ahead of history?

-40 Fairly frequently TFs have moves that show on the map, but don’t exectute them. Just sit there. Canceling the move and re-issuing the order can fix this.

-41 Deadlock of TFs during moves. If two opposing TFS have order to move into each other’s square they can just sit there. No cities are involved, just long-range movement orders. Opposing force was under AI control. This can be used to Cripple an AI attack, by blocking their biggest TFs moves with a single unit! ;-) This May have been connected with fixed zombie TF bug..

-42 Playing 62 turns with some fairly massive armies running around I got an OutOfMemoryError! Something isn’t getting cleaned up.

-43 Got a MilitaryException. I disbanded a monster TF into units (to divide it into two smaller TFs) then when adding one unit to a single-unit TF to try building up my first TF, I got the exception, which said that I was trying to add a unit in a different square to a TF.

-45 The power circles do not seem to match the power lines in the TF box. As long as we are aware of that it is not a show stopper.

-46 Somehow the Chariot graphic got left out. So now when you build a chariot it throws in the default icon (the old spearman).

-47 When purchases exceed by some margin 100% of local tax income get a bug. Will add stack trace later, but trace wasn’t complete anyway. (Mark will fix)

[edit oct 25 01] more bugs/feature requests (48 is of no consequence)

-49 All econ info and orders windows can be opened as many times as one hits the respective buttons. If the specific window is already opened (square x,y info or Sicily info or Carthaginian info) then it should be brought in front.

-50 options to close or minimise all economic views is necessary, to avoid cluttering.

-51 There is no distinction among own and foreign squares when an econ window is called. I, playing Carthaginian, can see thus the orders and perhaps issue orders valid for the Roman civ? I can't tell: I found myself issuing orders over the Roman civ because the Romans took the city from where I had called the civ econ window from and info for the Romans. Some "You have no spies in that area" message should be shown, or at least give only the info window. Perhaps this feature should be overridable with a command line switch.

-52 Tax rate and other fields on econ info window don’t update when tax rate is changed in orders. (Mark will fix)

-53 I had a TF in a city and gave the order "Move TF to nearest enemy". Cycling through my TFs, the specific TF is no longer shown, in the TF and detail frames, to be in the city but alone in the enemy's square, while at another point of the cycle the enemy is shown (along with any of my TFs that are actually there) in the same place. The highlighted square on the map is this target square, while the origin city square cannot be selected. If I cancel orders for this TF, all is well. Definitely a bug.

-54 The orders "Move TF to nearest friend" and "Move TF to nearest enemy city" display a visible path on the map only after a full cycle of the TFs. The orders "Move TF to nearest enemy" and "Move TF to city" do not display a path at all.

-55. When there are two many enemy TFs on a square, right-click does not produce a pop-up window with the details. I noticed this when I let the AI grow huge armies (by turn 80). By that time also the power circle of those mega-concentrations vanishes, cause it's too large and it gets buried under tiles further away which are probably refreshed after that.

-56. I noticed that your AI is targetting the cities, but unfortunately not ALL cities, only those of it's enemy, even if it posseses them all (the army concentrations in my former cities are enormous, while theirs are only garissoned). I wonder if I would be safer if I tried to conquer the Roman cities and let them take mine, if they want them so much?

-57 I can't see how to use the "Move to selected unit" order. Is it supposed the previously selected or next selected unit? Is the button non-functional?

-58 Why is it that when two different units of the same type are in the same square, one has a thicker power line than the other - thicker in fact than it's health bar? Is there a way we could make a better graphic to distinguish which line is which? (I feel this persists form demo4, am I wrong?)

-59 The game window should refresh itself quicker when uncovered from another window, like it does when restored from minimised state. Now everything refreshed under the influence of the cursor. But this doesn't happen all the time.

-60 After having "worked" the game a while, in two consecutive efforts, the game turn computations were "stuck". Does the existance of oversized log files have anything to do with this? I deleted the files and started another game and the turn ended in a split second. Pathfinding seems to cause no overwork to the program, but perhaps opening and closing the large txt files might do that. (Of course this is a wild and uneducated guess, so I'm probably wrong)

Command line switches:
-fe = error logging to a file
-no = no AI movement
-seed = random numbers use constant seed for reproducible behavior

Last edited by Mark_Everson on 26-10-2001 at 07:09

heardie is offline heardie
Prince

Aug 1999
time: 15:15
  Old Post 24-10-2001 16:28
Edit/Delete Message Reply w/Quote
#5 Report this post to a moderator
Support Apolyton or Terrorists Win

Is there any scenario/civilization I should choose. The first two screens load up then I get the following error in the DOS window:

C:\WINDOWS\SYSTEM>java -jar CLASHD5.jar
Exception in thread "main" java.lang.NoSuchFieldError: javax.swing.JDesktopPane:
field OUTLINE_DRAG_MODE not found
at game.view.ClashWindow.(ClashWindow.java:74)
at game.view.ClashWindow.getInstance(ClashWindow.java:29)
at game.controller.Coordinator.getClashWindow(Coordinator.java:69)
at game.view.Start.(Start.java:30)
at game.controller.Game.(Game.java:50)
at game.controller.GameMain.main(GameMain.java:10)

Mark_Everson is offline Mark_Everson
Clash of Civilizations Project Lead
Canton, MI
Jan 1970
time: 00:15
  Old Post 24-10-2001 20:47 Visit Mark_Everson's homepage!
Edit/Delete Message Reply w/Quote
#6 Report this post to a moderator
Help yourself to an AD-FREE life

Hi heardie, thanks for trying it out.

