I tried downloading this file but my Norton program see this file as a threat and won't allow it to be download. Did anyone else have this problemyou should ONLY use this if you trust the source it is coming from. if you use this with a "shady" website you WILL have a lot of virus problems
I tried downloading this file but my Norton program see this file as a threat and won't allow it to be download. Did anyone else have this problem
Game fails to initialize on both Hard/Normal.
Whats worse, a small virus that slows your computer down a bit, or a MASSIVE anti-virus that slows your computer down alot? >_>i don't think this is where this conversation should be headed
disable anything that has Norton in its descriptionThat is horrible advice. If you don't know how computers work don't give people advice about 'em.
press [alt] + [ctrl] + [delete]I find this advice particularly scary. Not so much because it's disabling a virus scanner (which I usually prefer not to have running), but because it's presented like you're an expert on the subject and you know exactly what is going on, yet I'm not actually sure you do. Particularly since you make no attempt at explaining why they should be disabling a virus scanner to download some piece of software. Think of the implications of this sort of trust. Following such advice would completely negate the benefits of a virus scanner. If you're going to tell someone to turn off or somehow disable some aspect of a firewall or virus scanner, I think there should be an associated reason why. Plus, the advice should be a work around for the one particular aspect causing the problem, not disable the whole thing. If a firewall is a problem, tell them to open the needed port, not disable the whole firewall. Similar advice for a virus scanner, although, I'm not sure of the terms to use for the specific example in this case.
open the processes window
disable anything that has Norton in its description
hope that helps you starbuck
note unfortunately this also disables spyware/virus protection leaving your computer vurnable
I suspect the virus scanner just blocks all downloads that are executable, and hence potentially harmful? (.exe, .dll, etc.)That would be a stupid / lazy AV.
Game fails to initialize on both Hard/Normal.
I also get "Cannot initialize." No AV annoyances though.
elwood - I tried again today. Still getting same result though - game fails to initialize.Thanks Highlander,
However, when i put your dll in my OP2 folder and start up OP2, I find 2 plymouth coldwar A missions - not just one, perhaps this is some of what is causing the problem ?
All filenames must be no longer than seven letters or bad things will happen!
I'm sure that both you guys know more about this stuff than I do. Would one of you please explain the meaning of this error? And also, when does it occur? Does it happen when you start Op2 after having installed my game? When you select my game from the menu and then click the play button? Or at some other point?The error occurs when I have selected the scenario and am trying to start it.
The file name has 8 letters. Maybe that's the problem. As Sirbomber saidThanks Flashy, I missed that. :blush:QuoteAll filenames must be no longer than seven letters or bad things will happen!
Unfortunately problem still persists.What version of Op2 are you running? All my machines are running the OPU 1.35.5 Beta 2 version of Outpost 2 under Windows XP.
Wonder why some people can play this without problem and others can't <_<
I also get the "Cannot initialize" error and found the cause: MSVCR90D.dll is required, but missing. Can you please get rid of this dependency? Its unlikely that this dll is really needed.Thanks for the info TH300.
Wonder why some people can play this without problem and others can't <_<
Now, what? Apparently there is an up to date alternative available here (http://github.com/leepa/libctiny), but I didn't test it and I didn't find any licensing information. Thats your turn.Actually, I tried that (http://forum.outpost2.net/index.php?showtopic=4551&view=findpost&p=72131) back in april, with VC'08, but I couldn't get it to work..
Missing associated files? Though that would only be a problem if elwood_s added in code from any other source then the sources already used in the original PCW.
How are you building the mission? Because that sure looks like a debug dependency to me :unsure:
Try building in 'Release' mode, instead of 'Debug', if that's not already the case.
Its obviously a debug library which is not for redistribution. You should do a release-build if you are going to give your mission to others. That will automatically link to the "normal" runtime library which more people might have.
