April 8, 2001, 00:35
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#31
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Prince
Local Time: 09:59
Local Date: October 31, 2010
Join Date: Mar 2001
Location: Aarhus
Posts: 333
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sorry i thought i fixed that, the ok version is on my homepage.
kaan.subnet.dk
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April 8, 2001, 00:44
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#32
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Super Moderator
Local Time: 11:59
Local Date: October 31, 2010
Join Date: Mar 2001
Location: Tübingen, Germany
Posts: 6,206
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I only know that there are some strange effects if you use an unmodded old savegame the ZERO_IGNORED wonder can be build for example, but it shouldn't appear in the list.
To give you more help I need the complete error messange.
-Martin
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April 8, 2001, 04:46
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#33
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Chieftain
Local Time: 09:59
Local Date: October 31, 2010
Join Date: Dec 2000
Location: Mazamet, France
Posts: 32
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How did you solve the ocean city sprite bug?
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April 8, 2001, 04:52
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#34
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Settler
Local Time: 09:59
Local Date: October 31, 2010
Join Date: Jan 2001
Location: Sunderland, UK
Posts: 9
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I've tried it. The wonders code and wonders.txt file are still hosed up and causing crashes, but the rest seems to work fairly well. With the wonders stuff out, I can restore old games, too. I expected there to be a problem with Pop.txt, but nothing has been seen yet.
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April 8, 2001, 05:38
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#35
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Super Moderator
Local Time: 11:59
Local Date: October 31, 2010
Join Date: Mar 2001
Location: Tübingen, Germany
Posts: 6,206
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I think the problem are your old savegames they are incompartible with Fixmod. I tried on myself to implement an additional wonder and an additional advance and I had problems with old savegames. The wonder appear in the list, I couldn't discover the advance the advanced. The next effect is that if you build the first wonder of the list the game will only realize that the first wonder is build, not Arestoteles Lyeuceum, that is after fix mod the second wonder. If you built the second wonder in an unmodded save game it will become Arestoteles Lyeuceum after Fixmod.
-Martin
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April 8, 2001, 06:40
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#36
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Prince
Local Time: 09:59
Local Date: October 31, 2010
Join Date: Mar 2001
Location: Aarhus
Posts: 333
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Steph: if you look at post number 1, 2 and 3 in this thread you will get your answer.
herwin:
i need to know the following:
what mods do you have installed? (all of them including version numbers)
what patch version are you using?
the problem is that i can no longer replicate your errors, especially the crash problem, i have never seen that even at my girlfriens computer, she is using a version that has that problem and she has almost played trough a whole game now without any crashes.
Martin:
you are right about the save games, they wont work.
the morale here is: if you install or upgrade FixMod be prepared to start a new game, because you cannot use your old saves.
-klaus
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April 8, 2001, 10:22
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#37
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Chieftain
Local Time: 09:59
Local Date: October 31, 2010
Join Date: Dec 2000
Location: Mazamet, France
Posts: 32
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I can't understand how the sea cities work. With my games, it didn't work even before diamond age.
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April 8, 2001, 11:20
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#38
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Super Moderator
Local Time: 11:59
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Join Date: Mar 2001
Location: Tübingen, Germany
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April 8, 2001, 14:47
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#39
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Settler
Local Time: 09:59
Local Date: October 31, 2010
Join Date: Jan 2001
Location: Sunderland, UK
Posts: 9
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Additional test results: the cure for unhappiness has a problem. It results in none of the specialists generating food/production/etc.
Hotseat and PBEM are hosed--you only need to play for a while to crash bad.
Patches: ctp2v11.zip, dale_diplomod33.zip, FixMod105.zip.
Hardware: Macintosh PowerBook G3 400 Bronze Keyboard running Virtual PC 4.0.1/simulating Windows 98 running on a Intel Pentium III/64 MB real RAM allocated of 128 available. All Mac extensions disabled except those required to interface to a DVD drive. Yes, I know it's a Mac, but it's running a hardware simulation of a standard Pentium III with standard chips and peripherals. This package is usually _less_ flaky than your consumer PC.
