[TOT] The Test Of Time Patch Project

Just tested using 0.18.2, and I can confirm that fundamentalism doesn't appear after a revolution. All the other governments appear in the menu. Statue of Liberty doesn't make fundamentalism appear.
 
Looks like I missed 2 references in the tech patch, I'll have a fix soon.
 
I absolutely admire this project. I love creating large empires, and being able to go beyond a couple hundred cities has really made my day. All of the other features have been amazing as well! Can't wait to see what the lua scripting allows for.
 
Release 0.18.3:

Fixes:
- Fixed a bug in the extra tech patch that made Fundamentalism unavailable.
- Fixed another bug that caused "Future Technology" not to be displayed correctly on the scoring screen (it would show <nil> instead of the tech name).

This build depends on the Microsoft C++ runtime libraries (Older version for Windows XP). Install this if you get an error on launch.

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. For Lua API documentation see the Lua reference thread. Happy gaming!
 

Attachments

  • TOTPPv018.3.zip
    256.1 KB · Views: 109
Last edited:
This is probably a dub question sorry guys, but I could have sworn I saw somewhere that ToTPP allows for larger cities and terrain1&2 sprite boxes similar to the extra large unit sprite boxes or is that not possible? I notice when I look in some of the top notch ToT scenarios coming out these days it's still just the units file with the extra large sprite boxes and everything is still at classic MGE box sizes so I'm guessing I'm probably imagining things lol.
 
TOTPP allows for larger terrain images that are 48 or 64 pixels high in Terrain2.bmp via the "Terrain overlays" patch. As far as I know, there isn't a patch that would change the supported sizes within Terrain1.bmp (32 px high) or Cities.bmp (48 px high). However, the "Terrain overlays" patch allows you to designate ANY terrain type to pull images from Terrain2 instead of Terrain1, so theoretically it would allow every terrain to use 48 or 64 px high images if you wished.

Catfish's Graphics Mod Pack for the Original Game uses 48 pixel high mountains; you're right that I haven't seen this feature used much though.

The "City Sprites" patch allows you to create separate Cities files per tribe, or per map, or both. So there could be a lot more different city images, but I think the pixel size of each image is unchanged.
 
Bonjour,
Je joue à Civ 2 ToT patché en 1.1 + ToTPP v018.3 (paramètres par défaut) avec une partie fantasy.

Mon jeu plante sans message d'erreur toujours à la même fin de tour. Je joins le fichier.sav.

Une solution ?

Chaleureusement

PS : je suis français
 

Attachments

  • Galadrien des Elfes 2.sav
    327.7 KB · Views: 35
Bonjour,
Je joue à Civ 2 ToT patché en 1.1 + ToTPP v018.3 (paramètres par défaut) avec une partie fantasy.

Mon jeu plante sans message d'erreur toujours à la même fin de tour. Je joins le fichier.sav.

Une solution ?

Chaleureusement

PS : je suis français

Bonjour,

J'ai eu le meme erreur quand j'ai essayer votre fichier. Je n'ai pas de recommandation, mais je vais traduire votre problem en anglais.

This gentleman has a problem with Test of Time v1.1, TOTPP v0.18.3 (default parameters), with a Fantasy game. When the turn ends, the game immediately crashes to desktop without any error message. I got the same error. I noticed that if I enabled wait at end of turn, the crash happens after pressing enter to end the turn.
 
To add about Alfe issue, his turn passed well to the next with ToTPP15.

--

En guise de test, le tour est passé sans crash avec ToTpp 0.15.1.
 
Last edited:
It doesn't crash for me, managed to play a couple of turns without issues. Could either of you post crash details from Event viewer (Control Panel -> Administrative Tools -> Event Viewer, then Windows Logs -> Application, and look for relevant entries)?
 
I'm using Linux and Wine, so someone else will have to get that information. (For what it's worth, I didn't install the extra runtime libraries since I don't appear to need it.)
 
This is probably a dub question sorry guys, but I could have sworn I saw somewhere that ToTPP allows for larger cities and terrain1&2 sprite boxes similar to the extra large unit sprite boxes or is that not possible? I notice when I look in some of the top notch ToT scenarios coming out these days it's still just the units file with the extra large sprite boxes and everything is still at classic MGE box sizes so I'm guessing I'm probably imagining things lol.

TOTPP allows for larger terrain images that are 48 or 64 pixels high in Terrain2.bmp via the "Terrain overlays" patch. As far as I know, there isn't a patch that would change the supported sizes within Terrain1.bmp (32 px high) or Cities.bmp (48 px high). However, the "Terrain overlays" patch allows you to designate ANY terrain type to pull images from Terrain2 instead of Terrain1, so theoretically it would allow every terrain to use 48 or 64 px high images if you wished.

Catfish's Graphics Mod Pack for the Original Game uses 48 pixel high mountains; you're right that I haven't seen this feature used much though.

The "City Sprites" patch allows you to create separate Cities files per tribe, or per map, or both. So there could be a lot more different city images, but I think the pixel size of each image is unchanged.

