September 10, 2002, 14:04
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#151
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Chieftain
Local Time: 00:24
Local Date: November 1, 2010
Join Date: Aug 2002
Posts: 35
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I was having fun with the super apolyton mod and decided to start a new game, went to create my map and without warning the game crashes out on me! Not even an error message...how rude!
Can anyone help?
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September 11, 2002, 13:20
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#152
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Warlord
Local Time: 19:24
Local Date: October 31, 2010
Join Date: Dec 1999
Location: South Carolina
Posts: 196
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Quote:
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Originally posted by gigapimp3001
I was having fun with the super apolyton mod and decided to start a new game, went to create my map and without warning the game crashes out on me! Not even an error message...how rude!
Can anyone help?
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Quite rude indeed! I have been running many SAP (and SAP/GoodMod/UL Map) games over the past few months without any problem. I have achieved good success running CtP2 under Wiindows 2000 and Windows XP. I have noted (with many programs) that programs should be installed under the Administrator account (not an account with Administrator privilege) to ensure complete and proper installation. I do not know why this is so – it really doesn’t make much sense to me (remember that we are talking about a Microsoft product). But we have seen many programs not function properly until installed under the Administrator account. You may want to try this with CtP2.
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September 22, 2002, 02:24
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#153
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Prince
Local Time: 12:24
Local Date: November 1, 2010
Join Date: Apr 1999
Location: Christchurch, New Zealand
Posts: 952
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Queueing after a wonder bug?
Well, I had been building a wonder and only had a few turns to finish. Queued afterwards was a couple of standard buildings. However, I suddenly got a message that that wonder had just been built by someone else. "Oh well", I thought, "I'll change to another wonder". But what happened? I never had a chance. It had automatically taken the next building in the queue and built it and all the remaining production was lost!
Does this "bug" happen in every mod? Has anyone fixed it? Or is the moral of the story to not have anything else queued after a wonder except maybe another wonder?
Sorry if this has been already mentioned elsewhere but this is a very long thread and I don't want to plow through every post.
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Avoid COLONY RUSH on Galactic Civlizations II (both DL & DA) with my Slow Start Mod.
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September 22, 2002, 06:21
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#154
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Prince
Local Time: 01:24
Local Date: November 1, 2010
Join Date: Jul 2002
Location: San Francisco, CA
Posts: 848
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IIRC when you get a message that someone else has built the wonder you can´t change the buildqueu anymore anyway. If there´s nothing in the queu, you´ll loose all saved up production. You have to change to antoher wonder when you get the message that the other one will soon finish his work.
Could be wrong on this though.
Related to this, what´s the penalty for switching something being built? I think I saw 25% somewhere but I´m in doubt if there actually is a penalty.
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September 22, 2002, 11:52
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#155
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Warlord
Local Time: 18:24
Local Date: October 31, 2010
Join Date: May 2002
Posts: 108
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Thats correct, it's not a bug, just the way the game plays. Once you get the warning that another CIV is about ready to finish a Wonder, you have 2 or 3 turns to take action. I usually place a second Wonder in the the building que, or if one is not available, I place whatever takes the maximum number of turns to complete, thereby minimizing my losses. If you place nothing else in the que, you lose the entire amount invested in the Wonder.
There used to be a penalty for changing an item that was in process of being built (either in CTP1 or CIV2), but that is not the case in CTP2
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September 22, 2002, 11:56
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#156
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Warlord
Local Time: 18:24
Local Date: October 31, 2010
Join Date: May 2002
Posts: 108
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Also, if the Wonder is one you really want, you can "Rush Buy" it, assuming you have enough gold, but you need to make that choice in the same turn that you get the warning. If you do this, then the AI is the one that loses all it's accumulated production invested in that Wonder.
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September 22, 2002, 14:16
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#157
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Deity
Local Time: 17:24
Local Date: October 31, 2010
Join Date: Dec 2000
Location: Baron of Sealand residing in SF, CA
Posts: 12,344
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I concur, there is no penalty for switching items in your build queue.
But it does suck when the AI grabs the Wonder out from under you!