But the above doesn't resolve the issue entirely. There will always be people who don't have the runtime lib. And that would require us to either redistribute the lib with op2 or not link our missions to it. In the past we have (as Hooman said) just linked to an alternative runtime lib which does no longer function with the new MSVC compiler. Now, what? Apparently there is an up to date alternative available here (http://github.com/leepa/libctiny), but I didn't test it and I didn't find any licensing information. Thats your turn.
QuoteNow, what? Apparently there is an up to date alternative available here (http://github.com/leepa/libctiny), but I didn't test it and I didn't find any licensing information. Thats your turn.Actually, I tried that (http://forum.outpost2.net/index.php?showtopic=4551&view=findpost&p=72131) back in april, with VC'08, but I couldn't get it to work..
Works fine. Starting playing on normal, was setting up my factory/lab and a meteor hit me and took them both at mark 66. ;_;Wow! That was one H*ll of a meteor!!
The PCW archive that Blackbox released here didn't include any sort of VC++ project or solution file, so I used the "New Project From Existing Files" wizard to make one. I was wondering why the solution created by the wizard was saving the runtime in the debug folder instead of .\ReleaseMinSize , but didn't understand the implication.Ahh yes, it only had the CodeBlocks project files. When I modified it slightly and put it in the SVN, I added an MSVC 6.0 project file with it.
And why when I tried to call myself a n*o*o*b, did the "Enter your Post" box automatically change it to "new person" ???Ahh, fun with the bad word filter. ;)
Ahh yes, it only had the CodeBlocks project files. When I modified it slightly and put it in the SVN, I added an MSVC 6.0 project file with it.Thanks Hooman,
I generally always start new projects by copying an existing project (usually the blank template), or in the case of converting project files, I copy the blank template, and then add the existing files to the project. I do this to ensure all the project settings are configured correctly. There are actually quite a few adjustments from the default project settings, so I would recommend doing this to create new project files. (Off the top of my head, I remember changes to the standard library, the base load address, additional include folders, maybe additional library folders, and the default project configuration: ReleaseMinSize).
- Initial population is still too low on hard. One cannot maintain a minimum base with the current population there.You're probably right. I've never tried playing this game on hard.
- Hard again: Didn't we use to get an earthworker along with the first convec ?No, I just did a quick test of the original (the one that's included with the OPU version of Op2) PCW. You get the earthworker on Easy and Normal, but not on Hard.
Because I think Easy is for a bunch of non-gaming PUSSIES, I tried it instantly on normal. After previously mentioned meteor-DE[size=0] [/size]TH, I tried again. What I've noticed is I'm very good at getting my ass kicked.
Basically, for me, as soon as I get the ConVec's I set up the struc/lab, and research whatever because pretty much all the topics are useless to me for a bit (I do tend to go for Scout Class for no actual reason, I guess I should re-think my research order when several dozen tanks are a stone's throw away) while I wait for that infernally-slow Structure Factory to build.
Once it's done, I throw a laser out (I am generally down to 3 decent to full Lynx or 4 thrashed to decent lynx by this point) and start on the Vehicle Factory. Once the factory is done and I've got morale more stabilized and people coming, I find I'm piss-broke. So I'm probably doing something wrong, but the Starflare's are coming so early my pathetic attempts at defence are thwarted and I either can't afford new ones or I'm pretty much dead.
Anyways, I have not finished it but I will eventually, just wait.
Although I could never beat the original mission on hard, I liked how the resources that I were given were somehow minimalistic. Imo its much more fun to build something up if there's more to build up. Hence, a better way to make it playable would be to make the enemy less aggressive in the beginning.
On the other hand it is also boring if the enemy doesn't prevent me from building up huge armies (as I did in the original mission on easy). Hence, the enemy should be more aggressive later in the game and also build up bigger armies.
i really hope this is still in production...Hi Moley,
a friend of mine... i have never been good at cold war
has found that if you try to take tigers into the enemies base the game freezes?
is this documented? or totally new? it happened in the old one to...
i attacked with panthers/lynx but it always crashes if they drive through the AI base.
