[TOT] The Test Of Time Patch Project

Hey, just downloaded the TOTPP latest update and I have been editing a few things in the rules.
Strange thing has happened;
the impassible terrain no longer is impassible to anyone, and even goodie huts spawn on it. this is true for the underworld and underwater world

Sea Floor, 1,2, 1,0,0, Pln, 0, 4, 2, yes, 2, 5, 1, Swa, no, ; Drt
Sea Bed, 1,2, 1,1,0, Grs, 0, 4, 1, Hil, 0, 5, 1, For, no, ; Pln
Fertile Sea Bed, 1,2, 2,1,0, yes, 2, 5, 1, For, 0, 8, 2, Tun, no, ; Grs
Coral Reef, 2,3, 3,1,0, Pln, 0, 5, 1, no, 0, 0, 0, Drt, no, ; For
Trench, 1,2, 0,0,0, no, 0, 0, 0, yes, 3, 7, 1, Drt, no, ; Hil
Mountains, 2,4, 0,1,0, no, 0, 0, 0, yes, 2, 7, 2, Jun, no, ; Mou
Anemone Forest, 3,6, 1,1,1, no, 0, 0, 0, no, 0, 0, 0, no, yes,; Tun - impassable
Ice Cap, 1,3, 0,2,0, no, 0, 0, 0, yes, 4, 7, 2, Drt, no, ; Gla
Sargasso Sea, 3,3, 2,1,1, yes, 2, 3, 1, no, 0, 0, 0, Pln, no, ; Swa
Smoker, 1,2, 0,3,0, Tun, 0,10, 1, yes, 4, 7, 3, Drt, no, ; Jun
Ocean Depths, 1,2, 1,0,2, no, 0, 0, 0, no, 0, 0, 0, no, no, ; Oce
Clams, 1,2, 2,2,1,
Decorated Kelp, 1,2, 2,2,2,
Halodule Clumps, 1,2, 2,1,1,
Sunken Sleigh, 2,3, 2,4,4,
Lava Vent, 1,2, 0,4,1,
Mineral Deposit, 2,4, 0,3,2,
Clowciraptor, 3,6, 0,0,0,
Ice Nodule, 1,3, 0,4,0,
Eels, 2,3, 3,1,3,
Sulfides, 1,2, 1,4,1,
Krill, 1,2, 5,0,3,
Oyster Bed, 1,2, 3,2,1,
Decorated Kelp, 1,2, 2,2,2,
Halodule Clumps, 1,2, 2,1,1,
Waterlogged Presents,2,3, 2,3,2,
Lava Vent, 1,2, 0,4,1,
Mineral Deposit, 2,6, 0,4,2,
Bones, 3,2, 1,2,2,
Ice Nodule, 1,3, 0,4,0,
Eels, 2,3, 3,1,3,
Sulfides, 1,2, 1,4,1,
Shipwreck, 1,2, 1,3,6,

@TERRAIN2
Bedrock, 3,2, 0,0,0, no, 0, 0, 0, Hil, 0, 3, 0, no, yes,; Drt - impassable
Fire Chamber, 1,3, 1,3,1, yes, 1,10, 1, yes, 1, 5, 1, no, no, ; Pln
Cave of Wonders,2,2, 9,9,9, no, 0, 0, 0, no, 0, 0, 0, no, no, ; Grs
Ice Chamber, 1,2, 2,1,0, yes, 1,10, 1, yes, 1, 5, 1, no, no, ; For
Tunnel, 1,2, 1,0,0, no, 0, 0, 0, no, 0, 0, 0, Mou, no, ; Hil
Blue Room, 1,2, 2,2,0, yes, 1,10, 1, yes, 1, 5, 1, no, no, ; Mou
z , 0,0, 0,0,0, no, 0, 0, 0, no, 0, 0, 0, no, no, ; Tun
Bedrock, 0,0, 0,0,0, no, 0, 0, 0, no, 0, 0, 0, no, no, ; Gla
Slime Cave, 2,3, 1,0,3, yes, 1,10, 0, no, 0, 0, 0, no, no, ; Swa
Bat Cavern, 1,2, 2,2,2, no, 0, 0, 0, yes, 2, 5, 0, no, no, ; Jun
Vaulted Sea, 1,2, 1,0,1, no, 0, 0, 0, no, 0, 0, 0, no, no, ; Oce
Granite Vein, 3,2, 0,0,0,
Fire Spout, 3,4, 1,6,1,
Gilt Sword, 2,2, 9,9,9,
Gems, 2,3, 2,1,5,
Diamonds, 1,2, 2,2,6,
Fungal Groves, 1,2, 3,2,4,
z , 0,0, 0,0,0,
z , 0,0, 0,0,0,
Green Slime, 3,3, 4,4,0,
Guano, 2,2, 3,3,5,
Cave Fish, 1,2, 2,6,6,
z Granite Vein, 3,2, 0,0,0,
z Fire Spout, 3,4, 1,4,1,
z Gilt Sword, 2,2, 9,9,9,
z Gems, 2,3, 2,1,5,
Inky Pool, 1,2, 2,6,2,
Limestone, 1,4, 2,5,1,
z , 0,0, 0,0,0,
z , 0,0, 0,0,0,
z Green Slime, 3,3, 4,4,0,
z Guano, 2,2, 3,3,5,
Plesiosaur, 1,2, 6,2,6,

