[TOT] The Test Of Time Patch Project

Definitely had well over 7000 units at one point. No stability problems. And there is not a CIV2 map big enough to hold more than 1000 cities.

The one CTD glitch that happened with more than 250 cities (classic limit) was fixed in the current version.
 
Definitely had well over 7000 units at one point. No stability problems. And there is not a CIV2 map big enough to hold more than 1000 cities.

The one CTD glitch that happened with more than 250 cities (classic limit) was fixed in the current version.

Even with a map with very few oceans?

And if you play the extented original with alpha centaury one could get more than 1000 cities no?
 
Even with a map with very few oceans?

And if you play the extented original with alpha centaury one could get more than 1000 cities no?

I don't play vanilla games.

I'm building scenarios on the biggest possible maps, with thousands of units in play, no problems.
The extention patches for units and cities work. Take it from me.
 
Tq
I don't play vanilla games.

I'm building scenarios on the biggest possible maps, with thousands of units in play, no problems.
The extention patches for units and cities work. Take it from me.
Thanx, it's just that I'm playing on a gigaworldmap aproching the 255 limit, and I still have almost all of south america, half of oceania and north america to colonize not to mention greenland and antartida... so I think just earth will get me to 500 al least and alpha centaury would be the same number and am affraid it won't work...
 
I think the city heap will keep growing, TNO knows what he is doing.
Just go ahead and plant as many cities as you can. This will be a good test.
 
Hi guys, after decades I decide to give a chance to TOT and TOTPP (I prefer MGE basically), but I got stuck with the installation, I mean, the game has been installed and patched to 1.1, then I applied the TOTPP correctly, however the game suddently crashes after the first screen. 'Course I have win 10.

Any tips?
 
Hi guys, after decades I decide to give a chance to TOT and TOTPP (I prefer MGE basically), but I got stuck with the installation, I mean, the game has been installed and patched to 1.1, then I applied the TOTPP correctly, however the game suddently crashes after the first screen. 'Course I have win 10.

Any tips?

Did you still have the CD in the drive (or, the .ISO file mounted)? The no-cd patch for TOTPP doesn't like it when the CD is in the drive. That's the first and easiest thing to check.
 
You could do that, but if you want to leave the ISO mounted, just uncheck the box in the TOTPP launcher that says "No CD" -- it's the 4th one in the "Features / Modifications" section -- and see if that makes a difference for you.
 
I have an issue where the game will start ignoring the scenario parameters and special rules midgame. In this one, the save file from when I started the game (eu_b4000.sav) should remember to listen to the scenario parameters. After a few dozen turns, in the remaining three save files, the scenaria parameters and special rules are ignored. In Scenario_Settings_Ignored.sav, you should see a polluted tile, despite the fact that pollution is supposed to be ignored. I have included my totpp.ini file in the 7z.

This also happens when I play a game, and then begin a new game.
 

Attachments

@PlutonianEmpire I assume you're playing with TOTPP 0.16, correct? Did you begin this game on a pre-made map, or on a random map? I think TNO fixed some bugs in TOTPP 0.16 related to playing mods with pre-made maps, not sure if those would be related though.

In TOTPP 0.15.1, I occasionally had similar issues in Medieval Millennium with the game forgetting my mod parameters during play (on random maps). Most commonly the issue I experienced was that it would forget startingYear and/or yearIncrement. But this was always inconsistent, meaning I couldn't recreate it: if I went back to a save that was working properly, and replayed the turns from that point forward, it seemed to work fine. At least the problem didn't reappear at the same point, usually never within that game at all. So I was never able to figure out what might be causing the issue. I haven't had this happen to me (yet) with TOTPP 0.16 though.

... the scenaria parameters and special rules are ignored. In Scenario_Settings_Ignored.sav, you should see a polluted tile, despite the fact that pollution is supposed to be ignored.
Are the years working correctly in your mod? What parameters other than pollution does your game forget?

If you have a problem that appears consistently (i.e., from a given saved game that is correct, the problem always appears within a couple turns), that would probably be really helpful to TNO if he is available to troubleshoot. I wish I could provide that myself, but I haven't been able to.
 