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April 8, 2001, 17:38
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#40
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Prince
Local Time: 09:59
Local Date: October 31, 2010
Join Date: Mar 2001
Location: Aarhus
Posts: 333
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thanks herwin
ill look into it right away and see what i can do :-)
-klaus
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April 8, 2001, 18:36
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#41
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Emperor
Local Time: 19:59
Local Date: October 31, 2010
Join Date: Dec 2000
Posts: 3,944
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Herwin:
Have you used the fixes I posted for Diplomod 3.3? If not that version has potential bugs in it depending on the situation. If you didn't use the fixes I posted use 3.4 from the DB.
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Rommell to a sub-commander outside Tobruk: "Those Australians are in there somewhere. But where? Let's advance and wait till they shoot, then shoot back."
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April 9, 2001, 09:38
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#42
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Settler
Local Time: 09:59
Local Date: October 31, 2010
Join Date: Jan 2001
Location: Sunderland, UK
Posts: 9
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I grabbed 3.4, and I'm moving ahead with the experiment.
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April 9, 2001, 15:05
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#43
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Settler
Local Time: 09:59
Local Date: October 31, 2010
Join Date: Jan 2001
Location: Sunderland, UK
Posts: 9
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Two 'fix' technologies popped up in the window of technologies available for research and then the game crashed.
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April 9, 2001, 15:55
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#44
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Prince
Local Time: 09:59
Local Date: October 31, 2010
Join Date: Mar 2001
Location: Aarhus
Posts: 333
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what was the year ?
did you just finish hagnia sophia ?
as im am now reviewing all the changes again it could take some time before a stable version is out.
-klaus
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April 12, 2001, 14:50
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#45
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Super Moderator
Local Time: 11:59
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Join Date: Mar 2001
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I took a look into Fixmod 1.05 and there are also some problems with the last bugfix. For example aqueducts aren't now available for sea cities the effect is that sea cities can't reach the maximum citysize of land cities. That changes the rules of the game. The higher citysize buildings are available for for seacities. I think this bugfix should be something for a real mod, because the aqueducts must be replaced for not changing the rhules for example by a desalination plaint. But there is a second problem with the buildings. Most of the acient buildings that do something against unhappiness are disabled. For example the arena an acient varity of a stadion or the theater also modern cities have theaters. That is my critism of this bugfix in general. I think that was or is not a real bug that was fixed. In the first moment it seem unlogical that aqueducts can be build in sea cities, but aqueducts are only acient water pipes.
Another thing is that are acient buildings are prerequisites for modern units. And these prerequisites are not removed, the effect is that seacities can't build the buildings that aren't ancient ones.
-Martin
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April 13, 2001, 07:16
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#46
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Prince
Local Time: 09:59
Local Date: October 31, 2010
Join Date: Mar 2001
Location: Aarhus
Posts: 333
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I was wondering when someone would raise that question :-)
I have given it a lot of thought, and I know that I am changing the rules of the
game, but I also changed the rules when I fixed the hospital building.
the big question here is:
Is the result of the change how Activision really intended ctp2 to be?
In case of the hospital it is easy to determine because the great library
clearly states that hospital increase max city size, therefore it must be an
error when it doesn't.
The reason why I started to look at this at all was that in ctp1 sea cities
worked quite differently, here is what ctp1 great library has to say.
quote:
A Sea Colony works like a city, but it is submerged beneath the water.
Only Sea Engineers can build a Sea Colony. Sea Colonies cannot build Airports
or any pre-Modern Age improvements. Only Marines, Storm Marines and Swarm
can unload into a Sea Colony guarded by enemy units.
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Now ctp2 is not ctp1 so the changes could be intentional, here is what ctp2
great library has to say.
quote:
Built exclusively by Sea Engineer units, Sea Colonies are Cities on the floor
of the ocean. They have all the same aspects of traditional land Cities,
except they cannot build any pre-Modern Age Improvements.
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Since ctp2 sea cities can't build Airports by default I think that they want
the same functionality from sea cities in ctp2, but that is what I think. Great
library clearly states that pre modern age buildings doesn't belong in sea
cities.
So I ask myself, is the result of the change how Activision really intended ctp2
to be? and the answer is: Yes.
Another thing, I did remove all the prerequisites needed for sea cities to be
able to build what they should be able to build and I don't consider this to be
a major change in the rules, for example: aqueduct is needed for arcologies,
aqueduct and arcologies are needed for aqua filter. if you remove aquaduct from
both then arcologies can be build when discovered (most land cities will have
aqueduct by then anyway, or at least aqueduct is cheaper to build first and
gives about the same bonuses) and aqua filter still needs arcologies to be build
(no change in gameplay).
