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Maquiladora
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Just edit it down, its a bug with the forum.
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Martin Gühmann
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Berlin, Germany
Mar 2001 time: 06:21
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quote: Originally posted by Shadow
Took CTP II completely off my system and installed the Activision patch, Modswapper, Super Apolyton Pack 2, and Goodmod2.
I seem to be getting a lot of SLIC errors that're minimising the game. The only thing I recall (should start writing them down I guess...) is something about "can'tsleeponroad"... no idea what it means...
I can still just maximise the game again though so I'm getting through it slowly, it's just damn annoying. Anyone else having this problem?
Shadow |
To get rid of all the error messages, go to your userprofile.txt, open it with any text editor and find there the line DebugSlic=Yes. Change it to DebugSlic=No. Alternativly you can download these debugged slic files from the attachment and unzip them into your ..\ctp2_data\default\gamedata\ folder so that the existing files will be overwritten. Once you are in the game again open the chat window and enter /reloadslic slic. That will make most of the DebugSlic=Yes errors disappear. Occasional you will get some slic errors caused by the GM1_diplomod.slc. Note that I am not shure if the PlayerCityCount function does the same like player[0].cities as it should do, but in this way I was able to get rid of all the array index 0 out of bounce errors caused by the airunit.slc.
-Martin
Attachment: debugged_slic.zip
This has been downloaded 4 time(s).
Last edited by Martin Gühmann on 05-08-2002 at 21:58
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Locutus
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ACS CTP1/2 Manager & Civ4 Co-Manager
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Hengelo, The Netherlands
Nov 1999 time: 06:21
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Good to see there at least appears to be more interest in this tourney than in the last one, and VERY good to see the first savegame has already been submitted. Great job, Martin 
I'm extremely busy right now but fortunately I managed to play most of this game before the real-life frenzy started, so I was able to finish the tourney in spite of real-life.
I must say I was kind of disappointed by the AI, but I guess with so few natural resources on the map and with this being only King level, it's not entirely unexpected. I eventually finished around 1500 AD, but I could have finished much sooner had I realized sooner how weak the Greeks really were militarily. I could probably easily have taken their 5 major cities before 1100 AD (which would have forced them to disband most of their armies outside their cities due to lack of support and made the remaining cities sitting ducks), had I bothered to try...
But I must say I was also a bit lucky: the Barbs had conquered the Dutch early, allowing me to build Ramayana and to take over the Dutch island without too much resistance. After that, I used the well-developed 8 cities on my own continent to pump out units and soon invaded one island after another, eliminating the smaller players on the map. I then waited for Democracy (I would have gone for Communism or Fascism but I was in a tech race with the Greeks for Machine Gunners and other modern weapons) and exploited the higher city limits to attack the remaining large players: Greeks, Arabs and Phoenicians (although the Phoenicians had lost several cities to a revolt and both them and the newly-created Bantus were small and weak by the time I started my invasion). It's a good thing the game ended when it did, because near the end my empire was so huge and drained by warfare that my economy had completely collapsed and the whole empire theatened to fall apart). All-in-all it was a fun game, and it would have been really hard had the AI been able to put up a better fight. (Savegame attached).
It will be interesting to see how people did the city placement in this game, on such a small island and all. Did anyone follow a specific strategy/approach? In my case, I did something I normally never do: once I had reconned the entire island, I made a screenshot and played around with it in MS Paint to draw a map of ideal city placement: I wanted to maximize tile usage. I must say this approach worked well: normally I place cities intuitively and I found out that when I had done this here, I would have ended up with 6 cities and about 10 unused land tiles (assuming city radius is 2, as it usually is for me for the most part of the game). By carefully planning with Paint, I managed to get 8 cities (would have been 9 if I hadn't already built the capital in the wrong spot) and only 4 unused tiles - and all these cities except one (which only never got the room to grow beyond the original radius of 1) developed very well very quickly.
About the savegame thing: it's impossible for me to check if people reloaded savegames so basically I can't make rules for it, we can only rely on the goodwill and sportsmanship of all participants. But the idea is of course that you don't reload, as replaying turns gives you an information advantage, which in some cases can make a huge difference. But of course, there's always the situation where the game might crash and you have no choice but to go back a few turns, or where you're a modmaker and you see an interesting development that you want to investigate closer, or whatever - the exceptions that confirm the rule. Whether or not something justifies a reload is something only the players can determine, especially *because* I can't check it. It goes without saying that reloading because you don't like the outcome of a battle or just lost a wonder race is blatant cheating, but in other cases it can sometimes be a fine line...
centrifuge,
The trade good thingie is probably because the good was located in the outer ring of the city radius: when the Arabs owned the city, the worked the outer ring and had the trade good. This meant that in the turn you conquered the city, you could trade the good yourself. The next turn, the city had decreased in size and probably had more specialists (entertainers) working in it due to the recent conquest, and was therefore no longer able to actually work on the outer ring (even though it was still part of the city radius). If the tile with the good is not worked, it's not tradeable either. Later, the number of specialists was reduced and/or the city increased in size and the outer ring of the city radius was worked again, once again making it possible to trade the good in this ring. Same thing happens to me all the time...
TheArsenal,
Yeah, this tournament has made me a more aggressive player as well. This tournament is really accomplishing all the goals I set out: familiarizing people with (and making them give feedback on) the various mods, making people better players, invoking strategy discussions, being entertaining, etc 
Attachment: locutus.zip
This has been downloaded 3 time(s).
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centrifuge
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quote: Originally posted by Locutus
centrifuge,
The trade good thingie is probably because the good was located in the outer ring of the city radius: when the Arabs owned the city, the worked the outer ring and had the trade good. This meant that in the turn you conquered the city, you could trade the good yourself. The next turn, the city had decreased in size and probably had more specialists (entertainers) working in it due to the recent conquest, and was therefore no longer able to actually work on the outer ring (even though it was still part of the city radius). If the tile with the good is not worked, it's not tradeable either. Later, the number of specialists was reduced and/or the city increased in size and the outer ring of the city radius was worked again, once again making it possible to trade the good in this ring. Same thing happens to me all the time...
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Locutus,
Good point, this is probably the case. Though the good was in the "inner" (initial) city radius, but I assume that the same point applies.
I've really enjoyed this game, and I assume that I only have about ten turns left (I've been taking my sweet time ).
Another thing that I like about the tournament games (beside being able to check out the different mods) is that it has allowed me to try out different playing styles. For example, in the first tournament I went for a scientific, max cities, overall stud civilization win, the 2nd (well you know ) I decided to destroy damn near everything in my path... Now in this one, I've been going the peaceful diplomatic route. This game will probably give me the lowest endscore of any civ game I've ever played, but in exchange I think that I'll have one of my earliest victories, which I think is an acceptable trade-off.
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Maquiladora
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I just got a somewhat strange occurance. I had 4 longships grouped and 2 units on each ship, when i tried to unload the ships onto a tile with 12 units already on it (dont ask me why) i moved the longships after emptying them and the troops were fortified on the water tile next to the 12 unit tile!!
I decided to move the longships back and put the troops back on, because i thought theyd die if i ended my turn.
I dont know if this is a CtP2 error, or Mod specific, so ill just mention it here.
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