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Topic: my small contribution to CTP2 - fixmod |  |
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kaan Chieftain Denmark Mar 2001
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posted March 25, 2001 09:29
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FixMod v1.05 also available for ModSwapper List of fixes: - The AI rarely cleaned up pollution even if it was ecotopian, bug fixed. - Sea city sprites bug partial fix, diamond age disabled (it was too ugly anyway). this will be updated soon. - Mayors (and the AI) don't use entertainers to cure unhappiness, fixed like described in ../../Forum47/HTML/000063.html?2 by Richard. - Increased the number of special units the AI will build like suggested in DiploMod. - Increased the AI time slice mostly like suggested by MarkG in ../../Forum44/HTML/000082.html?20 - No warning when someone begins building Aristotles Lyceum, fixed as described in ../../Forum44/HTML/000282.html?1 by Locutus. re fixed (i made an error the first time). - Tank can enter cargo helicopter bug fixed as described in ../../Forum44/HTML/000120.html?3 by Rebel Rick. - Fixed some city names for the Vikings, specially Stavanger that appeared twice. - Hotseat and PBEM buttons enabled, warning: no human-human diplomacy support. ../../Forum46/HTML/000011.html?25 by Mr Ogre. - Leviathan enabled by unified physics bug fixed, now enabled by plasma weaponry as stated in Great Library. - Wonder that gives building in all cities doesn't remove building from build list, bug fixed, in addition all building of that kind are sold. - Tile improvements fixed, in scenario editor the terrain types were all shown as farms and when water tile improvement build the wrong construction tile was shown. by Martin Gühmann. - Hospital didn't add to max city size, bug fixed. - Granary and Food silo only protected from starvation for 2 and 5 turns, bug fixed, now protects for 5 and 10 turns as stated in Great Library. - Sea cities could build buildings from before the modern age, bug fixed. it can be found here http://kaan.subnet.dk/ klaus kaan
[This message has been edited by kaan (edited April 09, 2001).]
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Martin Gühmann Warlord Berlin, Germany Mar 2001
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posted March 25, 2001 11:53
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Hi Kaan,I want to download this mod but the link doesn't work for me. I wonder how you fixed the sea style bug. I tried it also, it works fine for me til the diamond age. In the diamond age the sea cities start using the land sprites again. I noticed that there are buttons in the cheat editor which allows you to put cities of three different city styles on the map. But the icons of these buttons are missing. Although I added two city styles there were only three buttons. I know how to add buttons for units terrains and tile improvements, but not for city styles. -Martin |
kaan Chieftain Denmark Mar 2001
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posted March 25, 2001 12:52
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strange, i just tested the download again and it works fine for me ??? what browser are you using?anyway just send a mail to klaus@kaan.dk and ill mail it to you. the sea city fix involves that i changed all tech age 5 to 4, and then you never go into the diamand age ;-) just the same but without the ugly city graphics of the diamand age and the sea sprites still work :-) klaus kaan |
kaan Chieftain Denmark Mar 2001
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posted March 25, 2001 15:51
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hi folks{snipped} [This message has been edited by kaan (edited April 04, 2001).] |
Immortal Wombat Prince Charles has big ears Dec 2000
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posted March 26, 2001 12:36
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I can't reach either site (using IE5 btw)Sounds good though, all those small things no-one can be bothered to do individually.  How about making the production for forests up to 15 or 20 as well, cos 5 production - that is annoying. |
Martin Gühmann Warlord Berlin, Germany Mar 2001
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posted March 26, 2001 14:07
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Now I tried both links with Netscape 4.5, Netscape6 and ME5, but the link doesn't work on one of these browsers. But it is odd, because I tried the second link eight hours ago and it works!?-Martin |