__________________
____________________________
"One day if I do go to heaven, I'm going to do what every San Franciscan does who goes to heaven - I'll look around and say, 'It ain't bad, but it ain't San Francisco.'" - Herb Caen, 1996
"If God, as they say, is homophobic, I wouldn't worship that God." - Archbishop Desmond Tutu
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September 23, 2002, 06:51
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#158
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Prince
Local Time: 01:24
Local Date: November 1, 2010
Join Date: Jul 2002
Location: San Francisco, CA
Posts: 848
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Can we reintroduce such a penalty with slic somehow? I can't think of a way to change stored production in the cites...
In my opinion it doesn't make sense not to have it, however. - Oh well...
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September 23, 2002, 08:34
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#159
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Emperor
Local Time: 01:24
Local Date: November 1, 2010
Join Date: Jul 2001
Location: England
Posts: 3,826
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I think they took it out because although it was present in CTP you could get round it (as used in the rush buy switch cheat), and so they didn't bother anymore.
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September 23, 2002, 11:09
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#160
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Super Moderator
Local Time: 02:24
Local Date: November 1, 2010
Join Date: Mar 2001
Location: Tübingen, Germany
Posts: 6,206
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From the GM1_const.txt
Quote:
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CHANGE_CURRENTLY_BUILDING_ITEM_PENALTY 25 # what percent of the shields stored is lost if the current item is changed
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It is in this file. We don't know if they cut it on purpose or they hadn't the time to fix this.
-Martin
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Civ2 military advisor: "No complaints, Sir!"
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September 23, 2002, 23:54
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#161
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Prince
Local Time: 12:24
Local Date: November 1, 2010
Join Date: Apr 1999
Location: Christchurch, New Zealand
Posts: 952
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I didn't get any warning before the wonder had been built by someone else - they had just suddenly buuilt it though I was told when they began building it. I think it may be to do with the fact that I hadn't established an embassy with them. If so, then I think you get warned beforehand.
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Avoid COLONY RUSH on Galactic Civlizations II (both DL & DA) with my Slow Start Mod.
Finding Civ 4: Colonization too easy? Try my Ten Colonies challenge.
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September 24, 2002, 00:04
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#162
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Warlord
Local Time: 18:24
Local Date: October 31, 2010
Join Date: May 2002
Posts: 108
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Rusty Gamer,
No, you don't need dipolomatic relations to get the warning. About 2 or 3 turns before the AI complete a Wonder you should get a message indicating that they are about to finish. If not, there is something wrong with one of your files.
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September 24, 2002, 04:01
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#163
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Deity
Local Time: 02:24
Local Date: November 1, 2010
Join Date: Nov 1999
Location: De Hel van Enschede
Posts: 11,702
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Rusty,
They probably rush-bought the wonder. (Un)fortunately, two can play that game
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September 24, 2002, 16:24
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#164
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Super Moderator
Local Time: 02:24
Local Date: November 1, 2010
Join Date: Mar 2001
Location: Tübingen, Germany
Posts: 6,206
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Quote:
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Originally posted by Locutus
Rusty,
They probably rush-bought the wonder. (Un)fortunately, two can play that game
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Yeah they can do it. In one game I saw the AI starting to build a wonder and I thought I will win the race, because I already started the wonder enough turns ago. But then surprise surprise, the AI finished it a few turns later. No change.
-Martin
__________________
Civ2 military advisor: "No complaints, Sir!"
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September 24, 2002, 17:30
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#165
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Settler
Local Time: 18:24
Local Date: October 31, 2010
Join Date: Sep 2002
Posts: 23
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---I have never been very good at any of the Call to Power games. More specifically, I suck. I am a Civilization player attempting to play CTP. Anyway, I used to scrape by on the moderate difficulty levels, but never liked any of the CTP games because of the poor balance and AI.
---Well, I downloaded this mod and promptly had my arse handed to me. I dropped down to Easy level (not Beginner) and I can barely scrape by.
---I have a bug report. (note - I admit to not reading this entire HUGE thread, so if it's a known issue, I apologize) When playing in Beginner or Easy mode, the game sets the Gameplay Options defauly ON for the popup help windows that give tutorial advice. In fact, modifying the setting is not saved in the Save Game file, so you have to turn it off every time you load the game with this mod. Anyway, the game window minimizes (doesn't crash. =)) and I get an error, which I humbly beg your forgiveness for not actually writing down (and to think I do phone tech support for a living).