I've never experienced this myself, but then again I've never tried to build Tigers in this game....Hey Flashy,
These crashes occur when im driving through the AI base, but if i don't attack, never... Maybe that was added intentionally?I'd kind of doubt that. But maybe "driving through the AI base" triggers an AI response that involves an otherwise unused section of code containing a bug that causes the crash. I've never assembled a big enough force to drive straight through to the A-lab. What I've usually done is take down all the AI's Tokamaks with Starflares early (easy targets), which shuts down all his factories. After that I can whittle down his defenses at my leisure.
The way to make Hard difficult can be done in several ways:
- Lack of colonists
- low ore
- Lots of AI attacks
- High rate of disasters
(Or of course a mixture)
Plymouth Coldwar utilizes a lack of colonists + frequent AI attacks (Currently ore problem can be bypassed).
So how to tweak this from impossible to hard ?
First off we need enough colonists to keep a minimum base running (Residence + agridome + nursury + university). From current situation we either need more colonists to begin with or a faster way to set up the basic base.
Solution A) Do a matemathical modell of newborns vs colonist deaths and keep starting colonists to a bare minimum. (Could prove annoying since 1 random dead colonist too much means scenario failure)
Solution B ) Introduce more Convecs loaded with buildings in the start.
- Could be solved by "Main base sending a larger shipment of resources - which get ambushed by Plymouth" - and you'll have to fight off/sacrifice some vecs/buildings to save the crucial ones you want. (Could prove interesting to see which buildings people go for - could also be a bit hard to implement)
There are some lines in the AI code that appear to add Panthers and Tigers to the AI's attack waves when certain conditions are met, but I've never seen this actually happen when playing the game. I'm not enough of a programmer to figure out by looking at the code what the trigger for that escalation is, but I'll speculate that tripping it could be the cause of the crashes.
// Adjust what types of units to make based on the player's military strength
if (Player[0].GetTotalPlayerStrength() >= 20 * saveData.diffMultiplier)
{
saveData.useTigers = true;
saveData.aiCount = 0;
}
I figure I can try to shed a little bit of light on this:Hi BlackBox,QuoteThere are some lines in the AI code that appear to add Panthers and Tigers to the AI's attack waves when certain conditions are met, but I've never seen this actually happen when playing the game. I'm not enough of a programmer to figure out by looking at the code what the trigger for that escalation is, but I'll speculate that tripping it could be the cause of the crashes.
This is triggered by the following code:Code: [Select]I don't remember exactly the algorithm for GetTotalPlayerStrength, but it's supposed to be a very rough heuristic for determining the "military strength" of a player (its value increases dependent upon how many combat units, etc are built.. I believe heavier chassis like panther and tiger are weighted heavier). Basically, if the human player starts building lots of units (outpacing the AI in other words) these are supposed to try to help it keep up.// Adjust what types of units to make based on the player's military strength
if (Player[0].GetTotalPlayerStrength() >= 20 * saveData.diffMultiplier)
{
saveData.useTigers = true;
saveData.aiCount = 0;
}
As far as the sending new convecs goes, if you look at the code in the "InitialReinforce" callback (it's a resource trigger that fires as soon as the player has at least 1 ore in storage) you can see how these are set up (they are created off map, since there is padding area at the sides to create "reinforcement" units like this and then given a move command to bring them to the player's base). As far as ambushing would be concerned, it would probably be easiest to do something like creating another fight group for plymouth and setting their rectangle to be somewhere near where the reinforcement vehicles will pass through (if an enemy object enters the rectangle set to a fightgroup they will engage it). There should be tutorials elsewhere on the forum that explain the use of FightGroups and other OP2 AI constructs in better detail (I think Sirbomber wrote a bunch of them).
Honestly, I think the AI would be a lot better if it was a bit more "reactive," for example building specific countermeasures to units that players are building (this is completely doable as it's possible to scan for player units being created). This AI was really quick and dirty and kind of meant as an "example" mission for those people creating AIs.