kaan Chieftain Denmark Mar 2001
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posted March 26, 2001 16:00
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hmmm, thats very odd. the homepage is on my own server and it has been very reliable until now. well since it was me who set it up i could have made an error ;-) try http://kaan.subnet.dk/ and if that doesnt work ill get myself one of em free homepages with all sorts of annoying banners ;-) for now i will email the file to anyone who send me a mail asking for it. klaus@kaan.dkbtw im currently having my first experience programming slic, the goal is to remove that silly bug with internet wonder and computer centers still being build, when done it should work for all that type of wonders. here is what it does for now: HandleEvent(BeginTurn) 'WonderLookup' post { int_t i; int_t inetplayer; city_t tmpCity; inetPlayer = WonderOwner(WonderDB(WONDER_INTERNET)); if(inetPlayer != -1) { //remove computer center from inetPlayer buildlists for( i = 0 ; i < PlayerCityCount(inetPlayer); i = i + 1 ){ GetCityByIndex(inetPlayer, i, tmpCity); KillBuildingFromBuildList(tmpCity, BuildingDB(IMPROVE_COMPUTER_CENTER)); } } } as you can see it identifies the player that owns the wonder (if any) each turn and then procedes to remove all computer centers from the build lists of all cities the player own. it works for human players and AI alike. i could really use a couple of tips on how to prevent computer center from appearing on the build lists at all. but as it is now it should still prove usefull, i hate going trough all my build lists and manually removing buildings when i build such a wonder. klaus kaan [This message has been edited by kaan (edited March 28, 2001).] |
MarkG Apolyton CS Co-Administrator Macedonia, Greece b.02-15-99
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posted March 26, 2001 16:13
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kaan, please send your file to omnigod to post it in the ctp2 db |
kaan Chieftain Denmark Mar 2001
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posted March 26, 2001 16:58
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good idea, ill do that.about the forest only giving 5 production, i think it sounds wierd too but it is a question of game balance the way it has been made. ill give it some thought. |
kaan Chieftain Denmark Mar 2001
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posted March 27, 2001 10:15
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the file is now available for download in the files section on apolyton -> ctp2if anyone has any other ideas for fixes that should be made, or just fixes that i havent seen in the forums then please tell me :-) |
David Murray Warlord
Dec 2000
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posted March 27, 2001 12:35
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Sounds good, except for the bit about the AI almost never "cleaning up pollution". I don't know if anyone else concurs with me on this, but that hardly sounds like a "bug fix". Actually, it sounds rather stupid. |
kaan Chieftain Denmark Mar 2001
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posted March 27, 2001 13:52
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i was wondering about why i never saw the AI clean up black spots until i found this section in strategies.txt // TERRAIN IMPROVEMENTS // percent of production to put into public works/materials PublicWorksPercent 30 // rounds to wait before fixing roads TimeToFixRoads 10 // rounds to wait before fixing polluted tiles TimeToFixPollution 20 // stored PW must exceed cost to fix + threshold FixPollutionThreshold 2000 this was under the "default" section so i looked further and found sections for other personality types, these were: BARBARIAN SCIENTIST MILITARIST ECONOMIC ECOTOPIAN DIPLOMATIC the Barbarian look to be ok with a setting of PublicWorksPercent 0 but all the others were just like the default !!! this smells of unfinished work from activision, i mean the militarist spots a black tile in his area, leaves it for 20 turn and then waits until he just happens to have 2000 PW + cost to fix before doing something about it, that could be ok, but for the ecotopian to do the same is pure insanity. most people in these forums recognise that bad AI programming in CTP2 is a bug, this is an example of just that.