---At the same time, I think I'll read around the board a bit more for general gaming advice. I suck at CTP (1 and 2)
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September 24, 2002, 18:22
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#166
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Super Moderator
Local Time: 02:24
Local Date: November 1, 2010
Join Date: Mar 2001
Location: Tübingen, Germany
Posts: 6,206
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Quote:
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Originallyposted by Nosferum
---Well, I downloaded this mod and promptly had my arse handed to me. I dropped down to Easy level (not Beginner) and I can barely scrape by.
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Fine to hear you like it and have difficuilties  , Dale will be proud on his AI.
Quote:
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Originallyposted by Nosferum
---I have a bug report. (note - I admit to not reading this entire HUGE thread, so if it's a known issue, I apologize) When playing in Beginner or Easy mode, the game sets the Gameplay Options defauly ON for the popup help windows that give tutorial advice. In fact, modifying the setting is not saved in the Save Game file, so you have to turn it off every time you load the game with this mod. Anyway, the game window minimizes (doesn't crash. =)) and I get an error, which I humbly beg your forgiveness for not actually writing down (and to think I do phone tech support for a living).
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Yes that is a little annoying, but usually we don't encounter this, because we play on higher difficuilt levels. To make shure that you don't have to readjust it every time you can go to the userprofile.txt in ..\ctp2_program\ctp\ folder. Open this file with any editor of your choice e.g. notepad and find in it the line TutorialAdvice=Yes and change it to TutorialAdvice=Yes and enable the write protection of this file, to prevent the game from resetting it. Note if you do this all changes you make in game won't be saved like Enabling/Disabling Unit Animations, Good Animations, (Actual there is no button for this in the game so you can only enable this by modifying the userprofile.txt) and all the other animations, music settings... So if you want to change it within the game you have to disable the write protection of this file and check afterwards the game made the changes that it didn't change other stuff, too. Another case to disable the write protection is if you want to go up again with the difficuilt setting or if you change from any mod to Cradle.
Quote:
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Originallyposted by Nosferum
---At the same time, I think I'll read around the board a bit more for general gaming advice. I suck at CTP (1 and 2)
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Just play and get better.
-Martin
__________________
Civ2 military advisor: "No complaints, Sir!"
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September 25, 2002, 08:34
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#167
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Emperor
Local Time: 01:24
Local Date: November 1, 2010
Join Date: Jul 2001
Location: England
Posts: 3,826
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Quote:
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Originally posted by Martin Gühmann
Open this file with any editor of your choice e.g. notepad and find in it the line TutorialAdvice=Yes and change it to TutorialAdvice=Yes
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I assume you mean change it to TutorialAdvice=No
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September 25, 2002, 10:49
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#168
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Warlord
Local Time: 18:24
Local Date: October 31, 2010
Join Date: May 2002
Posts: 108
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Nosferum,
Hang in there and keep trying. I went through the same learning curve. I was an advid CIV2 player, and had some difficulting adjusting, but now I don't play CIV at all, it's just so tedious compared to CTP.
One approach that will bring you victory is to start out with about 4 or 5 of your own cities. Build them as fast as you can create Settlers. You don't need many defensive forces early in the game, so you can concentrate on expansion. Then have all of the cities turn out army units (usually a 50/50 mix of Archers and Hoplites). You don't need any building improvements initially. Place 2 Hoplites and 2 Archers in each city for defense, and then build up two stacks of 12 each army units and go hunting for the closest cities to take over.
Good luck
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September 25, 2002, 14:49
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#169
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Settler
Local Time: 18:24
Local Date: October 31, 2010
Join Date: Sep 2002
Posts: 23
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---I have an update. First, I should note that I've noticed that in the very first turns, as I move my second settler away (I usually place my first settler immediately) the second settler always moves back to within 1 square of my first city on it's own (default setting of auto-turn). I have to turn off "automatically end turns" for a while so I can dictate where my second settler goes. I assume he does that for safety.
---Anyway, I've noticed that, at least in the map I'm on now, there are no Goodie Huts-- none. I honestly can't remember if I had found any others during my other maps of this mod.
