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Topic: Tentative Project - Part Three |  |
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Alpha Wolf Settler Prince of the Barbarians Feb 2001
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posted November 29, 2000 01:06
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This being my first post, I'd like to start it by saying how happy I am that i'm not the only annoyed at the lack of offensive play by the AI. CtP was so annoying how a good friend at a peace level would send a single ship-of-the-line to bombard one of my cities. it was too easy to roll just one or two stacks against them, completely wiping them out before they had a chance to mobilize into an effective force. i remember the question being "what do i gain by starting a war?", but the AI has no ability to determine whether attacking someone strong is to their advantage. if possible, I'd like to see the AI only attack if its ready to fight or if the number of my units nearby is say less than 5. Is there any way to allow the max AI stack to be larger than the human player stack? And if the AI cant figure out how to follow fuel rules on planes, maybe planes should not be allowed by anyone. Nothing like getting my units kiled by some AI planes, then hearing them crash at the end of the turn. |
Alpha Wolf Settler Prince of the Barbarians Feb 2001
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posted November 29, 2000 01:06
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This being my first post, I'd like to start it by saying how happy I am that i'm not the only annoyed at the lack of offensive play by the AI. CtP was so annoying how a good friend at a peace level would send a single ship-of-the-line to bombard one of my cities. it was too easy to roll just one or two stacks against them, completely wiping them out before they had a chance to mobilize into an effective force. i remember the question being "what do i gain by starting a war?", but the AI has no ability to determine whether attacking someone strong is to their advantage. if possible, I'd like to see the AI only attack if its ready to fight or if the number of my units nearby is say less than 5. Is there any way to allow the max AI stack to be larger than the human player stack? And if the AI cant figure out how to follow fuel rules on planes, maybe planes should not be allowed by anyone. Nothing like getting my units kiled by some AI planes, then hearing them crash at the end of the turn. |
Alpha Wolf Settler Prince of the Barbarians Feb 2001
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posted November 29, 2000 01:06
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This being my first post, I'd like to start it by saying how happy I am that i'm not the only annoyed at the lack of offensive play by the AI. CtP was so annoying how a good friend at a peace level would send a single ship-of-the-line to bombard one of my cities. it was too easy to roll just one or two stacks against them, completely wiping them out before they had a chance to mobilize into an effective force. i remember the question being "what do i gain by starting a war?", but the AI has no ability to determine whether attacking someone strong is to their advantage. if possible, I'd like to see the AI only attack if its ready to fight or if the number of my units nearby is say less than 5. Is there any way to allow the max AI stack to be larger than the human player stack? And if the AI cant figure out how to follow fuel rules on planes, maybe planes should not be allowed by anyone. Nothing like getting my units kiled by some AI planes, then hearing them crash at the end of the turn. |
Alpha Wolf Settler Prince of the Barbarians Feb 2001
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posted November 29, 2000 01:06
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This being my first post, I'd like to start it by saying how happy I am that i'm not the only annoyed at the lack of offensive play by the AI. CtP was so annoying how a good friend at a peace level would send a single ship-of-the-line to bombard one of my cities. it was too easy to roll just one or two stacks against them, completely wiping them out before they had a chance to mobilize into an effective force. i remember the question being "what do i gain by starting a war?", but the AI has no ability to determine whether attacking someone strong is to their advantage. if possible, I'd like to see the AI only attack if its ready to fight or if the number of my units nearby is say less than 5. Is there any way to allow the max AI stack to be larger than the human player stack? And if the AI cant figure out how to follow fuel rules on planes, maybe planes should not be allowed by anyone. Nothing like getting my units kiled by some AI planes, then hearing them crash at the end of the turn. |
OmniGod ACS CtP2 Database Manager Philadelphia, PA, USA --> Really Canadian Dec 1999
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posted December 11, 2000 14:04
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A map of europe and africa ia a great idea and the scenario actually sounds pretty good... too bad you couldn't start the europeans with cities, and units and have the africans in huts... patch?? But I was thinking about a euro/africa map the other day scaled, and detailed... but if you're going to do it... then I won't bother... good luck...Omni |
OmniGod ACS CtP2 Database Manager Philadelphia, PA, USA --> Really Canadian Dec 1999