Last edited:
@PlutonianEmpire I assume you're playing with TOTPP 0.16, correct? Did you begin this game on a pre-made map, or on a random map? I think TNO fixed some bugs in TOTPP 0.16 related to playing mods with pre-made maps, not sure if those would be related though.

In TOTPP 0.15.1, I occasionally had similar issues in Medieval Millennium with the game forgetting my mod parameters during play (on random maps). Most commonly the issue I experienced was that it would forget startingYear and/or yearIncrement. But this was always inconsistent, meaning I couldn't recreate it: if I went back to a save that was working properly, and replayed the turns from that point forward, it seemed to work fine. At least the problem didn't reappear at the same point, usually never within that game at all. So I was never able to figure out what might be causing the issue. I haven't had this happen to me (yet) with TOTPP 0.16 though.


Are the years working correctly in your mod? What parameters other than pollution does your game forget?

If you have a problem that appears consistently (i.e., from a given saved game that is correct, the problem always appears within a couple turns), that would probably be really helpful to TNO if he is available to troubleshoot. I wish I could provide that myself, but I haven't been able to.
My problem is only semi-consistently. It happens way too much but it is still hard to predict

I am playing on custom parameters for random maps (like age, wetness, etc). I havent played purely random maps or imported maps yet.

Additionally, I am noticing that when playing mods, some of the original COSMIC parameters are ignored, specifically tech paradigm. I don't know which else might be ignored.

The years work correctly most of the times, I think.

EDIT: Also, the crash involving loading more than 1 premade maps after having run a game once is still there, so no it is not fixed.
 
Last edited:
I am playing on custom parameters for random maps (like age, wetness, etc). I havent played purely random maps or imported maps yet.
That's what I almost always do too (custom parameters for random maps) -- sorry I wasn't more clear. I don't think custom parameters vs. purely random would make a difference though, it's importing a map to a mod that had (or has?) some issues.

Additionally, I am noticing that when playing mods, some of the original COSMIC parameters are ignored, specifically tech paradigm. I don't know which else might be ignored.
I think mods are kind of like "scenarios without a .SCN file" in that they generally use memory locations and fields that are used by scenarios, rather than those used by the base game. Regarding the tech paradigm, I discovered when building Medieval Millennium that the tech paradigm which affects the game is available (in Lua) as civ.scen.params.techParadigm rather than civ.cosmic.techParadigm. In the game menus, this means that the field available within the Cheat menu, Scenario Parameters, Tech Paradigm is used by mods -- not the one entered into the @ COSMIC section of Rules.txt. If you're using Lua events, it's easy to set the correct field programmatically... but if you want to play a mod that uses macro-language events, that's not ideal. Not sure how to advise you on this one, but hopefully this explains the behavior you're seeing a little more.

EDIT: Also, the crash involving loading more than 1 premade maps after having run a game once is still there, so no it is not fixed.
Well that's a shame. I was hoping to add support for premade maps into an update release of Medieval Millennium, but I hadn't really gotten around to doing much testing with them yet. MM only uses a single map per game, though, so that might be a bug I would never even have noticed. Sorry to hear it's still impacting you.
 
Last edited:
I was hoping to add support for premade maps into an update release of Medieval Millennium, but I hadn't really gotten around to doing much testing with them yet. MM only uses a single map per game, though, so that might be a bug I would never even have noticed.

Knighttime, my SciFi mod uses two premade maps in the game (Milky Way and Andromeda) and is running very well with TOTPP v0.16 (so still using normal events).

Spoiler :
Andromeda.jpg


Milky Way.jpg


Edit: When looking at the post you have responded to, there is the addition: after having run a game. When I have run a game, quit it and then start a new game with premade maps, I have this crash, too - but I think this is a very minor problem, as in that case TOTPP can be started new, too.
 
Last edited:
Been running CIV2 ToTPP .16 on my drive C: for some weeks, happily running the CPU-patch...I launched the game several times today...
Now I am suddenly confronted with the same CIV2 menu lockup for no reason tonight? I de-select the CPU-Patch, and the game runs fine...

EDIT: FIXED

It was my anti-virus "file protect" system, thinking ToTPP was a PUP.

I guess this is a good time to advise about adding CIV2 and ToTPP to any exception list you have with your AV.
 
Last edited:
Back
Top Bottom