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 > Miscellaneous > Archive > CtP2-Creation/AI/Mods/Scenarios-Archive > Retreat option is just one big bug
Show a Printable Version | Email This Page to Someone! | Receive updates to this thread | Report this to Apolyton news!

bottom of page
  
Author
Thread    < Last Thread     Next Thread > Post New Thread     Post A Reply
SMIFFGIG is offline SMIFFGIG
Prince
Great Britain
Jul 2002
time: 05:24
  Old Post 25-12-2002 02:04 Visit SMIFFGIG's homepage!
Edit/Delete Message Reply w/Quote
#1 Report this post to a moderator
Retreat option is just one big bug Remove this text

Well other than the fact the AI is unable to use the option granting the human play a stupidly big advantage. You can abuse the retreat system so easily

eg. I havent got a spy so i just attack a city and retreat immediatly and hey presto, i can see every single unit in the city and what they all are, plus my one unit is still alive as i retreated straight away. There is no morale system in the game, that would help a tiny bit but still no where near enough. I think if possible the retreat option should ONLY be available for defending players (im not sure if this can be done) and even better the current retreat system (that activision must have tottaly rushed into CtP2) total scrapped. Could it be done randomly using SLIC. This would be more realistic (random) as in battles there aint 100% chance of a successful retreat 100% of the time as currently is. Also it would make the stupid spying/retreat bug obsolete.

Thanks for reading and Merry Xmas

-James

Maquiladora is offline Maquiladora
Emperor

Jun 2001
time: 05:24
  Old Post 25-12-2002 02:13 Visit Maquiladora's homepage!
Edit/Delete Message Reply w/Quote
#2 Report this post to a moderator
Support Apolyton, buy Call to Power 2

Full agreement there smiff. The AI doesnt use it so its just another advantage for the human. Thats why if your playing any game you should play it in LAN or MP mode where retreat isnt available.

Im sure it can be taken out of the normal game too, no? Just get rid of the retreat button in the battleview.

HuangShang is offline HuangShang
King
USA, SoCal, L.A.
Jul 2002
time: 21:24
  Old Post 25-12-2002 03:17
Edit/Delete Message Reply w/Quote
#3 Report this post to a moderator
Support Apolyton, buy GURPS/ Alpha Centauri

wiat i agree a little w/ SMIFFGIG, but i'd wnat the retreat still there

mapfi is offline mapfi
Prince
Zurich, Switzerland
Jul 2002
time: 06:24
  Old Post 25-12-2002 04:28
Edit/Delete Message Reply w/Quote
#4 Report this post to a moderator
Support Apolyton, buy Civilization 2

Even without the retreat option you only have to sacrifice one little weak unit to look what's inside a city. That's the way it's done in MP.

Martin Gühmann is offline Martin Gühmann
Emperor
Berlin, Germany
Mar 2001
time: 06:24
Post  Old Post 25-12-2002 04:37 Visit Martin Gühmann's homepage!
Edit/Delete Message Reply w/Quote
#5 Report this post to a moderator
Inflate your Upload Space

Unfortunatly there is no retreat event or function available in slic, therefore the only sollution would be to remove the retreat button from the battleview, that is no problem. Well in Single Player game you could play fair. So using the retreat button in SP is your decission, for example I don't use it.

-Martin

Locutus is offline Locutus
ACS CTP1/2 Manager & Civ4 Co-Manager
Hengelo, The Netherlands
Nov 1999
time: 06:24
  Old Post 25-12-2002 04:58 Visit Locutus<br><img src=/forums/images/staff-icon.gif>'s homepage!
Edit/Delete Message Reply w/Quote
#6 Report this post to a moderator
Lose 30 kilos (of popups)

Well, if you don't like it, just don't use it (like me). Noone's forcing you to press that button if a battle is going badly...

SMIFFGIG is offline SMIFFGIG
Prince
Great Britain
Jul 2002
time: 05:24
  Old Post 25-12-2002 06:31 Visit SMIFFGIG's homepage!
Edit/Delete Message Reply w/Quote
#7 Report this post to a moderator
Support Apolyton, buy Alpha Centauri

quote:
Well, if you don't like it, just don't use it (like me). Noone's forcing you to press that button if a battle is going badly...


Yea fair enough but i think it should be maybe taken out in some mods cause thats like saying dont build sea cities if you dont like the sea city bug

-James

HuangShang is offline HuangShang
King
USA, SoCal, L.A.
Jul 2002
time: 21:24
  Old Post 27-12-2002 08:19
Edit/Delete Message Reply w/Quote
#8 Report this post to a moderator
Remove this text

whats the sea city bug yo?

