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[TOT] The Test Of Time Patch Project

Hello.
There is a bug in the "Extended Original Game" mode.
When the "Colonist" unit uses the Teleport function from a Starport (even if I built several Starports in both worlds), the game shows the message below:

View attachment 654604

This works normally for any other units I've used.
I'm surprised no one has reported this issue so far.

For that case, I found a solution in the Rules.txt file (C:\Program Files\Microprose\Test of Time\ExtendedOriginal\Rules.txt).
For some reason, the Colonist's rule is different from the Settlers and Enginners.

Settlers / Enginners rule (line 943 and 944):
11111111, 00000000, 0, 0000000000000000, 0000000000000001, 0000000000000000, 00000000 ;Settlers
11111111, 00000000, 0, 0000000000000000, 0000000000000001, 0000000000000000, 00000000 ;Engineers

Colonist rule (line 995):
01111110, 00000010, 0, 0000000000000001, 0000000000000011, 0000000000000000, 00100000 ;Colonist

Changing the Colonist's binary numbers to the same as Settlers and Engineers fixes the problem.
I tested it and it works, the message does not appear and I can teleport normally.
Hello.

If you change it like that colonist can no longer transform terrain...
 
Hello.

If you change it like that colonist can no longer transform terrain...
And I also realIzed that changing it like that it allows for cities on the allien planet to produce colonists, which wasn't the case before...
 
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.
 
There is a weird bug with civ.scen.onChooseDefender.

If I start the game and load a saved game file in a folder where the events call civ.scen.onChooseDefender, units carried by a ship will not be destroyed if the ship is destroyed. (At least, this is the case for the function specified by my Lua template.)

Re-loading and trying again will consistently produce this bug.

If I comment out the registration civ.scen.onChooseDefender, then the stack kill proceeds as normal.

If, after this point, I uncomment the civ.scen.onChoodeDefender command, stack kills still work as expected, until I close the entire Civ II program. (I haven't loaded games in multiple folders to see if/how the bug changes.) EDIT2: I should clarify this point. I saved and re-loaded so that the civ.scen.onChooseDefender registration would happen again.

This shouldn't be too hard to correct in events.lua, but it is weird, especially its inconsistent nature.

EDIT:
The command
Code:
civ.scen.onChooseDefender(function(defaultFn,tile,attacker,isCombat) return defaultFn(tile,attacker)  end)
does work properly, even on the first attempt.
 
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It appears that calling the default choice function resolves the issue for some reason. So, this seems to work as a fix.
Code:
civ.scen.onChooseDefender(function(defaultFn,tile,attacker,isCombat)
    defaultFn(tile,attacker)
    return combatSettings.onChooseDefender(defaultFn, tile, attacker, isCombat)  end)
 
Hi guys, having a little trouble getting this working. I followed the installation structions and applied the patcher - the buttons are green for ToT v1.1 and Patched. However whenever I try to Save and Launch the game opens for a second before simply dying. Is this a common problem? Sorry I couldn't see anyone talking about it!

*Edit* Changing the game to run in compatibility mode seemed to fix it! Leaving this up in case anyone has the same issue.

That being said - I'm now getting a strange flickering on my Computer task bar whilst playing that's quite distracting. Has anyone encountered that?
 
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Hi guys, having a little trouble getting this working. I followed the installation structions and applied the patcher - the buttons are green for ToT v1.1 and Patched. However whenever I try to Save and Launch the game opens for a second before simply dying. Is this a common problem? Sorry I couldn't see anyone talking about it!

*Edit* Changing the game to run in compatibility mode seemed to fix it! Leaving this up in case anyone has the same issue.

That being said - I'm now getting a strange flickering on my Computer task bar whilst playing that's quite distracting. Has anyone encountered that?
I think you need to disable fullscreen optimizations in the compatibility settings to fix that.
 
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