---Last night, without even reading this board, I tried a different approach. About 5 turns into the game, I changed my worker settings to have all my workers working longer hours (up to 10 per day, from 8). If the happiness dropped to 73% I raised their pay a notch. That, I believe, made all the difference in the world. I aggressively grew cities (the AI tends to place about 5-6 cities in close proxity, then stops growing). I was able to get 6 cities fown and lightly defended before I was attacked. While in this "growing" stage, I also often made slow-growing cities force one of their workers to become a Farmer specialist for a few turns. That would grow the city fast enough to more than make up for the initially slower production, also making room for the loss of population due to settler production.
---I've noted that with this mod, I am ALWAYS getting attacked. I suppose I'll figure out how to make friends, but I'm accustomed to Civ III's reputation system where the AI and good players rarely break deals. Here, the computer will ask me for a treaty and then attack me again within 2 turns.
---Anyway, either dumb luck or the productivity shift caused this windfall. I've been playing on the same map time and time again, to ensure I was receiving accurate test results. Rather then spend my days fending off America, I've totally wiped them out, giving me only one rather small disputed border.
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September 25, 2002, 17:28
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#170
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Super Moderator
Local Time: 02:24
Local Date: November 1, 2010
Join Date: Mar 2001
Location: Tübingen, Germany
Posts: 6,206
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Quote:
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Originally posted by Nosferum
I assume he does that for safety.
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No it is a bug in the AI frenzy code. I had this in my first Cradle game moving militias.
Quote:
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Originally posted by Nosferum
---Anyway, I've noticed that, at least in the map I'm on now, there are no Goodie Huts-- none. I honestly can't remember if I had found any others during my other maps of this mod.
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That is because you are playing on the beginner or easy levels of difficuilty, as the boni of the goody huts would help the AI. So you should play on medium if you want them.
Quote:
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Originally posted by Nosferum
---I've noted that with this mod, I am ALWAYS getting attacked. I suppose I'll figure out how to make friends, but I'm accustomed to Civ III's reputation system where the AI and good players rarely break deals. Here, the computer will ask me for a treaty and then attack me again within 2 turns.
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Yeh the AIs don't trust the human, because he will conquer them all in the end anyway.
-Martin
__________________
Civ2 military advisor: "No complaints, Sir!"
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September 25, 2002, 18:43
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#171
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King
Local Time: 02:24
Local Date: November 1, 2010
Join Date: Apr 2002
Location: Toulouse (South-western France)
Posts: 2,051
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Quote:
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Originally posted by Nosferum
...as I move my second settler away (I usually place my first settler immediately) the second settler always moves back to within 1 square of my first city on it's own (default setting of auto-turn).
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You can also try the "Immortal Wombat" trick (a safer method I'am now using), as soon as you have moved your settler put him asleep by clicking on the right icon in the unit menue located in the lower right corner of your screen. The next turn, he won't move automatically and you can give him a new order, put him again to sleep, etc.
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"Democracy is the worst form of government there is, except for all the others that have been tried." Sir Winston Churchill
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September 25, 2002, 19:45
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#172
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Emperor
Local Time: 10:24
Local Date: November 1, 2010
Join Date: Dec 2000
Posts: 3,944
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Or another trick I use, is when the AI's are having their turn, click on the settler. You'll start your turn with the settler selected, unmoved and ready to go.
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September 25, 2002, 20:07
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#173
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King
Local Time: 02:24
Local Date: November 1, 2010
Join Date: Apr 2002
Location: Toulouse (South-western France)
Posts: 2,051
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It sounds like a newbie's question but do I earn any gold bonus when another civilization is opening a trade route with one of my cities ?
Can the SAP or any other mod be modded in order to allow the human or AI player to accept or refuse the opening of a trade route (the fact it could give a gold bonus is important to bear in mind) ?
Ideally, a trade route should give a gold bonus to the two cities involved in the trade (perhaps a lower one for the second city), the human or AI should have the possibility to accept or refuse the deal (there are some civilization I don't want to give any Gold bonus) and its reputation should be modified accordingly (the reputation of the refusing civilization should suffer and it should be improved if the trade route is accepted).
