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Moderator
Berlin, Germany
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Mar 2001 time: 01:18
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Previous Threads:
PROJECT: Playtest
PROJECT: Playtest II
PROJECT: Playtest Thread III
PROJECT: Playtest (the 4th Thread)
PROJECT: Playtest (Thread No. 5)
Mini-FAQ
General playtest info / questions:
#1 Do I need any additional files to make the playtest work?
IF it is a build created with the .NET compiler. Therefore you need the .NET runtime environment to run the *.exe.
If you dont already have it it is avalaible at windows update or here.
Or at least you need those two dlls if you don't want to install the .NET runtime.
#2 How do I make a mod work with these playtest versions?
Although not all have been tested thoroughly, most mods should work with this playtest version without any changes. If you suffer any difficulties please post about them.
#3 Do I need to install the official Activision patch before this playtest version?
It makes no difference whether you do or not. So it is just a waste of time.
#4 How should I report a bug?
Include as much relevant information as you can. If possible explain how to replicate the problem. If appropriate, attaching a screenshot or a savegame is helpful. If the bug involves a crash to desktop, then it is helpful to include the crash log. You can enable crash logging by editing your userprofile.txt (in [Your CTP2 directory]\ctp2_program\ctp\) to set EnableLogs=Yes. The log can then be found at [Your CTP2 directory]\ctp2_program\ctp\logs\crash.txt.
#5 When will a new playtest verson be released?
When a code monkey feels like it . This will usually be either when some serious bug is fixed, or enough minor fixes have piled up that need to be tested. If you want to test some recent change, you can post here to request a new playtest build and they will try to oblige you.
#6 When will a new playtest thread be posted?
When the old thread is full meaning it has reached or has exceeded the 500 post limit.
#7 How do I refer to a certain version?
You refer to a playtest by posting data or by date of compilation of the executable, you can find the date on the opening screen of the playtest. For instance our first playtest is dated from December the 9th 2003 or in other words it is playtest from 2003-09-12. In the latest playtest readme files we also included the code revision number, so you can also this.
#8 Why did you not use version numbers like Activision did?
We decided that we don't give them a version number until we reimplemented all of the useful features of Activision's v.1.1. Unfortunately there are still a few features missing from the patch. Therefore we haven't yet assigned a version like v.1.2 or v1.3. Well something above 1.2 or 1.3 would be more appropiate since we have been adding much more new features and fixes than the patch added. - Well let's see if this ever happens. 
LATEST PLAYTEST: October 8th 2008
It is time for a new thead since the last one has reached the 500 post limit and it is time again for a new playtest, too. In the meantime we have made it it to revision 866 of Apolyton Edition Playtest of CTP2. 
All you need is is the following file and follow the instructions in its readme:
Edit: Updated link
Here is the latest revision 907:
quote:
A new version of the Apolyton Edition is ready for testing and playing. It is featuring a new way to upgrade units, an improved AI and a flicker bug fix.
If you want to upgrade units there is now an extra button on the unit order button bank, on the status bar you can see: How many units you can upgrade in the active army. How many units you could upgrade if you had the gold to do it. And the total number of units in the army. Furthermore, you see the gold you need to upgrade all the units you can upgrade and the gold you would need to upgrade all units in the army.
Various fixes have been added to the AI. In addition, the basic AI unit to goal assignment algorithm was redesigned. So that the AI now checks first whether it has enough units for sieging a city, instead of assigning and moving units to a city with canceling the goal if it figures out later that it does not has enough units. Also the AI unit rally algorithm has been redesigned so that the AI can group its units before it sieges cities.
A very nasty bug was a flickering of the tile highlight square that is painted around the tile on that the mouse pointer points. Such flickering draws your attention to it, even if nothing of interest is there, this is very tiring, but now it is removed so that you can play longer without getting tired.
Here is the download link.
And here is the list of changes from the readme:
code:
2008-10-08 (Revision 907)
Fixed: The tile highlight square at the mouse pointing position does not not
blink anymore. In general, blinking items draw attention even if
there is nothing important. In that case it was blinking always at
the of the GUI repainting speed, which just makes the player tired.
