[TOT] The Test Of Time Patch Project

...I have the most recent version of TOTPP installed, i.e. 0.14. and have the game folder installed on 'C:\Sid Meier's Civilization Chronicles'.
Let me know if you require further information.

Hi TNO,

As a follow up test, to see if it made a difference, I rolled back to version 0.13.1 of TOTPP and now when I build a unit, either in Bitterfrost or my project, it gets homed properly to the city in question.

EDIT:
I seem to have found another issue where when I decide to 'BUY' a city improvement, the cost does not get subtracted from my treasury (while still on version 0.131 of TOTPP).

To double check, I rolled back to the original patched version of Civilization ToT (no TOPP installed) and when I 'BUY' a city improvement the cost does get subtracted from my treasury.
 
All triggers are currently described in the "migrating events to lua" document (need to get back to that documentation thread ;) ). That's all there is for now, though this would be a good addition.

Thanks for the info! That addition would definitely be part of my christmas wish list. :)
And I actually hope it would not be that difficult to implement ...

If it can be combined with a "Set" option for the terrain improvement flag awesome stuff might be possible :D

Well, the problem lies in the bindings with the game, you can write as much lua code as you want, but I'll have to supply the interface with the game. I guess it depends on what you mean by "extensions". You could write a utility library in lua that provides higher level functions on top of the civ library (just like the civlua library), and use it in scenarios.

I see, thats what I guessed ...
I would have hoped that it might be possible to e.g. code a key-pressed trigger, but the more I think about the less likely that sounds (I guess it will require some kind of interaction with the game, if only so as not to interfere with actual commands or something) ...
Well, I'll see if I can get around to preparing some basic events which might be useful in a library. :)


PS: Oh, btw, one more question about the battle-triggers: Please correct me if I got something wrong, but is it possible to get information on the attacking and the victorious unit separately? e.g. Attacking phalanx was defeated by defending warrior should trigger something other than attacking warrior defeating defending phalanx? In the macro language there was an "defender only" trigger bit, right? Does this already exist and I simply overlooked it?
 
Hi TNO,

I was playing Curt's new Bitterfrost scenario this weekend when I started noticing as well that all the units I was building were homed to NONE. At first, I thought maybe Curt had somehow done this on purpose and was planning on asking him how he did it.

But having read ElderDarkDragon's thread and your feedback that this might be a bug, I decided to run a quick test on my own ongoing project and see that I'm encountering the same issue (I haven't begun the testing phase yet, so that's why I didn't see the problem before now).

I have the most recent version of TOTPP installed, i.e. 0.14. and have the game folder installed on 'C:\Sid Meier's Civilization Chronicles'.

Let me know if you require further information.
I am seeing this issue in my games as well, with ToTPP 0.14. Both me and AI tribes have this issue.

Edit: I don't know if anyone else figured it out yet, but it seems to be tied to the new @Cosmic2 parameter for AI fixes, BarbUnitSupport. Setting it to 1 fixes the issue. :)
 
Quote:
Originally Posted by McMonkey View Post
Once you first run ToTPP launcher you should find the following .ini file in your main Test of Time folder:


Interesting. I found the file, which opens with notebook, but in my directory it has no ini. suffix. So these settings are loaded when you start the ToT program? Does this mean that if you substituted a different one that had the settings of the scenario you wanted to play, you wouldn't have to manually reset ToTPP each time? Sorry, please be patient while I catch up.

If each scenario made with the Patch included the correct ini. file for that scenario, you could back up the one being used in your main directory and install it. We might even make a bat. program to switch them, with each scenario's ini. file having it's own code to be entered when switching.

We are having a discussion over at Scenario League about simplifying switching of scenarios between ToTPP scenarios with different settings and those with none. Can we switch settings by simply switching the ToTPP ini. file?
 
Here's a fix for the unit homing bug in 0.14.

Release 0.14.1:

  • Fixed a bug in the AI tweaks patch where produced units weren't assigned the correct home city.
As always, detailed information about the patches is available in the launcher. For an overview of all patches, as well as installation instructions & requirements, see the included README.txt. Happy gaming! :)
 

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I seem to have found another issue where when I decide to 'BUY' a city improvement, the cost does not get subtracted from my treasury (while still on version 0.131 of TOTPP).

I cannot reproduce this one. Improvement costs are subtracted correctly as far as I can see. Any idea of the patch that causes this issue? Or if you could send me your saved game and your TOTPP.ini, I could have another look at it.

Oh, btw, one more question about the battle-triggers: Please correct me if I got something wrong, but is it possible to get information on the attacking and the victorious unit separately? e.g. Attacking phalanx was defeated by defending warrior should trigger something other than attacking warrior defeating defending phalanx? In the macro language there was an "defender only" trigger bit, right? Does this already exist and I simply overlooked it?

Looks like I missed that flag. I'll add it.

We are having a discussion over at Scenario League about simplifying switching of scenarios between ToTPP scenarios with different settings and those with none. Can we switch settings by simply switching the ToTPP ini. file?

Yes, all patch configuration from the launcher and the TOTPP settings menu is saved in TOTPP.ini. You can switch settings by distributing that file.
 