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posted December 11, 2000 14:04
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A map of europe and africa ia a great idea and the scenario actually sounds pretty good... too bad you couldn't start the europeans with cities, and units and have the africans in huts... patch?? But I was thinking about a euro/africa map the other day scaled, and detailed... but if you're going to do it... then I won't bother... good luck...Omni |
colorme Warlord
Nov 2000
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posted November 25, 2000 00:29
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Hey WesW, Locustus, etc.,Can you make the AI attack with larger armies? Perhaps the "RallyFirst" flag can be tweaked? In the games I played, it sends a pathetically small army. It wins sometimes because it uses more advanced units (since it is ahead in science), but that's not very satisfying because we all know how much the AI cheats at the highest difficulty levels. Often the dude has several units hanging around, that it keeps sending to their deaths one by one. I'd rather have the AI beat me fair and square. Let it send in a balanced army of 12 and take my city! |
Alpha Wolf Settler Prince of the Barbarians Feb 2001
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posted November 29, 2000 01:18
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OH I almost forgot. As far as wonders go. There's just too many of them. Too many of them have benefits that I doubt were/are real. How did the Pyramids help with gold? And chichen itza deterred crime by killing the simplest offense. After a certain time, this wasnt allowed anymore yet in CtP2 it looks like it never expires. Most WoWs should in fact be nothing more than FoWs. And they should take substantially longer to build than they currently do. It appears that theres still no production penalty for switching the building queue before its finished. |
Alpha Wolf Settler Prince of the Barbarians Feb 2001
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posted November 29, 2000 01:18
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OH I almost forgot. As far as wonders go. There's just too many of them. Too many of them have benefits that I doubt were/are real. How did the Pyramids help with gold? And chichen itza deterred crime by killing the simplest offense. After a certain time, this wasnt allowed anymore yet in CtP2 it looks like it never expires. Most WoWs should in fact be nothing more than FoWs. And they should take substantially longer to build than they currently do. It appears that theres still no production penalty for switching the building queue before its finished. |
Alpha Wolf Settler Prince of the Barbarians Feb 2001
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posted November 29, 2000 01:18
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OH I almost forgot. As far as wonders go. There's just too many of them. Too many of them have benefits that I doubt were/are real. How did the Pyramids help with gold? And chichen itza deterred crime by killing the simplest offense. After a certain time, this wasnt allowed anymore yet in CtP2 it looks like it never expires. Most WoWs should in fact be nothing more than FoWs. And they should take substantially longer to build than they currently do. It appears that theres still no production penalty for switching the building queue before its finished. |
Alpha Wolf Settler Prince of the Barbarians Feb 2001
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posted November 29, 2000 01:18
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OH I almost forgot. As far as wonders go. There's just too many of them. Too many of them have benefits that I doubt were/are real. How did the Pyramids help with gold? And chichen itza deterred crime by killing the simplest offense. After a certain time, this wasnt allowed anymore yet in CtP2 it looks like it never expires. Most WoWs should in fact be nothing more than FoWs. And they should take substantially longer to build than they currently do. It appears that theres still no production penalty for switching the building queue before its finished. |
Semjaza Settler
Dec 2000
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posted December 12, 2000 02:26
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MrFun,Being an ex-South African myself, I think doing a European/African map would be really great! BTW, why does Activision (and I believe in the other Civ games too, if my memory serves me well) insist on using tribe names as opposed to real city names? I noticed this with both the Native Americans and the Zulus. I would love to see a map/scenario done of South Africa and the struggles between the British/Dutch/German/French and the many African tribes they ran into during colonization. I also would love to see a map/scenario in a similar vein done ro reflect the Americans/Mexicans and the Native American Indians. I just don't know if there is much interest in these two areas. Just my 2 cents... ------------------ Just another Civ Addict |
Semjaza Settler
Dec 2000
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posted December 12, 2000 02:26