Martin Gühmann is offline Martin Gühmann
Emperor
Berlin, Germany
Mar 2001
time: 06:24
Post  Old Post 27-12-2002 20:45 Visit Martin Gühmann's homepage!
Edit/Delete Message Reply w/Quote
#9 Report this post to a moderator
Support Apolyton, buy Civilization III: Complete

The sea city sprite bug is the bug that causes sea cities to use the sprites of land cities. A very nasty bug if you ever build sea cities in CTP1.

And by the way for all of you who haven't voted in the Top Games Series Poll for CTP1/2, yet. You can still do until the end of this year. And don't forget to vote in the Poll about single Gmaes not Series, CTP still needs you.

-Martin

Engineer_J is offline Engineer_J
Settler

Dec 2002
time: 05:24
  Old Post 28-12-2002 01:07
Edit/Delete Message Reply w/Quote
#10 Report this post to a moderator
Remove this text

Don't you mean Sea Cites in CTP 2? I thought they looked right in CTP. Did this bug ever get fixed in any of the mods?

Pedrunn is offline Pedrunn
King
of Natal, Brazil
Jul 2001
time: 02:24
  Old Post 28-12-2002 01:54
Edit/Delete Message Reply w/Quote
#11 Report this post to a moderator
Increase the size of your Attachments

I dont remember ever going to until the end of the game to check this bug.
You guy may even be surprised that i have heard about this sea city bug in my almost 2 years of modding but never knew what was it until now. Thanks to explanation

This is a wild shot but i do know that it is hard coded the connection between sea city graphics and the age. Since the designers of the mods must have had once an idea to have a different type of graphic for cities in mountains.
Check this part of the agecitystyle:

code:
AGE_FIVE_STYLE_ONE { Sprites { Type 0 MinSize 0 MaxSize 8 Sprite 127 } Sprites { Type 0 MinSize 9 MaxSize 20 Sprite 128 } Sprites { Type 0 MinSize 21 MaxSize 36 Sprite 129 } Sprites { Type 0 MinSize 37 MaxSize 99 Sprite 130 } Sprites { Type 1 MinSize 0 MaxSize 8 Sprite 89 } Sprites { Type 1 MinSize 9 MaxSize 14 Sprite 90 } Sprites { Type 1 MinSize 15 MaxSize 20 Sprite 91 } Sprites { Type 1 MinSize 21 MaxSize 29 Sprite 92 } Sprites { Type 1 MinSize 30 MaxSize 36 Sprite 93 } Sprites { Type 1 MinSize 37 MaxSize 44 Sprite 94 } Sprites { Type 1 MinSize 45 MaxSize 56 Sprite 95 } Sprites { Type 1 MinSize 57 MaxSize 99 Sprite 96 } }


As you can see there are two "types" of cities: type 0 and type 1.
The type 0 cities are the regular land terrain cities we settle at first. But the mess start when Type 1 comes. The type 1 city is hard coded to until the fourth age have the graphics given to cities settled in moutains. I discover that when i once said: "Why to have the sea city graphics only after the fourth age if i could have them since at the begining. This may be useful but i will do it in case i make some change in the future." And i did it. I set all ages of all city styles to have sea city graphics (Type 1 cities). Try to imagined my surprising face when i saw that the cities i settled in mountains had sea city graphics. I just thought. "Cool! I know where the designers were aiming at. Have different graphics for mountains would be awesome". Since we had no good graphics in are scarce community for mountains this idea of mine was just forgoten (Try to imagine my bored face when i had to remove all sea city graphics of all ages of all city styles ). Now when i heard about what this bug is about a lamp lighted on my head

Is anything i tell you here is making any connection with the Sea City Bug?

Tamerlin is offline Tamerlin
King
Toulouse (South-western France)
Apr 2002
time: 06:24
  Old Post 28-12-2002 07:00
Edit/Delete Message Reply w/Quote
#12 Report this post to a moderator
Get a bigger avatar today!

I still can't figure what the sea city bug is as I have never seen it.

A far as I am concerned I have never used the retreat button, but I think this option should only be available for the defender. I have played a lot of wargames and retreat is generally not allowed when you are attacking.