Hmmm... We saw that error back when we were trying to use InstallAnywhere using a full install package. I thought just using the .jar from the desktop fixed it. What this error shows, I think, is that the java version you have isn't compatible with the code.

1. did you try running from the desktop, and doing everything else as it said in the instructions first? I assume you did, but I have to ask!

What can be done: I am not sure. I use what should be the same version at home and it runs fine. Maybe Gary will have some suggestions.

If you have a Fast web connection, you can download the Exact "SDK" I use, and try that. But that's 35MB! If you do have a fast connection, here's the link for that one: http://java.sun.com/j2se/1.3/download-windows.html , just hit continue near the middle of the page.

My apologies again, I thought we had this licked!

Locutus is offline Locutus
ACS CTP1/2 Manager & Civ4 Co-Manager
Hengelo, The Netherlands
Nov 1999
time: 06:15
  Old Post 25-10-2001 02:45 Visit Locutus<br><img src=/forums/images/staff-icon.gif>'s homepage!
Edit/Delete Message Reply w/Quote
#7 Report this post to a moderator
Support Apolyton, buy Civilization: The Boardgame

Guys,
I downloaded the demo. I only had two minutes to try it because of RL issues but it seemed to work fine on my system. I'm using Java 2 SDK, Standard Edition v1.3.1, I think that's exact same version as Mark is using (the zipped version is about 32 MB large). That's odd though, it should never be necessary to download the entire developers kit, the JRE version should be enough, if you're using the exact same version...

Mark_Everson is offline Mark_Everson
Clash of Civilizations Project Lead
Canton, MI
Jan 1970
time: 00:15
Thumbs up  Old Post 25-10-2001 03:13 Visit Mark_Everson's homepage!
Edit/Delete Message Reply w/Quote
#8 Report this post to a moderator
Get a bigger avatar today!

Thanks Locutus

I just checked the download per the instructions on the web page, using JRE 1.3.1, on my wife's comp, and it worked fine too.

heardie, all I can say is make sure you do everything you're told (Not a really good recipie for life though) Also you should read the manual, it tells you which scenario to run, etc.

Good Luck,

Mark

F_Smith is offline F_Smith
Prince
Austin, Tx 78728
May 1999
time: 05:15
  Old Post 25-10-2001 04:44
Edit/Delete Message Reply w/Quote
#9 Report this post to a moderator
Support Apolyton, buy Galactic Civilizations: Deluxe Edition

Downloaded the Demo, installed and ran fine. Looks Great! Great job.

I won't have a chance to give it a workout until later this week, but very nice.

Good Job everyone!

Mark_Everson is offline Mark_Everson
Clash of Civilizations Project Lead
Canton, MI
Jan 1970
time: 00:15
  Old Post 25-10-2001 06:00 Visit Mark_Everson's homepage!
Edit/Delete Message Reply w/Quote
#10 Report this post to a moderator
Increase the size of your Attachments

Thanks 'F'! Good to hear from another satisfied customer

manurein is offline manurein
Chieftain
Paris, France
May 1999
time: 05:15
  Old Post 25-10-2001 15:04
Edit/Delete Message Reply w/Quote
#11 Report this post to a moderator
Put an end to popups!

Hi all, Hi Mark

Just wanted you to know that I have downloaded and tried the D5 : it works.
However, I did not have tim yet to try it really.

Thanks

heardie is offline heardie
Prince

Aug 1999
time: 15:15
  Old Post 25-10-2001 15:05
Edit/Delete Message Reply w/Quote
#12 Report this post to a moderator
Got spare money?

I think it could be my version of JRE. I am still using the one that worked with D3, I believe.

axi is offline axi
Prince
Athens Greece
Sep 1999
time: 07:15
Thumbs up  Old Post 26-10-2001 00:08
Edit/Delete Message Reply w/Quote
#13 Report this post to a moderator
I was expecting this as a gift for the Millenium... Increase Your PM Length

... alas I got it 21 months later.

I downloaded the zip, unzipped and moved the .jar on my desctop manually (since unzipping it on the desctop rightaway made it appear inside a series of 3 consecutive folders: it appears that the file hierarchy on my PC is different than Mark's).

I run the thing and it run smoothly (and much faster than demo4 or F_Smith's ClashEditor). Of course it can't reach the response time of say civ2, that is a C program, but I'm relieved, since a lagging game was my greatest fear. I run a PII 333, 128K RAM, Win98, JRE 1.3 and the system's quite loaded with stuff, so ít's rather slow by contemporary standards.