As you can see the terrain that is still supposed to be impassible is still listed as such but still doesn't work. please help.

Edit: I have noticed a pattern.
all the different game types' impassible terrain work on the first map but none of the consecutive maps (terrain1 terrain2 and terrain3).

Edit 2: even when I change everything back to the way the rules were originally the impassible terrain for worlds 1 2 and 3 no longer work.
however world 0 still works. this is very confusing to me and I really need an expert opinion.

Edit3: is it possible that this caused the problem? "- Impassable terrain domain check: Makes air units respect impassable terrain too"
 
As I'm playtesting my Burma Campaign scenario, which has lots of difficult terrain, something that's always bugged me has become a major problem: air units get defensive terrain bonuses.

I'll try to sneak this one into the defense bonus patch for the upcoming release.

Hey, just downloaded the TOTPP latest update and I have been editing a few things in the rules.
Strange thing has happened;
the impassible terrain no longer is impassible to anyone, and even goodie huts spawn on it. this is true for the underworld and underwater world

Confirmed and fixed. The problem is caused by the Extra terrain types patch. The impassable check was not updated to account for the new terrain types. It is now. ;)

I'm planning to release 0.12 very soon. I was hoping to be able to finish the extra units patch before releasing, but that's proving to be a bit more work than expected. So instead of postponing 0.12, I'm moving the extra units to 0.13. And 0.12 has accumulated quite a few bugfixes and new patches to be a proper release in its own right.
 
Here's release 0.12:

  • AI unit orientation: Fixes orientation of AI units when moving in a westerly direction.
  • AI tweaks: Adds configurable tweaks for AI behaviour to @COSMIC2. Currently only defines the AICapitalizationLimit key, defining the maximum number of units an AI tribe produces before switching to Capitalization.
  • Landmarks: Allows custom text to be added to map tiles.
  • The Defense bonus patch now contains a key (TerrainDefenseForAir) to disable the defensive bonus from terrain for air units.
  • Increased the 30k limit for the ChangeMoney event in the Money, population & map limits patch.
  • The Event Heap patch now shows the used heap space for growable heaps when @DEBUG is used.
  • Fixed overlay text not working when using the DirectShow video patch.
  • Fixed a potential crash bug in the DirectShow sound patch when processing long AI turns.
  • Fixed a bug in the Extra terrain types patch where impassable terrain did not work on additional maps.

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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Amazing work! Terrain landmarks can add so much flavour!

Out of simple curiousity, is it possible to increase the map size limit? I strongly suspect it would be a bit more complicated than simply removing some numerical limit, but what di I really know!
It's not an issue in any stretch of the word, since very few maps even manage to use the current limit to it's fullest.

In any case, you are a gentleman and a scholar!
 
Does anyone else have a lower end machine to play with? I'm noticing a few issues. When first starting a new game, the gui is seriously slow. Even with fast piece slide turned on, the game still acts as if it is turned off. Restarting the game doesn't work. Neither does restarting the program nor does a complete system reboot work either. Scrolling down unit and improvement lists also gets increasingly slow as the game goes on.

And as my games progress, it goes from slow, to molasses slow. The weird part, AI turns go by very quickly throughout.

My question is, how do I figure out whether its an issue with the game or my computer? Im using Windows 8.1, 64 bit for this one.
 
What do you mean by lower end machine? Pentium II?

I'm using a low end computer, by modern standards. TOT isn't running any slower than usual.
 
Try turning off the video and sound options in TOTPP - I had a slight slow-down before also.
 
Try turning off the video and sound options in TOTPP - I had a slight slow-down before also.