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"Democracy is the worst form of government there is, except for all the others that have been tried." Sir Winston Churchill
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September 26, 2002, 06:45
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#174
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Prince
Local Time: 01:24
Local Date: November 1, 2010
Join Date: Jul 2002
Location: San Francisco, CA
Posts: 848
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You've got the embargo in your diplomatic options already and the AI sure won't like you if you use it. Don't know about the gold bonus...
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September 26, 2002, 07:50
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#175
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Super Moderator
Local Time: 02:24
Local Date: November 1, 2010
Join Date: Mar 2001
Location: Tübingen, Germany
Posts: 6,206
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Quote:
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Originally posted by mapfi
You've got the embargo in your diplomatic options already and the AI sure won't like you if you use it. Don't know about the gold bonus...
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I think you don't need to use the embargo option I think it is possible give you the option of accepting and rejecting the trade offer.
-Martin
__________________
Civ2 military advisor: "No complaints, Sir!"
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September 26, 2002, 13:17
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#176
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King
Local Time: 02:24
Local Date: November 1, 2010
Join Date: Apr 2002
Location: Toulouse (South-western France)
Posts: 2,051
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Quote:
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Originally posted by mapfi
You've got the embargo in your diplomatic options already and the AI sure won't like you if you use it. Don't know about the gold bonus...
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Thanks for the answer, You have reminded about the embargo which is something I forgot but I would prefer to be able to accept or refuse a trade route as soon as the AI is creating it. Moreover, I would like to earn some benefits.
__________________
"Democracy is the worst form of government there is, except for all the others that have been tried." Sir Winston Churchill
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December 16, 2002, 10:24
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#177
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King
Local Time: 21:24
Local Date: October 31, 2010
Join Date: Jul 2001
Location: of Natal, Brazil
Posts: 2,555
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Dale, do you think this little and untested code i wrote may solve the infamous apolyton crazy settler bug?
Code:
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int_t ArmyIsSelected;
HandleEvent(ArmySelected) 'EnableAutomaticMoves' post {
ArmyIsSelected = 1;
}
HandleEvent(BeginTurn) 'DisableAutomaticMoves' pre {
ArmyIsSelected = 0;
}
HandleEvent(MovePathOrder) 'PedrunnsCrazySettlerFix' pre {
int_t i;
int_t unitNum;
unit_t tmpUnit;
if(ArmyIsValid(army[0])
&& GetCurrentRound() < 10) {
unitNum = GetUnitsAtLocation(army[0].location);
for (i = 0; i < unitNum; i = i + 1){
GetUnitFromArmy(army[0], i, tmpUnit);
if(tmpUnit.type == UnitDB(UNIT_SETTLER)
&& ArmyIsSelected == 0) {
return STOP;
}
}
}
} |
__________________
"Kill a man and you are a murder.
Kill thousands and you are a conquer.
Kill all and you are a God!"
-Jean Rostand
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December 16, 2002, 11:47
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#178
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Prince
Local Time: 01:24
Local Date: November 1, 2010
Join Date: Dec 2000
Location: in perpetuity
Posts: 4,962
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Add a Disable Function after 2 cities have been founded.
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Concrete, Abstract, or Squoingy?
"I don't believe in giving scripting languages because the only additional power they give users is the power to create bugs." - Mike Breitkreutz, Firaxis
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December 16, 2002, 17:36
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#179
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Warlord
Local Time: 18:24
Local Date: October 31, 2010
Join Date: May 2002
Posts: 108
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I thought I posted this yesterday, but I don't see it, so will ask again.
I am re-downloading all my CTP2 patches and mods, as I was getting too many crashes in my Cradle and Medeival mod games. When I try to use the Apolyton patch, I get a bunch of SLIC error messages during loading of the program. I remember having this problem the first time I downloaded this patch, but don't recall how I fixed it. I tried "re-load SLIC", but that made no change. What am I doing wrong?
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December 16, 2002, 17:40
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#180
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King
Local Time: 21:24
Local Date: October 31, 2010
Join Date: Jul 2001
Location: of Natal, Brazil
Posts: 2,555
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UserProfile.txt
Is Debugslic=No? It should be
__________________
"Kill a man and you are a murder.
Kill thousands and you are a conquer.
Kill all and you are a God!"
-Jean Rostand
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