I opened all three scenarios and I played around, without having read nothing of the manual, which I am downloading right now.

I didn't have the chance to play around more, since I had to send my PC for a small repair today. Btw, Mark I never received any mail from you, but it doesn't matter now.

My first impression was that it's a pity that we can't have a "full" map, like in demo 4, to play on. I thought that this is rather important, since the military aspect will probably get a more "civvish" colour, while with a full map it is more "Risk-like". There is also no way to see who posesses the squares, apart from the cities, who controls the territories and where are the provinces. A full map and visible boundaries are a must for demo 6.

When I found out about the path planning, I said wow! this is cool. Simultaneous movement games have a huge strategic thrill. But then I ordered a TF to move just one square, but after a couple of clicks at the end turn button, it wouldn't budge! It seems it was one of those bug cases I saw mentioned. When I moved my TFs against the hated Huns, another dissapointment. Nothing on the map would tell me how far my units would go each turn. A partial cancellation order is also lacking, so that only the last step of a detailed path will can be cancelled. But the worse thing is that the units are shown jumping from initial to final state, without me seeing their pacing. This is crucial for gameplay, so sliding of units (like in civ2 or civ-evo) has to be introduced. I know that the military model divides the turn into a number of "clicks" (12 IIRC) which would be enough for the sequencing of the turn events.

I also noticed the lack of savegames, which should be introduced as the game grows. I saw the 3 data files generated on my desktop afterwards and I see that everything is already saved there. How hard is it to make them load into the game?

And if demo 6 has a large map, I want an option to automatically resize the game window to 1280x1024, which is the resolution I use. I am simply bored of pulling all windows around till they get to the proper size. (otherwise, the view management system is quite efficient)

Am I spoiled or not?

I will come back with a more in-depth analysis and perhaps some real bugs.

axi is offline axi
Prince
Athens Greece
Sep 1999
time: 07:15
Exclamation  Old Post 26-10-2001 04:56
Edit/Delete Message Reply w/Quote
#14 Report this post to a moderator
I'm back! Support Apolyton, buy Civilization: The Boardgame

Comrade axi's bug report:

A. Economy: There are major design flaws here and manageability is null. I feel that ROI on many things is initially 0 and that screw up the numbers. How is ROI of military units calculated?

1. All econ info and orders windows can be opened as many times as one hits the respective buttons. If the specific window is already opened (square x,y info or Sicily info or Carthaginian info) then it should be brought in front.

2. Specifically in the orders window, I am able to give different orders for the same economic domain, so the question rises which one is taken into consideration?

3. Also options to close or minimise all economic views is necessary, to avoid cluttering.

4. There is no distinction among own and foreign squares when an econ window is called. I, playing Carthaginian, can see thus the orders and perhaps issue orders valid for the Roman civ? I can't tell: I found myself issuing orders over the Roman civ because the Romans took the city from where I had called the civ econ window from and info for the Romans. Some "You have no spies in that area" message should be shown, or at least give only the info window.

5. I am unable to make any change in my orders persist after I close and reopen the window. They persist only if the windows are minimised. Aren't my orders taken in account in that case? I am totally unable to make the tax rate budge from 10% on any info window.

B. Military: The better part of the game, still not perfect. Chasing the AI around the empty map pissed me off. I witnessed the TF deadlock.

1. I had a TF in a city and gave the order "Move TF to nearest enemy". Cycling through my TFs, the specific TF is no longer shown, in the TF and detail frames, to be in the city but alone in the enemy's square, while at another point of the cycle the enemy is shown (along with any of my TFs that are actually there) in the same place. The highlighted square on the map is this target square, while the origin city square cannot be selected. If I cancel orders for this TF, all is well. Definitely a bug.

2. The orders "Move TF to nearest friend" and "Move TF to nearest enemy city" display a visible path on the map only after a full cycle of the TFs. The orders "Move TF to nearest enemy" and "Move TF to city" do not display a path at all.

3. I can't see how to use the "Move to selected unit" order. Is it supposed the previously selected or next selected unit? Is the button non-functional?

4. Why is it that when two different units of the same type are in the same square, one has a thicker power line than the other - thicker in fact than it's health bar? Is there a way we could make a better graphic to distinguish which line is which? (I feel this persists form demo4, am I wrong?)

5. When there are two many enemy TFs on a square, right-click does not produce a pop-up window with the details. I noticed this when I let the AI grow huge armies (by turn 80). By that time also the power circle of those mega-concentrations vanishes, cause it's too large and it gets buried under tiles further away which are probably refreshed after that.

6. I noticed that your AI is targetting the cities, but unfortunately not ALL cities, only those of it's enemy, even if it posseses them all (the army concentrations in my former cities are enormous, while theirs are only garissoned). I wonder if I would be safer if I tried to conquer the Roman cities and let them take mine, if they want them so much?