Thanks mate, yeah extra large city sprites would be cool, but all good, we can't have everything hey haha. Being able to do extra custom cities for extra factions is good enough and super cool!

Nicheal who's watching this thread for new versions as usual and saw my post, has msg'd again me over at German Civforum and pointed out to me that it was HE who told me about he 64p terrain2 ToTPP stuff around a year ago and he's right it was him, my bad, I'd just forgotten where I'd seen it lol. He also pointed out that he's made a template with all the terrain2 sprite cell boxes (between the rivers and river mouths which stay classic size) increased to 64 pixels which he uses whether he's going to use the extra space or not as that way it's much less hassle. Judging by his comments below I'm guessing the extra blank slots in his terrain2 are for when you increasing up to 11 and not 16. He's also pointed out that there actually IS a recent example we can look at as his new Lalande Deluxe ToTPP scenario utilizes this template (I hadn't noticed as I hadn't tested it yet) so if people want to see it in action and see how it works (& his cosmic parameters in rules.txt) then they are welcome to check out the scenario and grab a copy of the template for their own uses. :) He's also been telling me about his next project which is a freaky 4x multi world Star Wars ToTPP scenario with a jungle planet (with giant trees!), a Death Star Space platform, and other famous SW worlds utilizing the 64p sprite boxes and extra terrain slots up to 16 to really make the worlds look cool. Am looking forward to seeing that one!
https://forums.civfanatics.com/threads/lalande-21185-deluxe-totpp-edition.674048/

Nicheal:
"Lalande is, that i just used only the Vanilla 11 terrains, cause i thought it will be an open game, which loads and creates the maps always new for a new game - and i didnt want to mess around with additional terrains. [...] The [WIP] Star Wars uses full 16 plus 64. Problem is, that you have to write in Rules.txt, the heights of the boxes or lines, by coordinates. You would NEED to say the game by Rules.txt Terrain0 til 3, for Map0 til 3, if, what, how, from where to where, you would use the terrain slots. That is complicated. So I thought: Just do ONE 64 in Rules.txt for all map all terrain, and thats your basic template, done."

I'll attach a copy of one of his Lalande Deluxe terrain2 files to this post for people making ToTPP scenarios to check out and play with (note the giant alien trees heh). :)
.
 

Attachments

  • Terrain2.bmp
    1.8 MB · Views: 44
Last edited:
To add about Alfe issue, his turn passed well to the next with ToTPP15.

--

En guise de test, le tour est passé sans crash avec ToTpp 0.15.1.

Thanks for your solution @Dadais ;)
it actually works normally with ToTPP v0.15.1, I was able to continue playing :)

cordially
 
It doesn't crash for me, managed to play a couple of turns without issues. Could either of you post crash details from Event viewer (Control Panel -> Administrative Tools -> Event Viewer, then Windows Logs -> Application, and look for relevant entries)?
Recreated the bug on the workstation's .18 version.

Here it is TNO :
Exemple.png
 
Thanks for the report and for the observation that it fails under Wine (I can reproduce it there now). It's a bug in the "Extra settler flags" patch, if an AI city produces a diplomatic unit a variable initialization is skipped, and I pass that value to TOTPP. I'll have a fix soon.
 
Release 0.18.4:

Fixes:
  • Fixed a crash bug in the Extra settler flags patch caused by reading an uninitialized variable.

This build depends on the Microsoft C++ runtime libraries (Older version for Windows XP). Install this if you get an error on launch.

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. For Lua API documentation see the Lua reference thread. Happy gaming!
 

Attachments

  • TOTPPv018.4.zip
    256.1 KB · Views: 1,739
Feel like I'm turning into Nicheal's messenger boy lol, but I just thought I'd let everyone know that after reading comments here he's posted a thread over at CivForumDE with a special "ToTPP Zero Template" download. You could also call it a 'MAX template' as he has increased the slots/rows in Terrain2 from his size 11 file I previous posted here all way up to the maximum 16 and all applicable/possible rows are at a maximum height of 64px. For this file to work you naturally need the extra Cosmic parameters so he's included a rules file that sets ToT to use all the slots. The benefit of this template he's kindly given us is that even if the user doesn't use the extra slots they will still be there and available for them should they change their mind and they won't have to tinker with settings. He also takes the time to have a go at me for still using MGE for some things :lol: and also points out that the current version of DELEVENT does not work with ToTPP sav and scn files so if people end up in trouble like Techumseh & I were talking about then they're in trouble unless someone updates it to support ToTPP stuff. He also talks more about the sprite Masks too. Anyway you people read his entire post here:
https://www.civforum.de/showthread.php?113530-TOTPP-ZERO-TEMPLATE

I'm not sure if lurkers without accounts can download files there so I'll attach a copy to this post here too should any ToTPP modders want to tinker with it or use it for their own scenarios.

EDIT: Nicheal found an issue (explained in his thread) and fixed it. Replaced download at 13 hits.

.
 

Attachments

  • TOTPP ZERO TEMPLATE.rar
    128.1 KB · Views: 96
Last edited:
Top Bottom