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Martin Gühmann Warlord Berlin, Germany Mar 2001
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posted March 27, 2001 14:25
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I noticed that the genetic and diamond citywalls Of CTP1 are not used in the game, although the graphics are in the gtsetXXX.til.Another bug this the not using of graphics for unfinished tileimprovements. CTP1 used for tileimprovements under construction different graphics these graphics are still in the game but not used. Some pieces of information can be found in ../../Forum48/HTML/000159.html?15 but we aren't at the end of this topic. And there is an third fix idea I posted already in this threat: The buttons in ceat editor for citystyles doesn't have an icon and I don't know how to add a botton. -Martin
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David Murray Warlord
Dec 2000
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posted March 27, 2001 14:31
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Please excuse me for my ignorance...but I don't like the idea that the AI would almost never clean up pollute tiles. That's suicide. |
kaan Chieftain Denmark Mar 2001
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posted March 27, 2001 14:39
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Thats why i fixed it David ;-)Martin, that sounds very interesting, ill look into it and se what i can do. |
David Murray Warlord
Dec 2000
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posted March 27, 2001 17:01
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Double-whammy--I got the whole wrong idea and I also misspelled "polluted" in my last post...very sorry Kaan...but you should maybe reword "the AI hardly ever cleans up pollution" to..."the AI will now clean up pollution" or something like that, so us simple folks don't get confused. ;-) [This message has been edited by David Murray (edited March 27, 2001).] |
Don Homer Settler Vancouver, BC, Canada Mar 2001
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posted March 27, 2001 23:24
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The only way I know of that gets the computer to clean up its pollution is this: I demanded that an AI player reduce its pollution levels. As usual, they refused. I threatened with an embargo. They refused. I embargoed them. Almost instantly, they came back and begged me to lift the embargo. I demanded that they reduce pollution to the same levels as I had asked earlier. They agreed. They also instantly terraformed every dead tile in their borders (to plains). So anyway, your mod sounds good. I'm downloading it now. |
kaan Chieftain Denmark Mar 2001
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posted March 28, 2001 15:16
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new dowload site http://kaan.subnet.dk/ now included in Fixmod 1.0 here is the description: how it should work: there are 4 wonders that give you a city improvement in all your cities. these are: Hagnia Sophia Internet National shield Central Matter Decompiler when you build (or take a city that has) one of these, all your improvements of that kind will be sold and you wont be able choose it in the build manager. however this will first happen in the turn after you get the wonder. (meaning: you build the damn thing, go to next turn and then the script kicks in) if you should somehow loose the wonder you will regain the right to build the city improvement. klaus kaan [This message has been edited by kaan (edited April 03, 2001).] |
alley_cat Chieftain Jerusalem, Israel Mar 2001
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posted March 30, 2001 15:54
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You could try to fix the problem about music not shuffelignand repeating itself (not always but most of the time). Don't know how to do that, but I figure you will find out. |
kaan Chieftain Denmark Mar 2001
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posted March 31, 2001 05:50
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Martin i tryed to fix the missing citystyle pics in scenarioeditor.ldl and i found the place where the list is created, but nowhere could i find where it was defined what pics go in it even for those who works, so eigther its in another file or its hardcoded, it would not make sence that its harcoded but it seems like it. does anyone know more about the UI coding? please respond if you do.ill look into that music bug, but its way down my priority list so dont expect a fix soon ;-) |
alley_cat Chieftain Jerusalem, Israel Mar 2001
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posted March 31, 2001 07:49
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quote:
 ill look into that music bug, but its way down my priority list so dont expect a fix soon ;-)
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But just tell me, I'm not the only one having this problem, right? And another thing - Will the fixmod be (or is) compatible with the Med Pack? I'm working on the Med Pack and intend to use it as my default gaming platform in CTP2, and I think many more will move to it as soon as version 1.0 will come out. Maybe you should talk with Wes about it... ------------------ Let people hear what they want to hear [This message has been edited by alley_cat (edited March 31, 2001).]
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Martin Gühmann Warlord Berlin, Germany Mar 2001
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posted April 01, 2001 15:57
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For my button problem in cheateditor I took a look into the ctp2.exe. For the file citystyle.txt should be there something defined like Icon or DefaultIcon, but there is only defined AgeStyle nothing else. I think to define these citystyle buttons there must be an icon reffering to the uniticon.txt defined. But there is no icon and it is nut in the ctp2.exe at the prper place, either.For second suggestion I tried to fix the not interim stages used bug of tileimprovements. In the tileimp.txt there are three ConstructionTiles for every tileimprovement only the second one of three is used. If I disable one of the second one of two is used. Therefore I disabled two than the one that is left is be used. I was only able to to give the ocean tileimprovement the correct graphic. I also noticed that in CTP1 was an construction sound if you build an tileimprovement. In CTP2 it is missing. The ctp2.exe doesn't contain a sound line for the tileimp.txt. -Martin |
kaan Chieftain Denmark Mar 2001
