[TOT] The Test Of Time Patch Project

That would've been nice, but it doesn't ATM. :p
Yeah it would've. If someone has 7 civs, all 4 map lavels, and both options enabled, the mod folder would inflate in filesize really fast. ;)

Looks like the same city size issue reported by Curt. In your case a size-0 city causes a division by 0 exception during capture. Try disabling the "City population loss" patch for the moment, see if that solves the problem.
Well, knowing both you and Curt managed to get negative population values, I dont think it would have mattered in the first place, because I crashed again anyway, even with the patch disabled. Same crash report numbers as above. I tried setting both options to 1 as well, but it still crashed then as well.
 
It's been a while, but 0.11 is ready! Most notably this release upgrades various parts of the engine to use DirectX:
  • DirectShow video: Uses DirectShow for video playback, which supports pretty much any video format. No more Indeo!
  • DirectShow sound: Uses DirectShow for sound effects.
  • DirectShow music: Uses DirectShow for music playback. Also removes CD Audio support.
  • Custom game mods: Allows modpacks to be launched from the main menu, without the need to overwrite the Original folder.
  • City sprites: City sprites per map and per tribe.
  • Debug scripts: Adds an in-game menu from which scripts can be run. ATM the only script is "Unstack terrain", to undo the effects of CivStack.
  • Rewrote the CPU patch so it does not crash multiplayer games anymore.
  • Added hotkeys for tile improvements to the Edit terrain hotkeys patch
  • The Impassable terrain for air domain patch is no longer automatically active when enabled, but must be enabled through @COSMIC2 first.
  • The Railroad & river multiplier patch now uses an additional key "MovementMultipliers". Mostly works as discussed here.
  • Changed the launcher to enable "safe" patches by default when no configuration is present. So you don't have to check 60+ checkboxes anymore when starting out fresh. :p
  • Changed the launcher to use rich text for the description box. Descriptions are loaded from the TOTPP\desc folder.

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! :)

When I try to click on the link that says "TOTPPv0.11.zip," it only lets me download a mysterious file called "attachment.php" that nothing on my computer will read. Is there another way to get the updated patch?
 
I would recommend everyone to create a totally new CIV2 ToT installation in a new named folder.
The patch works perfectly with a fresh vanilla game, and the features are amazing. This is a new era! :)

TOTPP comes with a CD crack, CPU-reductor, and all the city/gold/pop limits off...
So no need to keep the old patches and versions.

Back up all your scenario folders and re-install...It worked for me! :D

PS
@TheNamelessOne:

I want to give my personal thanks, man! This patch is the best!
With your patch, we can begin to create some seriously great new scenarios.

My only two wish list items would be:

1) When completing an improvement, the ability to access the rush buy instead of having to close the city screen...

2) MORE CIVS! I know this is a tricky one, but having groups of 4, 5 or 6 civs instead of 3 cultures linked to a civ-colour would be glorious! :D

But for now, cheers!
 
And just a supplemental post...

I have had no crashes at all during many hours with this patch.
All seems to work fine. Another advantage of a clean install..;)
 
Yeah it would've. If someone has 7 civs, all 4 map lavels, and both options enabled, the mod folder would inflate in filesize really fast. ;)


Well, knowing both you and Curt managed to get negative population values, I dont think it would have mattered in the first place, because I crashed again anyway, even with the patch disabled. Same crash report numbers as above. I tried setting both options to 1 as well, but it still crashed then as well.

Hmmm...I got a city down to minus 8. :)

When I captured it, there were no worked tiles, but as soon as I built
a worker, the city vanished like a size 1. Only with no option to delay.

It didn't bother me too much, as I treated it as a raze/deportation situation...
Although, obliterating an enemy town has a macabre enjoyment, so I would like it back!
 
Yup!
My rule file contains the new patch additions, as follows:

@COSMIC2
CityPopulationLossAttack,2
CityPopulationLossCapture,1
ProductionCarryOver,1
NumberOfTerrainTypes,12

It all works fine, apart from the cities not being killed by combat action.
The non-loss of pop when capturing works perfectly...However, no crashes at all!
 
Hmmm. Might the speed of my computer I'm using be contributing to the crashes, at all? While all it has for "graphics" is crappy Intel HD integrated, my processor is a quad core, with my "Computer" properties listing separate gigahertz values, 1.7 GHz and 2.4 GHz respectively, and 8 gigs of RAM.
 
Those stats should not be a problem, given the vintage of the CIV2 game.

Perhaps you might have problems in the scenario causing the crashes?

Have you tried using the patch with a fresh install of CIV2?
 
Those stats should not be a problem, given the vintage of the CIV2 game.

Perhaps you might have problems in the scenario causing the crashes?

Have you tried using the patch with a fresh install of CIV2?
The fresh install didn't fix the crashing, so it might be the scenario. Best I can do is to dump that save game for the time being and start fresh, with both city options set to 2 (or otherwise replicating your settings), to see if the crash gets fixed.

The fresh install also gave me this:

(Clickable)


The fortify and airbase icons should not be there. I'm using custom airbase and fortify icons as provided by Catfish's graphics mods. Upon loading the scenario, I was given government leader pre-titles used by the base game, even though I have custom pre-titles defined for my leader. (My leader was given "Prime Minister" instead of "President".