Fixed: The AI now uses the right settle city bounding rectangle for settling.
Changed: The AI only considers a city in its goal assignment as unexplored if
no tile improvement is visible. That is the same way as a human player
behaves, since if he sees a tile improvement without a city then he
concludes it must be in the dark.
Added: Extra upgrade command for the order button bank. The upgrade command
has to be enabled before the game start from special rules screen.
The upgrade command button is only visible if an army is active
that contains an upgradable unit.
Fixed: The AI does rebuild its capitol if it has lost its capitol.
Fixed: The ration, workday, and wages sliders now add happiness, even if
the overall slider happiness is positive. This behavior is the
expected one, even if the programmers capped the total increase,
originally.
Changed: Cities are now watchful for seven turns like in Cradle, so that
slavers go more to other cities.
Changed: If the AI build for offense it builds city walls first. Makes its
defense stronger and protects from slavery.
Fixed: Slaves do not go to cities if those cities are at the population
maximum.
Fixed: Slave raid failure message now displays the target city correctly.
Fixed: Slavers do not go to cities with walls.
Fixed: The AI does not consider boats with cargo as defenders although
the cargo cannot defend. (e.g. Slavers)
Changed: Cleaned up various AI code files to improve code reliability and
speed.
Fixed: The game does not crash anymore if a new civilization has the same
player number that was used by a civilization killed previously.
Fixed: A crash while the game checked whether a unit can settle.
Changed: Instead of moving units first to a goal and then canceling the goal
if it has not enough units when the units were already moved, it now
does not send its units to those goals at all.
Changed: The AI now considers all goals on the base of nearby units.
Changed: The AI uses an algorithm for rallying troops that works.
Fixed: Slavers now go to cities with at least to population points.
Fixed: Some problems in multiplayer, but not all.
Changed: Some settings in goods.txt and DiffDB.txt for the Apolyton Edition Mod.
Fixed: A crash with missing population assignment data.
Fixed: The AI can now settle more than one city per turn.
Fixed: A potential crash in the char window.
Fixed: A bug caused by adding new civilisations during the game.
Fixed: The AI strategy is restored after a game reload, this fixes the AI's
settling behavior for instance.
Fixed: A bug that makes the game crash if a unit is killed after a reload
before it had its turn.
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Last edited by Martin Gühmann on 18-10-2008 at 23:14
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Moderator
Berlin, Germany
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Mar 2001 time: 01:18
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quote: Originally posted by Maquiladora
I got the error below (pic) when settling a city the first time. |
Cool, isn't it, this way we get all those events called with invalid arguments, especially useful in slic debugging. If it is getting to annoying you can also disable it, look under advanced settings for the option right below slic debugging. It's the slic event debug option. Well in that case I think the problem is not so serious, but for the Grouping one I have to look harder. Oh and please keep up posting those error messages.
quote: Originally posted by Maquiladora
Also what is up with the pop-up when the game starts about religion? "Zoroaster is preaching in our lands..." or something, should these changes be in the unmodified game? |
Well for that you have to ask E. Especially since the stuff isn't finished, yet.
-Martin
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Emperor
Monterrey, Mexico
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Jun 2001 time: 18:18
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quote: Originally posted by Martin Gühmann
If it is getting to annoying you can also disable it, look under advanced settings for the option right below slic debugging. It's the slic event debug option. Well in that case I think the problem is not so serious, but for the Grouping one I have to look harder. Oh and please keep up posting those error messages. |
I disabled "DebugSlicEvents" which is around the centre of the list, which stopped the pop-up when building a city.
I'm getting a problem in PBEM though. The first time I build a city the pop-up comes up (or not when disabled) and the game appears to freeze, although I can move the cursor in the game. This doesn't happen in single player though.
EDIT: Actually the freeze appears to be related to the religion pop-up in-game. Anytime I get the religion pop-up at the start and when I build the first city the game freezes (except for the cursor), when I don't get the religion pop-up then city building is fine (apart from the debuc slic event pop-up on the desktop).