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posted April 02, 2001 18:41
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for all of you: try the new Fixmod version 1.0alley_cat: i doubt that Fixmod will be compatible with Medmod, mostly because (as i found out too late) it deals with most of the problems fixed by Fixmod in some way or the other. I will however continue with Fixmod, both as a foundation for other mods and for players who wants to play CTP2 "vanilla flavour" without some of the most irritating bugs. Martin: how did you look in ctp2.exe ???? what kind of information can be found there??? this has some very interesting perspectives!!! |
Martin Gühmann Warlord Berlin, Germany Mar 2001
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posted April 03, 2001 04:34
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I used edit++ for the job. You can find every value there that can be used the *.txt and *.ldl files and may be other in text files. I also started a list that will contain every value sorted by text files where the single value can be used. But I copied only the stuff to the list there is no documentation about it.Now we can use every unused value for example: In CTP1 the was a wonder called AI-ENTITY it makes every citizien content. Therefore you was able to reduce the pays and rations to a minium and the work day to a maxium without causing any unhappyness. That was the the first part of the wonder effect it can be done in CTP2 without using slic just add the line AllCitiziensContent to this wonder. The second part of this wonder was that the wonder got sometimes a little bit rebellious. It was revolting separated from you Civ and took half of you cities with it. That effect was done by the line: WONDER_FLAG_BREAK_DOWN_CHANCE 0.03 35. This line does not work in CTP2, because there is no equivalent line in like BreakDownChance in the ctp2.exe. -Martin |
MrFun Prince United States, Iowa Nov 2000
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posted April 04, 2001 23:40
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I tried playing Call to Power II with the FixMod, but I get an error message that says that a text regarding withdrawal agreement is missing on line 53 in the withdrawal.slc itself. It does not allow me to start any game at all.What do I do to alleviate this problem? thanks |
kaan Chieftain Denmark Mar 2001
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posted April 05, 2001 02:00
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what FixMod version is it? what DiploMod version do you use?did you install diplomod before fixmod or after? i suggest you install the latest version of DiploMod from apolyton file section and then the Latest version of Fixmod from http://kaan.subnet.dk - klaus [This message has been edited by kaan (edited April 05, 2001).] |
MrFun Prince United States, Iowa Nov 2000
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posted April 05, 2001 10:23
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I am using 1.2 version now.But guess what - I recently reinstalled the game, and so I went to reinstall the Activision patch. NOW I can start a game.  |
kaan Chieftain Denmark Mar 2001
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posted April 05, 2001 12:39
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that is good to hear, please tell me what you think of FixMod when you have tested it |
herwin Settler Sunderland, UK Jan 2001
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posted April 07, 2001 11:53
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There appears to be a fence-post error associated with Wonder.txt. Kick off a game, create a city, and look at the wonders available to see what I mean. It soon leads to a crash. I think the fix for Aristotles Lyceum needs to be rethought.------------------
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kaan Chieftain Denmark Mar 2001
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posted April 07, 2001 12:35
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sorry i thought i fixed that, the ok version is on my homepage. kaan.subnet.dk |
Martin Gühmann Warlord Berlin, Germany Mar 2001
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posted April 07, 2001 12:44
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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 |
herwin Settler Sunderland, UK Jan 2001
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posted April 07, 2001 16:13
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I'll try the one on the home page. There's no error message--the fake wonder shows up as buildable, and shortly after, the game crashes. |
Steph Chieftain Mazamet, France Dec 2000
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posted April 08, 2001 04:46
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How did you solve the ocean city sprite bug? |
herwin Settler Sunderland, UK Jan 2001
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posted April 08, 2001 04:52
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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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Martin Gühmann Warlord Berlin, Germany Mar 2001
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posted April 08, 2001 05:38
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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 |
kaan Chieftain Denmark Mar 2001
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posted April 08, 2001 06:40
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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 |
Steph Chieftain Mazamet, France Dec 2000
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posted April 08, 2001 10:22
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I can't understand how the sea cities work. With my games, it didn't work even before diamond age. |
Martin Gühmann Warlord Berlin, Germany Mar 2001
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posted April 08, 2001 11:20
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Now here is the link about the sea colonies: ../../Forum35/HTML/000988.html?23 |
herwin Settler Sunderland, UK Jan 2001
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posted April 08, 2001 14:47
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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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kaan Chieftain Denmark Mar 2001
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posted April 08, 2001 17:38
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thanks herwinill look into it right away and see what i can do :-) -klaus |