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MrFun,Being an ex-South African myself, I think doing a European/African map would be really great! BTW, why does Activision (and I believe in the other Civ games too, if my memory serves me well) insist on using tribe names as opposed to real city names? I noticed this with both the Native Americans and the Zulus. I would love to see a map/scenario done of South Africa and the struggles between the British/Dutch/German/French and the many African tribes they ran into during colonization. I also would love to see a map/scenario in a similar vein done ro reflect the Americans/Mexicans and the Native American Indians. I just don't know if there is much interest in these two areas. Just my 2 cents... ------------------ Just another Civ Addict |
Starfighter08 Chieftain Luzern,Switzerland (GMT +1) Nov 2000
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posted November 25, 2000 04:45
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WesW, you seem to know how to change the names of the empires. I'd like to do that for a normal game. Could you tell me how to do so?Thanks in advance |
Elucidus Chieftain Prattville, AL Mar 2000
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posted November 29, 2000 19:05
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Since when has many of the wonders in any of the civ games been true to real life... The pyramids counting as graneries in all cities, or the great wall as city walls in all cities... The list goes on. Remember it is supposed to be fun, not real life. Although I agree that the cost could use a bit of an increase. I mean it should be next to impossible for me to build all the wonders in the game on impossible level. But so far that is exacly what I've done. Maybe if we added more wonders, so that the computer can build those while I am building the others, than the wonders wouldn't mean so much, and maybe there would be two or three superpowers in the world... Just some thoughts 'o mine.------------------ Yours in gaming, ~Elucidus |
Elucidus Chieftain Prattville, AL Mar 2000
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posted November 29, 2000 19:05
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Since when has many of the wonders in any of the civ games been true to real life... The pyramids counting as graneries in all cities, or the great wall as city walls in all cities... The list goes on. Remember it is supposed to be fun, not real life. Although I agree that the cost could use a bit of an increase. I mean it should be next to impossible for me to build all the wonders in the game on impossible level. But so far that is exacly what I've done. Maybe if we added more wonders, so that the computer can build those while I am building the others, than the wonders wouldn't mean so much, and maybe there would be two or three superpowers in the world... Just some thoughts 'o mine.------------------ Yours in gaming, ~Elucidus |
Elucidus Chieftain Prattville, AL Mar 2000
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posted November 29, 2000 19:05
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Since when has many of the wonders in any of the civ games been true to real life... The pyramids counting as graneries in all cities, or the great wall as city walls in all cities... The list goes on. Remember it is supposed to be fun, not real life. Although I agree that the cost could use a bit of an increase. I mean it should be next to impossible for me to build all the wonders in the game on impossible level. But so far that is exacly what I've done. Maybe if we added more wonders, so that the computer can build those while I am building the others, than the wonders wouldn't mean so much, and maybe there would be two or three superpowers in the world... Just some thoughts 'o mine.------------------ Yours in gaming, ~Elucidus |
Elucidus Chieftain Prattville, AL Mar 2000
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posted November 29, 2000 19:05
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Since when has many of the wonders in any of the civ games been true to real life... The pyramids counting as graneries in all cities, or the great wall as city walls in all cities... The list goes on. Remember it is supposed to be fun, not real life. Although I agree that the cost could use a bit of an increase. I mean it should be next to impossible for me to build all the wonders in the game on impossible level. But so far that is exacly what I've done. Maybe if we added more wonders, so that the computer can build those while I am building the others, than the wonders wouldn't mean so much, and maybe there would be two or three superpowers in the world... Just some thoughts 'o mine.------------------ Yours in gaming, ~Elucidus |
Jonny Chieftain Kingston Springs, Tennessee, USA Nov 2000
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posted December 12, 2000 17:27
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I am quite impressed with the North America map. I am in the 1700's and have noticed no problems with the map. There is only one thing I am confused about: Why do the Russians start in Alaska? I know they settled Alaska, but their capital, Moscow, and most of their empire was not there. Plus, their really annoying me, the Native Americans. Other than that, I really like it!  Jonny |
Jonny Chieftain Kingston Springs, Tennessee, USA Nov 2000
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posted December 12, 2000 17:27
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I am quite impressed with the North America map. I am in the 1700's and have noticed no problems with the map. There is only one thing I am confused about: Why do the Russians start in Alaska? I know they settled Alaska, but their capital, Moscow, and most of their empire was not there. Plus, their really annoying me, the Native Americans. Other than that, I really like it!  Jonny |