C. Runtime: I made a crash course, pushing the end-turn button continuously. The AI totally eliminated me by turn 42 (Carthage scenario) and it kept growing until I got bored by turn 110.

1. The game window should refresh itself quicker when uncovered from another window, like it does when restored from minimised state. Now everything refreshed under the influence of the cursor. But this doesn't happen all the time.

2. After having "worked" the game a while, in two consecutive efforts, the game turn computations were "stuck". Does the existance of oversized log files have anything to do with this? I deleted the files and started another game and the turn ended in a split second. Pathfinding seems to cause no overwork to the program, but perhaps opening and closing the large txt files might do that. (Of course this is a wild and uneducated guess, so I'm probably wrong)

This is all I can see, at a first glance.

Mark_Everson is offline Mark_Everson
Clash of Civilizations Project Lead
Canton, MI
Jan 1970
time: 00:15
Thumbs up  Old Post 26-10-2001 05:22 Visit Mark_Everson's homepage!
Edit/Delete Message Reply w/Quote
#15 Report this post to a moderator
Re: I'm back! Enter the AD-FREE zone

Hey Axi: (I will also update the bugs post above and the manual when I have time). I agree with your interface points, and we'll try to include them soon.

quote:
Originally posted by axi
A. Economy: There are major design flaws here and manageability is null. I feel that ROI on many things is initially 0 and that screw up the numbers. How is ROI of military units calculated?


Sorry it should be in the manual that the Only think ROI currently works for are the kapital investments.

quote:
2. Specifically in the orders window, I am able to give different orders for the same economic domain, so the question rises which one is taken into consideration?


For now All orders apply. Orders at the civ happen in every square you control. Provincial and square orders happen in their respective domains.
A 30% civ-level order and a 20% square-level order result in a total 50% in that square, 30% elsewhere. For now each 'city' square is both a province and a square, so there is no difference between a provincial order and a square one.

quote:
5. I am unable to make any change in my orders persist after I close and reopen the window. They persist only if the windows are minimised. Aren't my orders taken in account in that case? I am totally unable to make the tax rate budge from 10% on any info window.


That is operator error it works, trust me
I think what you must have done is issued civ orders, and then looked at the square-level orders or something. Each set of orders is for now completley distinct. The only reflection of civ-level orders you see in the square econ orders box is that there is a cost in the 'Type Cost' column showing an order from a different level is working here.

Check out the economy.txt file to see in detail what is being done economically in the selected square after you run each turn. There are two turns before the player gets control to fill all the fields for growth rates etc.

The rest I'll leave for Gary or Laurent to comment on.

Thanks for the detailed report! I know we now have some easy ways to reduce irritation for D5.1, coming soon! Really!

Last edited by Mark_Everson on 26-10-2001 at 05:32

Dale is offline Dale
King
Sir! Why do you keep clicking on me?
Dec 2000
time: 15:15
  Old Post 26-10-2001 05:47
Edit/Delete Message Reply w/Quote
#16 Report this post to a moderator
Suffering from ads?

Edits in BOLD!

Downloaded and am playing the Carthage scen as the Romans. First game report. Have now had a go at every scen.

PC: Win NT4 SP6a, Toshiba Satellite 4090XCDT laptop. At work of course. 64MG RAM, had no crashes or out of memory.

Initial thoughts:
- Looks great, windows and info easily in eyesight.
- Mini map?
- Buttons are big enough.

Econ:
- What the? I gotta look into what I'm supposed to do with econ. I got no idea. Worked it out. BTW, the text in the econ boxes doesn't fit. Is that just me?

Military:
- I love the idea of individual units and armies.
- How do I group some units into an army? Worked it out.
- Movement rate. I couldn't discern whether a unit would make the square I clicked in that turn. Maybe a different colour for the route line when it's more than one turn?

Combat:
- WOAH! Too much info for a dumb player like me in the info box! At one stage (had every unit on the map in battle) I had to scroll through pages and pages of info for just one turn.
- AI needs to be smarter. Though it is on the website that it's a basic AI so I'll let ya off for that one.

Overall:
- Really good!
- After turn 5, I'd click in square [4, 0] but it wouldn't get the white box around it. And yes, the info box showed my units and town in square [4, 0]. I've noticed in all the scens that occaisionally a square will decide it doesn't want to be selected, even if you cycle through the units. Different every turn.
- It was taking so long to refresh when I minimized and maximized. I tried to see how long it would take. Went for a smoke, got a coffee, went to the toilet, and it had only put back one button. Too slow, so I closed it and started again. I was doing well too. *sigh*

Will come back with more when I find it.

Added on later......:

After playing for a while now, I gotta say this is looking really good. I know some of what I found was my fault for just "scanning" the doco. But I've worked it out now. Thanks Mark and the rest of the team.

Last edited by Dale on 26-10-2001 at 07:00

Mark_Everson is offline Mark_Everson
Clash of Civilizations Project Lead
Canton, MI
Jan 1970
time: 00:15
  Old Post 26-10-2001 07:22 Visit Mark_Everson's homepage!
Edit/Delete Message Reply w/Quote
#17 Report this post to a moderator
Put an end to popups!