-klaus
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April 13, 2001, 19:46
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#47
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Local Time: 03:59
Local Date: October 31, 2010
Join Date: Mar 2007
Location: Florence, Al., USA
Posts: 1,554
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One thing I noticed looking through the const.txt today. The GL is correct when it says that Granaries provide 5 turns starvation protection, and SIlos 10 turns. All cities have 3 turns of protection from the start due to a setting in the const.txt.
Interesting trying to figure out the Sea Cities, isn't it? I didn't like the Ctp1 setup, where the city had to be big before it could complete any of the modern improvements in any reasonable number of turns. Remember that sea cities in ctp2 begin with several ancient improvements to help remedy this problem.
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April 14, 2001, 11:23
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#48
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Prince
Local Time: 09:59
Local Date: October 31, 2010
Join Date: Mar 2001
Location: Aarhus
Posts: 333
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wes you are absolutely right about the granary/food silo problem, i must have had my head under my arm when i did that
Sea cities are a very annoying problem and im thinking of letting them go on as they are.
I cant find the ancient improvements you are talking about, could you give me a pointer?
-klaus
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April 15, 2001, 00:53
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#49
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Super Moderator
Local Time: 11:59
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Join Date: Mar 2001
Location: Tübingen, Germany
Posts: 6,206
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Klaus you are absolutely right about the airport. You can't build an airport at the floor of the ocean. But what is with the other improvements? The problem is that every Sea City should have the same aspects like traditional Land Cities, for me it means that a Sea City should react and behaves like a Land City. But you removed a lot of buildings for happiness, commerce and science. For example you removed arena, shrine and theater, that will cause a lot of trouble, because of unhappiness. An aspect of mods is to improve the game, to have more fun as without them (that's especially true for CTP2). Activision never finished CTP2, therefore it lies in our hands to do their work and we can now decide how Sea Colonies are really intended. There are two possibilities: On the one hand that is suggested by the Great Library or on the other hand the one how Sea Colonies now are with some changes about airports and forcefields. The first possibility will reduce the fun factor of your mod. The other possibility will make gamers enjoy your mod. You should rather fix the statement in the Great Library.
-Martin
PS: Here is a list of improvements that can't be built in Sea Colonies with Fixmod 1.05. Now we know it about which buildings we are talking:
Academy
Airport
Aqueduct
Arena
Ballista Towers
Bank
Basilica
Battlements
Bazaar
Brokerage
City Walls
Courthouse
Food Silo
Granary
Mill
Publishing House
Shrine
Theater
University
[This message has been edited by Martin Gühmann (edited April 15, 2001).]
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April 15, 2001, 19:28
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#50
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Local Time: 03:59
Local Date: October 31, 2010
Join Date: Mar 2007
Location: Florence, Al., USA
Posts: 1,554
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Look at the Sea settler entry in Units.txt. Here is the paste from the altered Medpack text.
SettleBuilding IMPROVE_COURTHOUSE
SettleBuilding IMPROVE_GRANARY
SettleBuilding IMPROVE_SHRINE
SettleBuilding IMPROVE_HARBOR
SettleBuilding IMPROVE_AQUEDUCT
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April 20, 2001, 11:17
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#51
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Settler
Local Time: 09:59
Local Date: October 31, 2010
Join Date: Apr 2001
Location: Scunthorpe,Northlincolnshire,England
Posts: 3
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kaun do you think you could make it so that in hotseat mode you could enablepeople to people diplomacy?
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April 24, 2001, 17:05
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#52
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Prince
Local Time: 09:59
Local Date: October 31, 2010
Join Date: Mar 2001
Location: Aarhus
Posts: 333
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hi folks
im sorry that i havent been able to answer any of your questions, or do any work on fixmod but i have been doing a lot of schoolwork lately and unfortunatly it isnt over yet.
i will check in from time to time but the projekt is still 4 more weeks.
-klaus
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June 15, 2001, 07:42
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#53
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Prince
Local Time: 09:59
Local Date: October 31, 2010
Join Date: Mar 2001
Location: Aarhus
Posts: 333
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