Last edited by Maquiladora on 19-11-2007 at 03:08
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Chieftain
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Nov 2003 time: 00:18
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I updated to the new build 826.
The save game is now unplayable because of the error "Maquiladora" posted. If I click "yes" the same box pops up 4-8 times, then I can open the game but then all the tiles are black but I can see the units. And if I try to do anything the error returns and sometimes there is a complete crash.
oh yes, this is a saved game, saved from build 812.
Thank you for your work, looking forward to the first version (non beta).
Version 2007-11-19
0x7d6210c8 [__onexitbegin + 0x7cc5d710]
0x7d623a8e [__onexitbegin + 0x7cc600d6]
0x7d62377d [__onexitbegin + 0x7cc5fdc5]
0x77bbd08c [__onexitbegin + 0x771f96d4]
0x0040217d [??2@YAPAXI@Z + 0xd]
0x005252b5 [?BuildSaveList@GameFile@@SAPAV?$PointerList@VGameInfo@@@@W4C3SAVEDIR@@@Z + 0x235]
0x00715d5d [?SetType@LoadSaveWindow@@QAEXI@Z + 0x1fd]
0x0071278b [?loadsavescreen_displayMyWindow@@YAHI@Z + 0x3b]
0x00722142 [? optionwarningscreen_but1Press@@YAXPAVaui_Control@@
IIPAX@Z + 0x52]
0x0064491b [? MouseLDropInside@aui_Button@@MAEXPAUaui_MouseEvent
@@@Z + 0xdb]
0x006c79b8 [? MouseLDropInside@ctp2_Button@@UAEXPAUaui_MouseEven
t@@@Z + 0x18]
0x00666fd5 [? MouseDispatch@aui_Region@@QAEXPAUaui_MouseEvent@@H
@Z + 0x2c5]
0x006654c5 [?HandleMouseEvent@aui_Region@@QAE?AW4AUI_ERRCODE@@PAUaui_MouseEvent@@H@Z + 0x115]
0x00665438 [?HandleMouseEvent@aui_Region@@QAE?AW4AUI_ERRCODE@@PAUaui_MouseEvent@@H@Z + 0x88]
0x00674379 [?HandleMouseEvents@aui_UI@@QAE?AW4AUI_ERRCODE@@HPAUaui_MouseEvent@@@Z + 0x99]
0x006749b3 [?Process@aui_UI@@UAE?AW4AUI_ERRCODE@@XZ + 0x23]
0x0040c1cf [?ProcessUI@CivApp@@AAEHIAAI@Z + 0x19f]
0x0040c56b [?Process@CivApp@@QAEHXZ + 0x11b]
0x00406fa4 [?CivMain@@YGHPAUHINSTANCE__@@0PADH@Z + 0x394]
0x00406a05 [WinMain@16 + 0x65]
0x007fd91c [WinMainCRTStartup + 0x134]
0x7d4e7d2a [__onexitbegin + 0x7cb24372]
Attachment: autosave-teitur.rar
This has been downloaded 2 time(s).
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Chieftain
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Nov 2003 time: 00:18
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I disabled slic (DebugSlicEvents=No) and the game seems to run, I still get these errors sometimes but its ok.
But after the update I don’t get the text in messages in the "MSGS" window between "Unit" and "Title". only icons and a single word "Diamond" and "Foolish" in another.
Can the game be run in a window (to get screenshots)?
What is SLIC?
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Moderator
Berlin, Germany
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Mar 2001 time: 01:18
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quote: Originally posted by Tamerlin
I haven't played for a long time and I am far from being up to date about the various modifications made to the original game. |
Of course some of them include some translation works, str_loc.txt needs some more entries for new units, civilizations and goods.
-Martin
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Chieftain
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Nov 2003 time: 00:18
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I will try to RTFM from now on.
Sorry about that
Got a crash while playing. Not much to say.
