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Old February 18, 2003, 14:11   #241
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Enslavement bug?
Iam currently playing a game with the SAP2 and Peter Trigg Updater2 (the goal is to test it through a complete game) and the game has crashed when I enslaved a city.

I have reached the City Cap limit for Monarchy and I have decided to enslave the conquered cities instead of integrating them into my empire while heading as fast as possible for the Emancipation Act. The enslavement process worked well until I conquered a Phenician city and the game crashed when I choosed to enslave the newly conquered city. I reloaded the game and tried to enslave the city again, new crash! I tried again, same result. I reloaded the game and opted for Bloodbath and the game didn't crash.

Have I reached a limit to the number of slaves that can exist in a given city, is it because the infrastructures in my city are not enough to support the increase in population, is it a bug?
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Old February 19, 2003, 09:01   #242
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Quote:
Originally posted by Tamerlin
Iam currently playing a game with the SAP2 and Peter Trigg Updater2 (the goal is to test it through a complete game) and the game has crashed when I enslaved a city.

I have reached the City Cap limit for Monarchy and I have decided to enslave the conquered cities instead of integrating them into my empire while heading as fast as possible for the Emancipation Act. The enslavement process worked well until I conquered a Phenician city and the game crashed when I choosed to enslave the newly conquered city. I reloaded the game and tried to enslave the city again, new crash! I tried again, same result. I reloaded the game and opted for Bloodbath and the game didn't crash.

Have I reached a limit to the number of slaves that can exist in a given city, is it because the infrastructures in my city are not enough to support the increase in population, is it a bug?
Yes it is bug, in the City Capture Options slic that comes with ApolytonPack, I think it has to do something with the fact that you tried to enslaved the last Phoenician city, using Phoenician settlers as target for your slavers is not a good idea if the civilisation of these settlers is already killed. It is better to use the latest version of the code in question. Here is my way to install the latest version of the code, the advantage is that you don't have to make any backups. To do it open the APOL_script.slc and find there the place were the APOL_KillCityOption.slc is included, replace the entry by MG_KillCityOption.slc. The MG_KillCityOption.txt can be included in the APOL_Strings.txt by adding this

import "MG_KillCityOption.txt"

after

import "APOL_main_str.txt"

The strings in the last string file will be used if there are dublicated ones, and make shure that you leave a free line after the last entry.

But note with the new code enslaving could become a little bit more expensive.

-Martin
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Old February 19, 2003, 09:27   #243
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Thanks for your reply Martin.

This was not the last city of the Phenicians. I found a solution to go on with the game, I reloaded the Slic Files but many settings changed drastically (especially the happiness level in my cities...). the latest mods I have installed are your MG_ComImpsForAIs3 (enabled in the SAP2) and Peter Triggs APOL_Updater2.slc. I must admit the game is no more as stable as it was since I have installed them but I don't know which one is the source of the problem, if any is atually...
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Old March 24, 2003, 15:55   #244
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This is to report a variation of a bug that’s known to occur with SAP. The known bug is that in the beginning of a game with two settlers the second one keeps going back to its original starting position. I've started a game at the very hard level so I only get one settler. Since I didn't like its starting position I moved the settler. However, once the AI finished its move the settler went back on its own to the original position. I had to put it to sleep at the end of the turn for it to settle on the following turn. I tested it to see if I moved it a second time, once I “awoke” it, and it still kept going back “home”.

I had no problems once I put it to sleep so this is just a report.
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Old May 5, 2003, 14:03   #245
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Where do I download this file into? Do I need to replace notepad?

I'm never sure where to download these files into
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Old May 5, 2003, 14:50   #246
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Quote:
Originally posted by Aias
Where do I download this file into?
Which file?

Quote:
Do I need to replace notepad?
I'm not sure what you mean by replacing notepad...
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Old May 5, 2003, 19:46   #247
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Quote:
Originally posted by Aias
Where do I download this file into? Do I need to replace notepad?

I'm never sure where to download these files into
You can download the Super Apolyton Pack 2 here.

Patch CtP2 with the 1.11 patch and then install ModSwapper that can be found here.

Then Unzip the zip file into your CtP2 folder at the following location: C:\Program Files\Activision\Call To Power 2.

Change the line DebugSlic=Yes to DebugSlic=No in the userprofile.txt file located in C:\Program Files\Activision\Call To Power 2\ctp2_program\ctp... and you are ready to play.

Am I answering your questions?
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Old May 6, 2003, 02:18   #248
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Nope, that answered my question. I'm going to give it a try!

Thanks!
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Old May 19, 2003, 08:45   #249
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I converted to the Super Apolyton Pack, started a game, saved it, exited, and now if I try to load my saved game it crashes.
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Old May 19, 2003, 10:46   #250
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Hi Lir... and welcome!

Do you have an error message?
Have you changed the line DebugSlic=Yes to DebugSlic=No?
Are you using Modswapper 1.13 to launch your game?