Thanks for the feedback Dale

quote:
Originally posted by Dale
Econ:
- What the? I gotta look into what I'm supposed to do with econ. I got no idea. Worked it out. BTW, the text in the econ boxes doesn't fit. Is that just me?


Yep, its just you . That is a bug, but I'm not too worried since that whole interface will eventually be redone in a more sexy and practical way. No doubt with a background skin of a supermodel on a Mediteranean coast somewhere.

quote:
- Movement rate. I couldn't discern whether a unit would make the square I clicked in that turn. Maybe a different colour for the route line when it's more than one turn?


Something like a new color for each turns' move is in the spec, just haven't implemented it yet.

quote:

- WOAH! Too much info for a dumb player like me in the info box! At one stage (had every unit on the map in battle) I had to scroll through pages and pages of info for just one turn.


Gary has proposed a much simpler info spec that should be out with D5.1.

quote:
After playing for a while now, I gotta say this is looking really good. I know some of what I found was my fault for just "scanning" the doco. But I've worked it out now. Thanks Mark and the rest of the team.


Thanks, you're much better than that lousy Axi guy, who can only criticize, and especially my beautiful econ model.

Cya,

Mark

PS I've edited the on-line econ page of the D5 manual to add some of the explainations and outright dodges I gave axi.

Last edited by Mark_Everson on 26-10-2001 at 07:35

axi is offline axi
Prince
Athens Greece
Sep 1999
time: 07:15
  Old Post 27-10-2001 20:51
Edit/Delete Message Reply w/Quote
#18 Report this post to a moderator
Some further comments... Got spare money?

A. Economy:
I played some more and I finally found out what went wrong with me and the economy model. I filled the blancs with the numbers I wanted, but it didn't occur to me that I had to press return, to confirm the input. So, as far as the game was concerned, I was issuing no orders. Doh!

Btw, I hope I don't have to confirm my orders every turn, do I? The reappearance of "Don't Use" in the tax rates field, worries me. And why is the tax rates column made equal to the %spend one?

Now that this was resolved, the econ model makes sense. I like the way I can control everything from one screen. Since my empire is so small, I erased all square orders and did everything from the civ orders screen. I played with the ROI in the production infraclasses and I saw the correlation. Is there a built-in decay rate for infraclasses? (I saw negative growth rates for classes with 0 investment) Or is it just labor allocated to other sectors that is reducing output?

What is really lacking is a last row in the orders window, to provide the sums of all columns.

One strange thing I noticed is that entering a number in the ROI field and pushing return will diminish the number by one (doing it again will continue diminishing), but for certain numbers this won't happen (f.e. 5 won't change, but 4 can be diminished down to 0). What's up with that?

Is the AI messing with the enemy economy? What are it's criteria?

B. Military:
I witnessed the "military exception" bug twice. Awful one, as it crashes the game.

What is the matter with square control? How come the Romans come into Carthage with vastly inferior armies and posess the city? Does city posession depend on whose units arrived in the city last? Shouldn't a square be totally vacated from it's former owner before it can change hands?

Is the unit's health replenished each turn? My big TF seems unable to eliminate their light cavalry units, although it has beat them to pulp several times.

One thing that is needed is some way to know what units are projected to be created in each square and when. Put this in the details frame or the econ info window. Or rather make a city screen, like in the ole civ2! Integration is the key.

Mark_Everson is offline Mark_Everson
Clash of Civilizations Project Lead
Canton, MI
Jan 1970
time: 00:15
  Old Post 27-10-2001 21:41 Visit Mark_Everson's homepage!
Edit/Delete Message Reply w/Quote
#19 Report this post to a moderator
Re: Some further comments... Got spare money?

Hi Axi, thanks again for the detailed feedback!

quote:
Originally posted by axi
A. Economy:
I played some more and I finally found out what went wrong with me and the economy model. I filled the blancs with the numbers I wanted, but it didn't occur to me that I had to press return, to confirm the input. So, as far as the game was concerned, I was issuing no orders. Doh!


I'll try to fix that.

quote:
Btw, I hope I don't have to confirm my orders every turn, do I? The reappearance of "Don't Use" in the tax rates field, worries me. And why is the tax rates column made equal to the %spend one?


Orders are permanent until you cancel them. Tax rates for individual infrastructure classes aren't implemented yet, that's why it says "Don't Use". The tax rates column changing to match your input is just an early diagnostic that I never removed .

quote:
Now that this was resolved, the econ model makes sense. I like the way I can control everything from one screen.


Hooray, that was the Right answer

quote:
Since my empire is so small, I erased all square orders and did everything from the civ orders screen. I played with the ROI in the production infraclasses and I saw the correlation. Is there a built-in decay rate for infraclasses? (I saw negative growth rates for classes with 0 investment) Or is it just labor allocated to other sectors that is reducing output?