I belive the icon for trade embargo is missing from the diplomacy screen..?
Version 2007-11-19
0x007d3384 [?Prioritize_Goals@Scheduler@@QAE_NXZ + 0x114]
0x007d2b48 [?Process_Goal_Changes@Scheduler@@QAE?AW4TIME_SLICE_STATE@1@XZ + 0x138]
0x007eed00 [?GEVHookCallback@CtpAi_BeginSchedulerEvent@@EAE? AW4GAME_EVENT_HOOK_DISPOSITION@@W4GAME_EVENT@@PAVG
ameEventArgList@@@Z + 0x70]
0x0057a7a7 [?Activate@GameEventHook@@QBE?AW4GAME_EVENT_ERR@@PAVGameEventArgList@@HAAH@Z + 0x37]
0x0057b168 [?ActivateHook@GameEventManager@@QAE? AW4GAME_EVENT_ERR@@W4GAME_EVENT@@PAVGameEventArgLi
st@@HAAH@Z + 0x28]
0x0057928d [?Process@GameEvent@@QAE?AW4GAME_EVENT_ERR@@XZ + 0x2d]
0x0040c61f [?Process@CivApp@@QAEHXZ + 0x1cf]
0x00406fa4 [?CivMain@@YGHPAUHINSTANCE__@@0PADH@Z + 0x394]
0x00406a05 [WinMain@16 + 0x65]
0x007fd91c [WinMainCRTStartup + 0x134]
0x7d4e7d2a [__onexitbegin + 0x7cb24372]
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Chieftain
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Nov 2003 time: 00:18
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I get a crash every time I end this turn.
No problems until now with the new build.
http://apolyton.net/upload/view.php...Amer-1475AD.rar
Version 2007-11-19
0x007dc297 [?Set_Can_Be_Executed@Goal@@QAEXAB_N@Z + 0x17]
0x007d3402 [?Prioritize_Goals@Scheduler@@QAE_NXZ + 0x192]
0x007d2b48 [?Process_Goal_Changes@Scheduler@@QAE?AW4TIME_SLICE_STATE@1@XZ + 0x138]
0x007eed00 [?GEVHookCallback@CtpAi_BeginSchedulerEvent@@EAE? AW4GAME_EVENT_HOOK_DISPOSITION@@W4GAME_EVENT@@PAVG
ameEventArgList@@@Z + 0x70]
0x0057a7a7 [?Activate@GameEventHook@@QBE?AW4GAME_EVENT_ERR@@PAVGameEventArgList@@HAAH@Z + 0x37]
0x0057b168 [?ActivateHook@GameEventManager@@QAE? AW4GAME_EVENT_ERR@@W4GAME_EVENT@@PAVGameEventArgLi
st@@HAAH@Z + 0x28]
0x0057928d [?Process@GameEvent@@QAE?AW4GAME_EVENT_ERR@@XZ + 0x2d]
0x0040c61f [?Process@CivApp@@QAEHXZ + 0x1cf]
0x00406fa4 [?CivMain@@YGHPAUHINSTANCE__@@0PADH@Z + 0x394]
0x00406a05 [WinMain@16 + 0x65]
0x007fd91c [WinMainCRTStartup + 0x134]
0x7d4e7d2a [__onexitbegin + 0x7cb24372]
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Chieftain
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Nov 2003 time: 00:18
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Uninstalled and installed clean, installed build 826.
Then I could play past the turn in the save game I posted last. But after about one or sometimes two turns the game crashes with this error.