I would be glad to help you, if I can, on this issue but I need to know more about it...
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Old May 19, 2003, 12:48   #251
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Lir did you tried to load a savegame that you created before you swapped to ApolytonPack? Actual that is not very probably in that case it wouldn't crash, you just couldn't build some units or notice other oddities. So did you swapped back and tried to load the save game with the original game? Well in both cases you have problems and in both cases it is true that savegames saved with ApolytonPack are only compartible with Apolyton and not with any other CTP2 setup.

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Old May 19, 2003, 13:29   #252
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How can I find out what version of Modswapper I have?
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Old May 19, 2003, 13:36   #253
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Quote:
Originally posted by Aias
How can I find out what version of Modswapper I have?
When you launch ModSwapper, the version number is written in the upper bar to the left of the "close" button.

The problem is that version number 1.12 appears even if you have installed the 1.13 version.
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Old May 19, 2003, 13:38   #254
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Well, I have one of the 1.12 versions!

Thanks for the knowledge!
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Old May 19, 2003, 14:36   #255
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There is only one version of ModSwapper. Well, there have been earlier versions but AFAIK they are no longer online. The only way anyone could have them is if they downloaded ModSwapper 3.5 years ago and never bothered to update...
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Old May 20, 2003, 01:03   #256
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Quote:
Originally posted by Tamerlin
Hi Lir... and welcome!

Do you have an error message?
Have you changed the line DebugSlic=Yes to DebugSlic=No?
Are you using Modswapper 1.13 to launch your game?

I would be glad to help you, if I can, on this issue but I need to know more about it...
No
Yes
Yes
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Old May 20, 2003, 01:05   #257
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Quote:
Originally posted by Martin Gühmann
Lir did you tried to load a savegame that you created before you swapped to ApolytonPack? Actual that is not very probably in that case it wouldn't crash, you just couldn't build some units or notice other oddities. So did you swapped back and tried to load the save game with the original game? Well in both cases you have problems and in both cases it is true that savegames saved with ApolytonPack are only compartible with Apolyton and not with any other CTP2 setup.

-Martin
No, I saved it with Apolyton, I opened it with Apolyton. Then CTP quits and goes back to Windows.
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Old May 20, 2003, 04:44   #258
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I have 1.12-I downloaded it from this site-what is a url for 1.13?
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Old May 20, 2003, 07:17   #259
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The version number that is appearing in the upper part of the ModSwapper window is wrong, as Locutus said it earlier unless you downloaded ModSwapper more than two years ago you have the good version (1.13).

Is your game crashing as soon as you are trying to load it or is it crashing when you are finishing your turn?

You can also post the savegame so that I can test it on my computer?
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Old May 20, 2003, 12:58   #260
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Lir,

Is your O. S. Windows XP. If so, I have had the same problem a number of times. In fact I now use my older computer, with Windows ME, and no longer have that problem.

I did find that not every saved game will crash. If you have earlier saved games, go back to one of them and it will probably load OK. (Or try the auto-saved game). I got to the point that I would save 2 or 3 succsesive turns befor I quit.
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Old May 20, 2003, 17:39   #261
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I have XP, but never had any problems...

Though it can be a pain to do, sometimes a complete reinstall of CtP2 (and SAP) helps with these kinds of problems...
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Old May 20, 2003, 21:37   #262
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Locutus,

Weird, I wonder what's different about my software. I can run the basic program with no problem, but as soon as I add SAP I get these random crashes. I have re-loaded SAP at least 6 times with no success. I have played SAP, MedMod, and others with no problems on Windows 98 and ME, but have never got them to work right on XP.
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Old May 21, 2003, 04:35   #263
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Yes I have XP
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Old May 21, 2003, 09:31   #264
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Then try to run CtP2 in Win98 compatibility mode though I don't know how to use this tool with ModSwapper...
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Old May 21, 2003, 11:15   #265
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my saved game that wont run; autosaves dont open either :<
Attached Files:
File Type: zip lilath-assy-3600bc.zip (132.5 KB, 1 views)
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Old May 21, 2003, 13:35   #266
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Quote:
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my saved game that wont run; autosaves dont open either :<
I am afraid your file is somehow corrupted Lir, I have tried to open your savegame and the game crashes to Windows while it is being loaded...
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Old May 21, 2003, 14:24   #267
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Quote:
Originally posted by Tamerlin
Then try to run CtP2 in Win98 compatibility mode though I don't know how to use this tool with ModSwapper...
You can use ModSwapper to apply the mod, then quit and run CTP2 directly.
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Old May 24, 2003, 05:22   #268
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Are you sure John? I thought you could only use the mods if you launched the game through ModSwapper...

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Old May 24, 2003, 06:33   #269
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Quote:
Originally posted by Tamerlin
Are you sure John? I thought you could only use the mods if you launched the game through ModSwapper...

Yes, I'm quite sure. I even have the source code to proove it Why else would there be a 'Save & Exit' button?
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Old May 24, 2003, 07:54   #270
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Yes but don't you have to start a game with ModSwapper and then save at least once?

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