Martin Gühmann is offline Martin Gühmann
Emperor
Berlin, Germany
Mar 2001
time: 06:24
Post  Old Post 28-12-2002 18:01 Visit Martin Gühmann's homepage!
Edit/Delete Message Reply w/Quote
#13 Report this post to a moderator
Support Apolyton, buy Civilization: The Boardgame

quote:
Originally posted by Engineer_J
Don't you mean Sea Cites in CTP 2? I thought they looked right in CTP. Did this bug ever get fixed in any of the mods?


Yes I mean CTP2 otherwise you couldn't consider it as very nasty bug if you ever saw the correct style in CTP1.

quote:
Originally posted by Tamerlin
I still can't figure what the sea city bug is as I have never seen it.


To figure this out you could start a new game using original game from ModSwapper and put some cities on the sea and you should see how the sea cities should look. Then give youself the enabling advance for Sea Cities and Undersea Tunnels and look what happens, if the style does not change just add a pop to the city and you should see that the city looks like a land city, don't use Cradle, ApolytonPack or CityMod2 as your basic mod I added for every style seperate sea city graphics definations for the early ages unfortunatly they are equal to the land definitions.

-Martin

Maquiladora is offline Maquiladora
Emperor

Jun 2001
time: 05:24
  Old Post 28-12-2002 18:31 Visit Maquiladora's homepage!
Edit/Delete Message Reply w/Quote
#14 Report this post to a moderator
Full PM-box? Change here!

Isnt the sea city bug caused by maglevs? It gives a sea city a maglev tile imp under the city so it thinks its a land city? Like it gives land cities roads underneath at the start of the game. They just made a mistake and gave sea cities maglevs instead of undersea tunnels.

Or am i thinking of something else...

Martin Gühmann is offline Martin Gühmann
Emperor
Berlin, Germany
Mar 2001
time: 06:24
Post  Old Post 28-12-2002 18:57 Visit Martin Gühmann's homepage!
Edit/Delete Message Reply w/Quote
#15 Report this post to a moderator
Get a bigger avatar today!

quote:
Originally posted by Maquiladora
Isnt the sea city bug caused by maglevs? It gives a sea city a maglev tile imp under the city so it thinks its a land city? Like it gives land cities roads underneath at the start of the game. They just made a mistake and gave sea cities maglevs instead of undersea tunnels.

Or am i thinking of something else...


No the undersea tunnels are the problem. Every tile that has an undersea tunnel has also the abilty that land units can move on it so for the game these tiles are land tiles first. You can see it on the mini map if you switch off the display of terrain types.

-Martin

Maquiladora is offline Maquiladora
Emperor

Jun 2001
time: 05:24
  Old Post 28-12-2002 19:25 Visit Maquiladora's homepage!
Edit/Delete Message Reply w/Quote
#16 Report this post to a moderator
Put an end to popups!

Ah okay i thought it was something like that. So sea cities get undersea tunnels underneath right? So what happens if you take out undersea tunnels from the game altogether? Unless its hardcoded in sea cities, i would guess this has been tried...

Martin Gühmann is offline Martin Gühmann
Emperor
Berlin, Germany
Mar 2001
time: 06:24
Post  Old Post 28-12-2002 22:07 Visit Martin Gühmann's homepage!
Edit/Delete Message Reply w/Quote
#17 Report this post to a moderator
Support Apolyton, buy Galactic Civilizations

You can remove undersea tunnels then you have the correct sprite but then something is missing, you cannot use tunnels to connect your udersea cities and I am not shure if you can then build land units in sea cities or put some of them into the sea city.

-Martin

Pedrunn is offline Pedrunn
King
of Natal, Brazil
Jul 2001
time: 02:24
  Old Post 29-12-2002 03:13
Edit/Delete Message Reply w/Quote
#18 Report this post to a moderator
Tired of ads?

Martin, I ran a quick test with unmodded CTP2 and i do believe the problem is still related to the ages.

I created a sea engineer through the city editor settled a sea city. Then i granted my city with nano assembly and ultrapressured machinery and the city was still ok. The bug happened when i granted myself with others advances reaching the Diamond age.

Martin Gühmann is offline Martin Gühmann
Emperor
Berlin, Germany
Mar 2001
time: 06:24
Post  Old Post 29-12-2002 04:00 Visit Martin Gühmann's homepage!
Edit/Delete Message Reply w/Quote
#19 Report this post to a moderator
Support Apolyton or Terrorists Win

quote:
Originally posted by Pedrunn
Martin, I ran a quick test with unmodded CTP2 and i do believe the problem is still related to the ages.

