I have vague memories of someone reporting that they stop getting the foreign civ wonder messages. I can write Lua code to compensate for that. I haven't heard of civs stopping research. However, back when I was playing standard Civ II games, it was pretty common for some tribes to fall behind in research. Have they actually set their science rate to 0, or are they just falling behind?Had a problem with ToT in that it stopped announcing when other civs started wonders, then a couple other bugs started to crop up. No biggie, found another game to play.
Now the new game is done, so back to ToT. found a directory of program files on my NAS and an uncorrupted ISO that won't run startup - of course.
SO, Windows 10. Current patch levels. Running TOTPP 18.4. BUT, when I run a map size over 10,922 - some civs stop researching at all.
I'm hoping this, by any chance, is a known bug or issue with a known fix?
10. "KEY" CIV
There is a mechanism in the game called the KeyCiv that tries to adjust a player's beaker costs as the gap in techs between players grows larger. A brilliant player called Samson discovered that your KeyCiv is based on cross-referencing your PowerRating with the colors of the Player List.
Here are the two lists:
#1/White=Pathetic
#2/Green=Weak
#3/Blue(dark)=Inadequate
#4/Yellow=Moderate
#5/Cyan(light blue)=Strong
#6/Orange=Mighty
#7/Purple=Supreme
So if your PowerRating is Mighty (see top line of F3), your KeyCiv is whatever player is Orange. If that is not you, your beaker "cost" for the current research will be adjusted by a factor based on the difference in number of techs each of you has acquired since the beginning (starting techs don't count). If you have less than your KeyCiv your beaker cost will be lowered somewhat. If you have more, it will increase. Each "jump" in cost happens for every three techs difference, so you don't have to worry every time you get a tech, just every three.
Try this:Had a problem with ToT in that it stopped announcing when other civs started wonders, then a couple other bugs started to crop up. No biggie, found another game to play.
Now the new game is done, so back to ToT. found a directory of program files on my NAS and an uncorrupted ISO that won't run startup - of course.
SO, Windows 10. Current patch levels. Running TOTPP 18.4. BUT, when I run a map size over 10,922 - some civs stop researching at all.
I'm hoping this, by any chance, is a known bug or issue with a known fix?
Had a problem with ToT in that it stopped announcing when other civs started wonders, then a couple other bugs started to crop up.
I have vague memories of someone reporting that they stop getting the foreign civ wonder messages.
Bug report: ToT isn't notifying me when another tribe starts a wonder. I'm enabling Edit control + No CD + Save file extensions/Extra unit types. If I only enable Edit control + No CD I do get the notifications, so extra unit types seems the cause. I'm uploading a savegame and my config just in case.
Building on this, it seems different save extension options interfere with different wonder popups in Game.txt: as stated, 'Extra units types' blocks @STARTWONDER and @SWITCHWONDER, and 'Extra technologies' blocks @ALMOSTWONDER.
Hello everyone, is it possible to apply xbrz filtering to TOT's default sprites and textures like pic related ? You know, currently Test of Time sprites and textures scaled horribly when played in a 1600x900 resolution
The storage area for the read values from icons is limited in size just for this grid of icons, so it won’t be possible to expand (I looked at Civ2, but in ToT it’s probably all the same)Hello, a little question about rules.txt's section "@ Civilize"
I believe "Epoch" is still limited to 3 while "Category" is still limited to 4 ?
(tested, trying to use a 0,6 icon result in no icon displayed per exemple)
Considering areas waiting for us to use them in Icons.bmp,
is it possible to have 11 "epoch" and 8 "categories" values associated with the current display in Icons.bmp extended ?
Strange ?The storage area for the read values from icons is limited in size just for this grid of icons, so it won’t be possible to expand
Assuming it's possible, an important consideration for expanding era and category icons is that they also have images defined in mk.dll (Image #10 in Gif Xtractor, GIFS/215 in ResHack), and any new definitions will need to fit within the game's existing four-era framework. (The diploscreen icons use the civ's current era, rather than the advance's prescribed epoch.)is it possible to have 11 "epoch" and 8 "categories" values associated with the current display in Icons.bmp extended ?
Though eras don't mean as much, mechanically, and are pretty much purely esthetic, compared to later iterations of Civ, which makes adding a new era or two easier to implement.Assuming it's possible, an important consideration for expanding era and category icons is that they also have images defined in mk.dll (Image #10 in Gif Xtractor, GIFS/215 in ResHack), and any new definitions will need to fit within the game's existing four-era framework. (The diploscreen icons use the civ's current era, rather than the advance's prescribed epoch.)
You are right indeed. A clear limit exists there.Assuming it's possible, an important consideration for expanding era and category icons is that they also have images defined in mk.dll (Image #10 in Gif Xtractor, GIFS/215 in ResHack), and any new definitions will need to fit within the game's existing four-era framework. (The diploscreen icons use the civ's current era, rather than the advance's prescribed epoch.)
Here's the page with TOTPP v18.4:I have just bought a new PC with Windows 11.
Please advise me where I can find the latest version of the Test of Time project patch that will run on that ?
I have the ToT CD.
Did you remove the Test of Time CD (or unmount the .iso file)? The No CD patch doesn't like having a CD in the drive.The ToT launcher application identified the version of Civ and said the patch had applied (went green)
so I launched it, it displayed the first screen and then died; no trace of anything according to task manager.
Do you have the DirectShow Video patch enabled? 0.13.2 was supposed to have fixed crashes if Indeo video codecs aren't installed, but it seems to have slipped back in with later versions.The ToT launcher application identified the version of Civ and said the patch had applied (went green)
so I launched it, it displayed the first screen and then died; no trace of anything according to task manager.