Version 2007-11-19
0x007d9479 [?Get_Invalid@CTPGoal@@UBE_NXZ + 0x149]
0x007d894b [?Get_Totally_Complete@CTPGoal@@UBE_NXZ + 0x2b]
0x007d3387 [?Prioritize_Goals@Scheduler@@QAE_NXZ + 0x117]
0x007d2b48 [?Process_Goal_Changes@Scheduler@@QAE?AW4TIME_SLICE_STATE@1@XZ + 0x138]
0x007eed00 [?GEVHookCallback@CtpAi_BeginSchedulerEvent@@EAE? AW4GAME_EVENT_HOOK_DISPOSITION@@W4GAME_EVENT@@PAVG
ameEventArgList@@@Z + 0x70]
0x0057a7a7 [?Activate@GameEventHook@@QBE?AW4GAME_EVENT_ERR@@PAVGameEventArgList@@HAAH@Z + 0x37]
0x0057b168 [?ActivateHook@GameEventManager@@QAE? AW4GAME_EVENT_ERR@@W4GAME_EVENT@@PAVGameEventArgLi
st@@HAAH@Z + 0x28]
0x0057928d [?Process@GameEvent@@QAE?AW4GAME_EVENT_ERR@@XZ + 0x2d]
0x0040c61f [?Process@CivApp@@QAEHXZ + 0x1cf]
0x00406fa4 [?CivMain@@YGHPAUHINSTANCE__@@0PADH@Z + 0x394]
0x00406a05 [WinMain@16 + 0x65]
0x007fd91c [WinMainCRTStartup + 0x134]
0x7d4e7d2a [__onexitbegin + 0x7cb24372]
And
Version 2007-11-19
0x00650ed8 [?Unload@?$aui_Resource@Vaui_Image@@@@QAE?AW4AUI_ERRCODE@@PAVaui_Image@@@Z + 0x28]
0x00650018 [?ExchangeImage@aui_ImageList@@QAEXHHPBD@Z + 0x88]
0x006464ae [?ExchangeImage@aui_Control@@QAEXHHPBD@Z + 0x1e]
0x006d5c2e [?UpdateBuildItem@CityControlPanel@@AAEXXZ + 0x29e]
0x006d5578 [?Update@CityControlPanel@@QAEXXZ + 0x8]
0x00405e01 [?ui_CheckForScroll@@YA_NXZ + 0x41]
0x0040c10b [?ProcessUI@CivApp@@AAEHIAAI@Z + 0xdb]
0x0040c56b [?Process@CivApp@@QAEHXZ + 0x11b]
0x00406fa4 [?CivMain@@YGHPAUHINSTANCE__@@0PADH@Z + 0x394]
0x00406a05 [WinMain@16 + 0x65]
0x007fd91c [WinMainCRTStartup + 0x134]
0x7d4e7d2a [__onexitbegin + 0x7cb24372]
Last edited by cue on 22-11-2007 at 23:37
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Emperor
Monterrey, Mexico
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Jun 2001 time: 18:18
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quote: Originally posted by E
yeah the freeze is relate dto the popup. its with the flag:
NeedsFeatToBuild
if you replace it with:
NeedsAnyPlayerFeatToBuild
it works better
but i definetely need to move the techs into the classical period |
I assume you mean only in wonder.txt? I changed those there and I can now build cities fine, but whenever I click on those wonder names in the build manager the game drops to the desktop with an "index out of bounds 0" error, and some other errors I don't have time to look into fixing.
I suggest this not be in the next build (except as a mod) because I can't test PBEM without fixing this first. If something goes wrong then I don't know if it's related to this or not.
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Chieftain
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Nov 2003 time: 00:18
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Can anyone please give me a workaround or something so I can play?
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Prince
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Jun 2003 time: 00:18
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Had the same problems as cue with the new playtest.
While waiting have been giving Medieval Packed 2 a try.
Have been going back to some of the work in the past.
I can see how much more the playtest updates have improved the game.The playtest AI is not prone to declare war for no reason.Expands faster and is a better empire builder.
Some things might be good to tweak like DiplomacyText file.Alert the AI to changes in how we are playing-militay safety event(tweak numbers)will see units move on its border and other factors as well.Make the AI smarter in diplomatic deals.
Some miner tweaks to Startegies and Goals files and that would round things off.Have been researching and comparing mods.Small changes seem to work best.
Some side notes: has anyone had the AI make a embassy with them or other AI,s.? Was wondering if the AI was able to make higher diplomatic deals.
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Martin Gühmann
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