You win the prize, infrastructure automatically decays at a slow rate. So you can in fact get negative growth. Workers being removed from the sector due to population loss can also get negative growth. But frequently infrastructure with 0 investment will still grow due to an addition of extra workers. The extra workers go to where the wages are highest, similar to what happens in a real market economy.

quote:
What is really lacking is a last row in the orders window, to provide the sums of all columns.


I'll think about this. Although if you are sticking with the civ econ orders window, it tells you up top how much all your orders are costing.

quote:
One strange thing I noticed is that entering a number in the ROI field and pushing return will diminish the number by one (doing it again will continue diminishing), but for certain numbers this won't happen (f.e. 5 won't change, but 4 can be diminished down to 0). What's up with that?


That is odd, I think it probably comes from a rounding error and then truncation to the nearest integer. But I'm not sure.

quote:
Is the AI messing with the enemy economy? What are it's criteria?


No, the AI does nothing with the economy so far. That's one reason you are allowed to control them through the econ orders screen if you want.

quote:
B. Military:
I witnessed the "military exception" bug twice. Awful one, as it crashes the game.


Yes, we should get rid of this one, or at least make it not fatal.

quote:
What is the matter with square control? How come the Romans come into Carthage with vastly inferior armies and posess the city? Does city posession depend on whose units arrived in the city last? Shouldn't a square be totally vacated from it's former owner before it can change hands?


I had noticed some of that in playtesting, but wasn't sure. I'd added this, and a lot of your other comments, to the bugs/new features list.

quote:
Is the unit's health replenished each turn? My big TF seems unable to eliminate their light cavalry units, although it has beat them to pulp several times.


For now, elements in each unit our either dead or alive, and there is no healing. Your cavalry units just survived through dumb luck I think.

quote:
One thing that is needed is some way to know what units are projected to be created in each square and when. Put this in the details frame or the econ info window. Or rather make a city screen, like in the ole civ2! Integration is the key.


I think that's probably a demo 7 feature. There are a lot of other more-important things to do in the short-term. But I agree with you long-term that this must be done.

I think you owe me an entry on the Clash team page .

heardie is offline heardie
Prince

Aug 1999
time: 15:15
  Old Post 28-10-2001 12:20
Edit/Delete Message Reply w/Quote
#20 Report this post to a moderator
Help yourself to an AD-FREE life

Okay, I got it woeking now. Will play later tonight.

axi is offline axi
Prince
Athens Greece
Sep 1999
time: 07:15
  Old Post 28-10-2001 17:30
Edit/Delete Message Reply w/Quote
#21 Report this post to a moderator
Support Apolyton or Terrorists Win

quote:
I think you owe me an entry on the Clash team page

I had once vowed that I won't get my name on the Clash Team page, untill demo5 is released. I have been inactive in the project for months now. However, since Mark requests it, I will keep my promise.

quote:
I'll try to fix that.


I don't think it needs fixing. But you definitely need to warn the players in the manual, about the way field entry works. Some people may be as dumb as I was.

quote:
That is odd, I think it probably comes from a rounding error and then truncation to the nearest integer. But I'm not sure.

If that were a rounding problem, then it would happen only once, wouldn't it?

quote:
For now, elements in each unit our either dead or alive, and there is no healing. Your cavalry units just survived through dumb luck I think.


Perhaps if I posted some of the content of the report window, then we might resolve this?

Mark_Everson is offline Mark_Everson
Clash of Civilizations Project Lead
Canton, MI
Jan 1970
time: 00:15
  Old Post 28-10-2001 20:06 Visit Mark_Everson's homepage!
Edit/Delete Message Reply w/Quote
#22 Report this post to a moderator
Help yourself to an AD-FREE life

quote:
Originally posted by axi
I had once vowed that I won't get my name on the Clash Team page, untill demo5 is released. I have been inactive in the project for months now. However, since Mark requests it, I will keep my promise.


I was just giving you **** on this issue, paying you back kiddingly for what you said in the past. If you don't feel like being a team member anymore, then I absolve you of the need for you to put up your info. However if you do come to feel yourself a team member again, I'd like to put you back to work .

quote:
If that were a rounding problem, then it would happen only once, wouldn't it?


No, each time you hit enter it converts the text in the field to a number. (It assumes you have entered something new) If, due to problems in the conversion, it represents 6 as 5.99999969, then truncation would change it to 5.

quote:
Perhaps if I posted some of the content of the report window, then we might resolve this?


Sure, please do.

Fiera is offline Fiera
Emperor
Proud Member of the Spanish Gang
Mar 2000
time: 06:15
  Old Post 29-10-2001 17:49 Visit Fiera's homepage!
Edit/Delete Message Reply w/Quote
#23 Report this post to a moderator
Lose 30 kilos (of popups)

Hi, my most sincere congratulations to Mark, Gary and Laurent!

I've installed the demo and everything works fine. Besides, I'm pretty impressed with what you guys have done!

Also, I am honoured to see my graphics in the demo and your acknowledgment above (thanks Mark). Of course, looking forward to get involved in the project as soon as you all wish.