I created a sea engineer through the city editor settled a sea city. Then i granted my city with nano assembly and ultrapressured machinery and the city was still ok. The bug happened when i granted myself with others advances reaching the Diamond age.


It is not age related you forgot doing one thing: You have add a pop to the city if you gave yourself nano assembly.

So do another experiment place a sea city on the terrain while you are in genetic age but still without nano assembly the city has the right style add a pop and the city will keep its style now use the cheat editor to place a undersea tunnel on the city tile now add a pop again and you will see the difference.

-Martin

Tamerlin is offline Tamerlin
King
Toulouse (South-western France)
Apr 2002
time: 06:24
  Old Post 31-12-2002 21:21
Edit/Delete Message Reply w/Quote
#20 Report this post to a moderator
Support Apolyton or Terrorists Win

quote:
Originally posted by Martin Gühmann To figure this out you could start a new game using original game from ModSwapper and put some cities on the sea and you should see how the sea cities should look. Then give youself the enabling advance for Sea Cities and Undersea Tunnels and look what happens, if the style does not change just add a pop to the city and you should see that the city looks like a land city, don't use Cradle, ApolytonPack or CityMod2 as your basic mod I added for every style seperate sea city graphics definations for the early ages unfortunatly they are equal to the land definitions.


Thanks for your reply Martin and sorry for the delay of mine. I suppose I have to use the cheat menue to achieve the manipulations you are speaking of, I have never tinkered with it but it must be fun to test things using this cheat menue. As I will certainly have a strong headache tomorrow ( ) it will certainly be more funny to discover the "sea city" bug rather than trying to devise a strategy for an ongoing CtP2 game...

Last edited by Tamerlin on 31-12-2002 at 21:27

Zaphod Beeblebrox is offline Zaphod Beeblebrox
King
aachen, germany
Aug 1999
time: 05:24
  Old Post 04-01-2003 19:12
Edit/Delete Message Reply w/Quote
#21 Report this post to a moderator
Remove this text

well, actually i wish both attacker and defender could retreat (though with extra losses/damages to your units of course, its never good to show your backside to the enemy, even if running very fast) and of course the ai should be able to use it.
retreat can be very usefull if you have 2 big stacks and the opponent has one big or even bigger stack on a tile with high defense bonus and/or more sophisticated units. and i don't think it is an unrealistic way to weaken an enemy with one army and then bring in fresh ones to take them out. but of course it should be avaiable for everyone and the ai should know how to use that.

Tamerlin is offline Tamerlin
King
Toulouse (South-western France)
Apr 2002
time: 06:24
  Old Post 04-01-2003 20:10
Edit/Delete Message Reply w/Quote
#22 Report this post to a moderator
Support Apolyton, buy GURPS/ Alpha Centauri

quote:
Originally posted by Zaphod Beeblebrox
well, actually i wish both attacker and defender could retreat (though with extra losses/damages to your units of course, its never good to show your backside to the enemy, even if running very fast) and of course the ai should be able to use it.
retreat can be very usefull if you have 2 big stacks and the opponent has one big or even bigger stack on a tile with high defense bonus and/or more sophisticated units. and i don't think it is an unrealistic way to weaken an enemy with one army and then bring in fresh ones to take them out. but of course it should be avaiable for everyone and the ai should know how to use that.


In my own opinion retreat is a way to reduce the casualties when you know you are losing a battle. In reality, probing and harassing the ennemy forces is accomplished by special light units like scouts.

In my own opinion once again, retreat should be a way to reduce the number of units lost in a battle when you are caught by surprise by the ennemy, when you face a greater number of unit than what you were expecting, when you face a better organized opponent (a better mix of offensive, flanking and ranged units) or a technologically superior army... In CtP2, and in many other Civ like game, there are few means to undermine an ennemy force before you launch your assault. In CtP2 it is rather hard to retreat in the middle of the fight as combat is resolved in a few seconds, only spies allow you to study your ennemies before attacking.

Pedrunn is offline Pedrunn
King
of Natal, Brazil
Jul 2001
time: 02:24
  Old Post 09-01-2003 20:49
Edit/Delete Message Reply w/Quote
#23 Report this post to a moderator
Support Apolyton, buy Civilization: The Boardgame

I have tested the sea city bug. And seem like the enable advance for the sea engineer has nothing to do with the problem. The whole problem is with the enabling advance for the Undersea Tunnels (not just the TI but any TI with the combination of the "MoveCost" flag and a "terrain" flag with a sea terrain.