Tech,
I'm just posting this reply for anyone else wondering about file extensions:

With regards to the .ini file extension, you can view these by going to a folder, clicking Organize > Folder and Search Options > View > Un-check: Hide extensions for known file types. I leave this option permanently un-checked so I can see exactly what file type I'm looking at.
 
@TNO:
Another request: Is it possible to influence the random events when entering a hut in a way that some units can't appear as allies? Maybe it's easier to just cancel that ally option for all fighting units (and therefore only settlers can appear as a friendly unit)?
Because some units appear in these random events as enemies as well as allies. And that's something I'd like to turn off: barbarian units shouldn't help you, but still appear as enemies.
 
I was just pondering that maybe we could do without extra civs if unit ownership could be switched via events. Or even cities. For example to have only axis, allies & neutral civs in a WW2 scenario and flip unit type/ city ownership beteen sides instead of having numerous civs.
 
Here's a fix for the unit homing bug in 0.14.
Release 0.14.1:
  • Fixed a bug in the AI tweaks patch where produced units weren't assigned the correct home city.


  • Hi TNO,

    I tested version 0.14.1 on 3 different scenarios (my "A House Divided", 'Vietnam" and Curt's "Bitterforst") and confirm that the homing unit bug has been resolved.

    I also retested the city improvement issue I reported a little more thoroughly and it no longer appears to be an problem. When you are in the city screen and buy the improvement the treasury does not get immediately subtracted, it is only when you exit the screen and perform another action (move a unit for example) that the subtraction occurs. I can't recall if this was always the case or not. Perhaps other players can confirm if this was so.
 
I finally got around to play with lua a bit (mostly console) - and I'm as stunned as I expected to be ...

Like: Finally I can control which cities the barbarians control at start of game!!!
civ.captureCity(civ.getCity(0),civ.getTribe(0))
or even:
civ.createCity(civ.getTribe(0), civ.getTile(12,64,0))

Barbarian founded cities :D:D:D:D:D
Awesome. How I could have created scenarios without lua I honestly don't know anymore. ;)


Anyway, one additional point concerning triggers (ok two, I really would love to see a "key pressed" trigger ;) ):
Its definitely not high prio, but would it be possible to add a flag to the parameters of "onNegotiations", which indicates if the call comes from an actual negotiation start of just from opening the foreign minister window?
I thought about implementing some version of "eternal alliance" - you can break it and all, but once you meet up again face to face everyone realizes it's the best thing to reestablish it (talker.treaties[listener] = .whatever.). And I think it would give a better sense of the whole issue if you have to actually "meet up" before text windows and the whole magic start.
 
Oh, and another question, concerning the interface to cities - is it possible to implement access to the number of happy / unhappy / specialist citizens? (and if so, is access to the "very unhappy" black citizens possible too? I could not find them in the save game format by Catfish, so perhaps they are computed dynamically as needed?)

I'm thinking - insurrections of unhappy citizens would be a very cool addition to a scenario I'm pondering (like, each turn, all cities are iterated and checked for the number of unhappies or so). :)
 
An important error I noticed today, TNO.

I was trying to open a save file made with TOTPP in CivCity Utility, and then
realised I cannot open it, as CivCity thinks the file is corrupted...Error confirmed.

This means CivCity cannot be used to edit savegames, in preparation for Scn files.
CC allows us to tweak AI cities, assign barbarian ownership, trade lanes or build lists.

Without the ability to use CC, my ToTPP scenario-creation efforts are rendered useless.
Essentially, I cannot create any advanced work, while using ToTPP, this cannot do! :)

I am wondering if there is anything that can be done to fix this problem?
I've have included a copy of CivCity (A simple little util) on this post for your reference.

PS
Another breakthrough would be to make CivCity run in 64-bit systems without the chaos of virtual environments...
 

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PS
Another breakthrough would be to make CivCity run in 64-bit systems without the chaos of virtual environments...


Thats part of made me stop CivCity long before ToT actually (long time I thought it actually was ToT which created the problems) ...

This means CivCity cannot be used to edit savegames, in preparation for Scn files.
CC allows us to tweak AI cities, assign barbarian ownership, trade lanes or build lists.

Any way to make tools work again is of course the best approach - it's really a bother to have your workflow broken down. :(

I don't have a quick solution for the last two items (except change of player and manually setting them - rather tedious with large maps?) - but the first two, those can be done quite easy-peasy with the lua console (see eg the two code fragments in my post above for barbarian ownership - either true barbarian founded or conquered).
And if its a question of applying the same settings to several cities, by using iterators you can simply loop over all and be done with it.

Though that of course also depends on what tweaks you usually apply ...
Hope that the tool can be made to work again too!
 
One thing I just remembered about using CivCity, is that when I assign specific trade resources, it will lose those resources when I load the game and click on that city's icon in the city screen to let the computer decide which tiles it works on.

So if my city originally supplied Gold, Oil, Uranium, and I use CC to make it supply Hides, Wine, Fur instead, it will revert back to supplying Gold, Oil, Uranium if I click on the city's icon in the city screen.

Has anyone else experienced this?
 
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