I must say that I've been monitoring the forum once in a while all this time, but didn't post anything as I saw no new graphical requests- I hope I didn't miss anything!

Gary Thomas is offline Gary Thomas
Prince
New Zealand
Mar 2001
time: 17:15
  Old Post 29-10-2001 20:44
Edit/Delete Message Reply w/Quote
#24 Report this post to a moderator
Support Apolyton, buy Galactic Civilizations: Deluxe Edition

Great to hear from you Fiera - we need you desperately. More for tiles at the moment. Will make some more comments in the Tiles thread.

Thanks everybody, for all the nice comments. Because I am so flat out on a reorganization of the code for D5.1, I didn't have time to read all the comments properly, so I didn't notice any criticisms.

I will attack the bugs after the reorganization (that is, after D5.1).

Cheers

LDiCesare is offline LDiCesare
King
La Ferté sous Jouarre France
Jan 2001
time: 05:15
  Old Post 29-10-2001 21:06
Edit/Delete Message Reply w/Quote
#25 Report this post to a moderator
Support Apolyton

Hi axi,
Maybe your opponent is lucky enough to flee each fight. If you look at the information window, it should state its health. It may flee unharmed if vastly outnumbered (roughly 50% chance when attacked). If the health is 0 and the unit still appears, then the damn zombie units are still after me! (Hopefully, I will get rid from them by design in the next code version.)

Simon Loverix is offline Simon Loverix
Warlord
Tongeren, Belgium
Apr 2001
time: 05:15
  Old Post 30-10-2001 17:30
Edit/Delete Message Reply w/Quote
#26 Report this post to a moderator
Tired of ads?

I have a very slow and unstable connection, and I'm not able to dowload all the requisite parts for the demo at home and at school I don't have the disc space. Is it possible to make a compiled version available of, say, 1 MB or something like that?

Mark_Everson is offline Mark_Everson
Clash of Civilizations Project Lead
Canton, MI
Jan 1970
time: 00:15
  Old Post 31-10-2001 07:18 Visit Mark_Everson's homepage!
Edit/Delete Message Reply w/Quote
#27 Report this post to a moderator
Full PM-box? Change here!

Hi Simon:

Well the demo itself is only 1.2MB, so I assume you mean the JRE download is the problem. I looked at the JRE self-extracting exe package, and one component of it is still 4MB, so breaking it up wouldn't help much. I also checked the site to see if they had a download option for 1MB chunks, but I couldn't find one. None of my ideas panned out.

Unless you can get a big email attachment (5MB) better than a download, I don't have any good ideas left...

Can't you take something off the school computer temporarily? 6MB is not very much space at all. You could put stuff on 4 floppies and free up that much space!

Richard Bruns is offline Richard Bruns
King
NC, USA
Nov 1999
time: 06:15
  Old Post 06-11-2001 08:36 Visit Richard Bruns's homepage!
Edit/Delete Message Reply w/Quote
#28 Report this post to a moderator
Suffering from ads?

Well, I've started a few games and suffered two crashes. In each case, the display just gets blanked out, but if I move the cursor over where the exit button is supposed to be, it appears and I can exit the game normally.

I was paying attention to the second crash, so I can report the details. After spending the first few turns plowing a lot of money into kapital, I had switched all funds to phalanx production as the carthaginians approached my cities. I had built up a massive task force from my starting armies, and it was in the process of pounding the individual carthaginian calvary into bits. ( It seems to me that the game AI should automatically combine two armies into a TF if they happen to be fighting in the same square. They would die a lot less quickly. )

After I hit the end turn button, the game stalled. It said "Starting turn 6" but nothing else. Whenever I clicked "End Turn" agian, the info box said it was still calculating. But the game woudn't respond to anything else.

So it could have been bug 41 or bug 47. Either way, it is annoying and it effectively crashes the game. A few more comments:

I always have to manually resize the map to make it big enough to get rid of the scroll bar. The side windows can take up much less room and still function okay. But the resizing never gets saved.

The ROI system seems to works well, and I like it. But the display window is fairly ugly with a lot of wasted space. Also, for some reason, the farming sector insisted on shrinking despite the fact that I was pumping cash into it. And is there any way to set an "Apply" button to make it so we don't have to hit enter each time? An "Ignore" button would be good too, and should be easy since it does that already unless you hit enter.

I find it odd that the carthaginian cavalry can be sitting on my city, despite a vast army entrenched there. The two armies share the square, fighting evcery turn. But there seem to be no economic consequences to this raging battle. Is this supposed to happen?

Also, does lowering the tax rate do anything good for the civilization? Is there any economic advantage to soaking your people less?

The game seems designed for a 1024x768 screen setting. On 800x600 the information frame is too small to be read, and there isn't enough room to play the game well. And on 640x480 the game is practically unplayable. Is there any way to fix the game for those not fortunate enough to have good monitors?

I know that I may be focusing on little things, but I think that it's the little things like this that are most likely to sap the fun out of the game.