Moving the folder to the mod folder containing all my changes to the "original" from the old install didn't fix. I did not overwrite the new folders made by the fresh install. The fortify icons work as intended in the main mod folder.

(Clickable)
 
The fresh install didn't fix the crashing, so it might be the scenario. Best I can do is to dump that save game for the time being and start fresh, with both city options set to 2 (or otherwise replicating your settings), to see if the crash gets fixed.

The fresh install also gave me this:

(Clickable)

Of course, yet another modern map with Calgary but not Edmonton. As a lifelong resident of Edmonton, I resent these endless maps in Civ2 scenarios leaving out my home city but including Calgary, even though both cities are of close to equal population and importance (relatively speaking), and even though elsewhere on those maps, room is found for tiny hamlets. :mad:

But, ranting aside, did anyone see my question before the cavalcade posts of excited hit? I need this question answered to fully join in the excitement. For those who missed it, I've quoted it below.

When I try to click on the link that says "TOTPPv0.11.zip," it only lets me download a mysterious file called "attachment.php" that nothing on my computer will read. Is there another way to get the updated patch?
 
Are you trying to download using the right click context menu? Or are left clicking the mouse like normal?
 
I actually tried both. And both ways, it wants to download this mysterious "attachment.php" file, which my computer can't open. I just tried again now, and it's the same thing.
 
Coincidence? Or maybe you sensed the slight disturbance in the force? :p
Yes, but it was the dark side. Would that have been you?

When I try to click on the link that says "TOTPPv0.11.zip," it only lets me download a mysterious file called "attachment.php" that nothing on my computer will read. Is there another way to get the updated patch?
Google is your friend. What web browser are you using? Internet Explorer 11? Tools → Compatibility View settings → Add this website. I use Firefox and don't have the problem.
 
Hmm. It might be a forum software issue. Best I can think of is to post about it in the site feedback forum, or the computer help thread in the computer talk forum :dunno:

Edit: Ninja'd
 
@PlutonianEmpire:

I am fairely sure your crash will be due to an error in rules.txt.
Post up that file, and I will check it for the usual problems.

As for the airbase and civ titles, not sure how the TOTPP patch can affect those?
My scenarios have not in any way been changed, except when I made edits myself.

@Patine:
You are a scenario maker. Add the city yourself. We now have unlimited cities.
 
@PlutonianEmpire:

I am fairely sure your crash will be due to an error in rules.txt.
Post up that file, and I will check it for the usual problems.
Done. Added as an attachment. :)

As for the airbase and civ titles, not sure how the TOTPP patch can affect those?
My scenarios have not in any way been changed, except when I made edits myself.
Well, I know we now have the options for separate cities.bmp for different maps, different civs, and both. The documentation does state that fortify and airbase sprites are still read from the main cities.bmp, so I find it peculiar, since in my scenario, I kept my custom fortify/airbase icons in all of my custom cities.bmp's in addition to my main cities.bmp.
 

Attachments

Well, I figured out the sprites icons and leader titles; The icons was because I forgot to copy the main cities.bmp to my scenario folder so they now appear as intended. The leader titles was because of the long-standing issue of all the civ II games not keeping the custom titles defined in @LEADERS, and I hadn't noticed my civ had switched governments since I was playing an AI game. :hammer2:
 
I'll look over the rules too, Plut!

I have a feeling it will be the old error, where a tech has itself as a prerequisite,
or a tech has a prerequisite that can only be researched later, causing a chaotic
situation. With these, the crash is not always instant, and can allow some play to
occur before disaster strikes...I will dissect the tech tree and get back to you!

:)
 
Thank you!

Additionally, I decided to try a fresh start, so I loaded from the .scn file, to try starting a new game. As soon as events.txt finished loading (I watched debugview like a hawk), and immediately after debugview listed @endevents, the game crashed, this time an APPCRASH instead of BEX.

Code:
Problem signature:
  Problem Event Name:	APPCRASH
  Application Name:	civ2.exe
  Application Version:	0.0.0.0
  Application Timestamp:	37e7bcc6
  Fault Module Name:	TOTPP.dll
  Fault Module Version:	0.11.0.0
  Fault Module Timestamp:	54df989d
  Exception Code:	c0000005
  Exception Offset:	00001039
  OS Version:	6.1.7601.2.1.0.768.3
  Locale ID:	1033
  Additional Information 1:	4ab5
  Additional Information 2:	4ab5cd6f29de7500138c0aac5e071f20
  Additional Information 3:	3031
  Additional Information 4:	303128f2a2d615cb4b45adb424faeaf3

Windows wouldn't let me add totpp.exe to the DEP list, but I take it this is by design?

EDIT: For comparison, here's the crash info from my saved game I was using for that scenario:

Code:
Problem signature:
  Problem Event Name:	APPCRASH
  Application Name:	civ2.exe
  Application Version:	0.0.0.0
  Application Timestamp:	37e7bcc6
  Fault Module Name:	civ2.exe
  Fault Module Version:	0.0.0.0
  Fault Module Timestamp:	37e7bcc6
  Exception Code:	c0000094
  Exception Offset:	0013ae02
  OS Version:	6.1.7601.2.1.0.768.3
  Locale ID:	1033
  Additional Information 1:	4ab5
  Additional Information 2:	4ab5cd6f29de7500138c0aac5e071f20
  Additional Information 3:	3031
  Additional Information 4:	303128f2a2d615cb4b45adb424faeaf3
 
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