Already tried that, still didn't work. :/
 
Already tried that, still didn't work. :/

It could just be your fancy new 8.1 windows is unable to handle CIV2! ;)

I would recommend turning off the CPU patch, and then running CIV2,
and turn off each patch until performance is normal...Process of elimination!

Best way to track bugs, I've found.
 
Here's release 0.12:

[*]The Defense bonus patch now contains a key (TerrainDefenseForAir) to disable the defensive bonus from terrain for air units.

This is an awesome feature! Now that you're at it, can you do the same for sea units? There is no reason why "ships caught in port" should get a defensive bonus from terrain. Heaven forbid you catch a battleship in a hill-based city!
 
Out of simple curiousity, is it possible to increase the map size limit? I strongly suspect it would be a bit more complicated than simply removing some numerical limit, but what di I really know!
It's not an issue in any stretch of the word, since very few maps even manage to use the current limit to it's fullest.

Unfortunately, this is not possible. The numerical limit has already been removed, but the current map limit of 32k tiles is the maximum that can be stored.

Does anyone else have a lower end machine to play with? I'm noticing a few issues. When first starting a new game, the gui is seriously slow. Even with fast piece slide turned on, the game still acts as if it is turned off. Restarting the game doesn't work. Neither does restarting the program nor does a complete system reboot work either. Scrolling down unit and improvement lists also gets increasingly slow as the game goes on.

And as my games progress, it goes from slow, to molasses slow. The weird part, AI turns go by very quickly throughout.

Any updates on this? Did this slowdown start with the 0.12 release? Any patches that seem to be responsible?

This is an awesome feature! Now that you're at it, can you do the same for sea units? There is no reason why "ships caught in port" should get a defensive bonus from terrain. Heaven forbid you catch a battleship in a hill-based city!

I heard in a CIV2 guide that this naval bonus was a myth.

Not a myth! The defensive bonus from terrain does apply for ships caught in port (the only difference is related to firepower, the attacker's is doubled, while the defender's is reduced to 1). I'll add this to the patch as well.
 
How about allowing for customization of the terrain defense bonuses instead of killing them? :)

Example: For modern day scenarios, yeah disabling them might be best. But for sci-fi and fantasy type scenarios, mainly the more "out there" or exotic ones, some settings might involve a highly animated environment, such as a living forest or living atmosphere/sea (like unseen spirits or vengeful deities), some form of customization might be beneficial.

As for the slow downs I'm experiencing on low end machines, I had them since before the latest update. I have noticed that switching map levels helps improve the speed a little bit. It seems it only happens when first running the game itself. I can play a save, begin a different one, and so forth decently once it *does* speed up. Exiting the ToT entirely won't fix it, since once starting it up again, its slow again, until it either speeds up on its own or switching map levels again does it.
 
AI unit orientation: Fixes orientation of AI units when moving in a westerly direction.
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That's an old request - from my second post in the thread.

Landmarks: Allows custom text to be added to map tiles.
Excellent. Sure beats the hell out of hex editing cities.

I noticed a bug with the 'Railroad & river multiplier' patch. When the MovementMultipliers parameter is set to the default 0, rivers are not being counted as roads.
 
How about allowing for customization of the terrain defense bonuses instead of killing them? :)

Such usage would likely be quite niche. To be honest, I think it's a bug that terrain defense applies for naval/air units in the first place. But if I'll ever run out of issues to fix, sure. :p

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That's an old request - from my second post in the thread.

Yeah, lots of requests coming in lately, but occasionally I take time to actually remove old issues from The List. ;)

I noticed a bug with the 'Railroad & river multiplier' patch. When the MovementMultipliers parameter is set to the default 0, rivers are not being counted as roads.

Confirmed. And since it's breaking backwards compatibility, I'll do a point release later today.
 
Hi TNO,

I've been looking to add landmarks to my scenarios ever since I first saw them in Catfish's 'War of the Ring' but could never figure out how to do it. This is great news :goodjob: and I intend to fully take advantage of it in my current project.

A quick question, though, will it be possible to add landmarks through the event file or can they only be added during the set up process?

Also as a follow up, do you still believe you can implement the new transport mechanism and if so do you have a timeline?
 
Here's the point release 0.12.1:

  • Fixed a bug in the Railroad & river multiplier patch where rivers did no longer count as roads even with the MovementMultipliers key disabled.
  • The Defense bonus patch now contains a key to disable the defensive bonus from terrain for naval units as well.

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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