Therefore i have made a alfa testing of a fix for it. And it worked.

And i do believe i can fix this infamous sea city bug using fake terrains!!!

I will do some more futher testing I hope to have this fix by tomorrow. Or even today if the DG chat doesnt take long

Maquiladora is offline Maquiladora
Emperor

Jun 2001
time: 05:24
  Old Post 09-01-2003 20:55 Visit Maquiladora's homepage!
Edit/Delete Message Reply w/Quote
#24 Report this post to a moderator
Lose 30 kilos (of popups)

I thought it was possible to fix all along okay well i hoped...

Myrddin is offline Myrddin
Warlord
Aberystwyth
Jun 2001
time: 05:24
  Old Post 11-01-2003 03:17
Edit/Delete Message Reply w/Quote
#25 Report this post to a moderator
Increase Your PM Length

The most useful (and realistic) use of retreat is in city assults

A bombardment stack can be used to reduce the strength of defenders while careful use of attack and retreat will kill off defending units while only slightly weakening your assult force - so on say the 3rd or fourth assult you can sack the city

SMIFFGIG is offline SMIFFGIG
Prince
Great Britain
Jul 2002
time: 05:24
  Old Post 11-01-2003 05:58 Visit SMIFFGIG's homepage!
Edit/Delete Message Reply w/Quote
#26 Report this post to a moderator
Full PM-box? Change here!

Fair enough, i can see what your saying that could be a very cool aspect of the game

But the fact that the AI is unable to in anyway use retrate let alone use it tactically and for scout missions etc makes it and overwhelming advantage to the Human

James

Martin the Dane is offline Martin the Dane
Prince
Aarhus, Denmark
Feb 2000
time: 06:24
  Old Post 18-02-2003 22:19 Visit Martin the Dane's homepage!
Edit/Delete Message Reply w/Quote
#27 Report this post to a moderator
Support Apolyton, buy Call to Power 2

Pedrunn,

How did it go with your fix for the sea city bug?

I just noticed a pequliar bug with city sprites. When I entered the modern age I suddenly had a mirage of the old citysprite hanging in midair over my now modern cities.

Take a look at this image to se what I mean.

Attachment: cityspritebug.jpg
This has been downloaded 44 time(s).

Martin Gühmann is offline Martin Gühmann
Emperor
Berlin, Germany
Mar 2001
time: 06:24
Post  Old Post 19-02-2003 17:47 Visit Martin Gühmann's homepage!
Edit/Delete Message Reply w/Quote
#28 Report this post to a moderator
Support Apolyton or Terrorists Win

quote:
Originally posted by Martin the Dane
How did it go with your fix for the sea city bug?


The sea city sprite bug I don't think Pedrunn did any progress but of course he has to answer the question. Unfortunatly I don't think it is possible to fix it without using fake terrain, unfortunatly fake terrain is a lot of work and the solution might not be perfect. I think the best solution would be to get the source code or hack the ctp2.exe to fix everything properly.

quote:
Originally posted by Martin the Dane
I just noticed a pequliar bug with city sprites. When I entered the modern age I suddenly had a mirage of the old citysprite hanging in midair over my now modern cities.


For me the city looks fine, actual the castle looks like standing on the ground as it should be and as I made it. I thought it would be more interesting for the player to have the style theme also present in higher ages.

-Martin

Pedrunn is offline Pedrunn
King
of Natal, Brazil
Jul 2001
time: 02:24
  Old Post 24-02-2003 02:58
Edit/Delete Message Reply w/Quote
#29 Report this post to a moderator
Support Apolyton, buy Call to Power 2

Dont mind this post

Last edited by Pedrunn on 24-02-2003 at 03:13

Pedrunn is offline Pedrunn
King
of Natal, Brazil
Jul 2001
time: 02:24
  Old Post 24-02-2003 20:01
Edit/Delete Message Reply w/Quote
#30 Report this post to a moderator
Support Apolyton

quote:
Originally posted by Martin the Dane
How did it go with your fix for the sea city bug?


The democracy game made my head absent from modding. But i have mangead a fix already. Not perfect but it does fixes.

Check out here

  < Last Thread     Next Thread > Post New Thread     Post A Reply
All times are GMT. The time now is 05:24.
Apolyton Time is 00:24.
    top of page
Rate This Thread:
archivepost
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 0.0667 seconds (93.35% PHP - 6.65% MySQL) with 31 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