LDiCesare is offline LDiCesare
King
La Ferté sous Jouarre France
Jan 2001
time: 05:15
  Old Post 06-11-2001 15:18
Edit/Delete Message Reply w/Quote
#29 Report this post to a moderator
Get a bigger avatar today!

Hi Rich.
About the crash: This happens when an exception occurs in the pathfinding or econ. (Military exceptions are usually worse )
Grouping armies in TF doesn't make them stronger as all units in the square are always grouped together into a temporary task force during the battle. Actually this will change since battles will be fought at element level.
I also play 800x600, and can manage by resizing all windows quite often (except the econ orders window which is always too big for me, I'd need a scrollbar).

Mark_Everson is offline Mark_Everson
Clash of Civilizations Project Lead
Canton, MI
Jan 1970
time: 00:15
  Old Post 06-11-2001 16:36 Visit Mark_Everson's homepage!
Edit/Delete Message Reply w/Quote
#30 Report this post to a moderator
Support Apolyton or Terrorists Win

Hi Richard, thanks for the detailed report. A lot of your issues are things we want to do, but just haven't gotten around to yet. I'll add lots of your comments to the bug/features list. And several things, like grouping TFs is already planned for D5.1 coming in maybe 2 weeks.

If you run using the batch file (alternate instructions for running) it will give, in the dos window, a detailed stack trace that will help debug. If you want, you could post that. But the code has already undergone serious revision since the D5 version, so its best to just wait for D5.1.

quote:
I know that I may be focusing on little things, but I think that it's the little things like this that are most likely to sap the fun out of the game.


Don't apologize, that's your Job as playtester! We will try to do what we can to fix all these issues. Its just the problem that we can't fix everything at once.

quote:
The ROI system seems to works well, and I like it. *snip* Also, for some reason, the farming sector insisted on shrinking despite the fact that I was pumping cash into it.


There is a simulation of a real working market economy under the hood! What is happening to you is the same thing that happens to real governments when they invest in things the people don't want. Specifically there is a bit more food in the economy at start than what the people really want (they would prefer Services or Production more). So food prices fall, and wages in the farm sector fall. Workers look to other sectors of the economy so they can make more money. Also the people's own money is Not invested in farm kapital, since they would rather invest it in other sector for the stuff they want. Kapital (in this case farm tools) also decay in usefulness. Adding all this together, it is quite possible for the govt to invest in farm kapital, and still have farm output fall due to fewer workers in the sector. If you check the economy.txt file I'm sure you'll find this is what is happening. If you instead pump money into "prod kapital" or gold mining you will see a positive response to your efforts, at least for a bit. But once again eventually the people will be satisfied with the level of say gold, and want other things.

quote:
I find it odd that the carthaginian cavalry can be sitting on my city, despite a vast army entrenched there. The two armies share the square, fighting evcery turn. But there seem to be no economic consequences to this raging battle. Is this supposed to happen?


Think of the carthaginians as hiding in the hills, trying Not to come out and attack. Econ concequences of war just aren't in there yet. Coming soon to a monitor near you!

[QUOTE]Also, does lowering the tax rate do anything good for the civilization? Is there any economic advantage to soaking your people less?[QUOTE]

Yes, they have more money to invest in the things they want, building a stronger economy. But you aren't seeing the full effect yet, since they only invest 5% of non-food surplus in kapital for right now.

 
Pages (2): [ 1   2   ]
< Last Thread     Next Thread > Post New Thread     Post A Reply
All times are GMT. The time now is 05:15.
Apolyton Time is 00:15.
    top of page
Rate This Thread:
Forum Jump:
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
 




Contact Us - Apolyton Civilization Site - Support Us!

Building a better Apolyton through better information. Click here and take our poll!
Non-US visitors, click here!

Powered by: vBulletin Version 2.0.3
Copyright ©2000, 2001, Jelsoft Enterprises Limited.

Page generated in 0.0807 seconds (95.34% PHP - 4.66% MySQL) with 30 queries
Page Loading Time:

Support Apolyton: Amazon USA | Amazon UK | Amazon DE | Amazon FR |
Support Apolyton and get FREE PLUS, Buy from Chips&Bits: Galactic Civilizations | Galactic Civilizations: Deluxe Edition | Call to Power 2 | Civilization: The Boardgame | GURPS/ Alpha Centauri | Alpha Centauri | Civilization IV | Civilization III: Complete |


Front Page | Civilization IV | Civilization III | Civilization II | Call to Power II | Alpha Centauri | Master of Orion III
Rise of Nations | Galactic Civilizations | Galactic Civilizations II | Misc
Alt.Civs | Civ I | C:CtP I | About | News | Directory | Apolyton Store | Forums | Chat | Columns | Interviews | Newsletter
Scenario League | CSC | Clash of Civs | Spanish Site | CtP Maps | Cradle of Civ | WesW's Ctp1/2 Site | Civ3 Haven

apolyton.net | apolyton.com | civilization2.net | civilization3.net | civilization4.net | civilizationiv.info | calltopower.net | galciv.net | galciv2.net | moo3.net