hexagonian Prince the artist formerly known as... Jun 99
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posted November 25, 2000 06:32
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...Oh, if this is possible too.Bring back the message icons that show up on the left side of the screen. Nah, didn't think so. |
WesW apolyton.net/wes Huntsville, Al., USA b.02-15-99
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posted November 25, 2000 09:07
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I am glad to see so much interest in the mod. All the posts actually make it a little difficult to address everyone, but I will comment on a few things...To change civ names and cities, you need to alter the civilization and cityid texts, respectively. I agree there are towns in Norway built upon whale bones, but you see whales are a special resource, and the Norwegians probably had to venture away from the coast to get all of them. I didn't eliminate production from all sea tiles, but I just couldn't figure out how beaches give you much of anything to use in building, other than the occasional piece of driftwood. You can usually get something out of most any land tile, whether its clay for bricks, or grass for roofs, or stone and gravel, etc. Beach is probably the most common terrain in the game, and its original setting made it possible to build cities on ANY piece of coastline and have good results. Also, I think that most sea-farers still got the bulk of their diet from plants and animals. I will try and check and make it possible to build about all types of improvements on deserts. I think that it is about that way now. I know you can build both farms and mines. Deserts are such a common tile in the game, I wanted to do something to make them a little more valuable, so that you didn't have large parts of the map practically un-useable. |
phenyl Settler Vancouver, BC Dec 2000
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posted December 12, 2000 18:42
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a african colonization map would be the one of the best ideas if the game play would support it. you would problaby have to package it with some sort of modification to distances from empire and things like that (for revolts, etc..)but geography-wise a europe to africa colonization map would be very good to play because of th variety of terrain and difficulties in transport. i dont know about the end game though. ?? |
phenyl Settler Vancouver, BC Dec 2000
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posted December 12, 2000 18:42
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a african colonization map would be the one of the best ideas if the game play would support it. you would problaby have to package it with some sort of modification to distances from empire and things like that (for revolts, etc..)but geography-wise a europe to africa colonization map would be very good to play because of th variety of terrain and difficulties in transport. i dont know about the end game though. ?? |
MrFun Prince United States, Iowa Nov 2000
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posted December 12, 2000 23:32
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I am going to begin background reading and researching for a historical fiction novel that I will begin writing next year during my break between semesters at my university.However, I WILL take time out to make this map since there seems to be some interest in it. I look forward to tackling it.  I will make this map size more vertical than in width for this Europe and Africa map. But it won't be too exaggerated in height compared to width. |
MrFun Prince United States, Iowa Nov 2000
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posted December 12, 2000 23:32
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I am going to begin background reading and researching for a historical fiction novel that I will begin writing next year during my break between semesters at my university.However, I WILL take time out to make this map since there seems to be some interest in it. I look forward to tackling it.  I will make this map size more vertical than in width for this Europe and Africa map. But it won't be too exaggerated in height compared to width. |
WesW apolyton.net/wes Huntsville, Al., USA b.02-15-99
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posted November 25, 2000 09:37
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I have gone through the strategies.txt, and made a number of changes to each AI type. The common changes are: I have the Barbarians building some sea units, and maintaining garrison troops. Btw, I really like how you can specify what kind of units you can have in the garrison.-I gave all the AI types a max science percent of at least 70, public works percent to no more than 25, and a max unit support cost of no more than 40. -Most types did not have sea or air units specified in their unit queues. I have corrected this. -I generally reduced the number of sea transport units built to about 3. -I inserted Monarchy and Corp. Rep. into the scientists govt list. -I raised the establish embassy goal for peaceful types, and raised the attack goal for military types. -Raised the goody hut and explore goal for all types. -Military types were set to be primarily defensive in their goals. I have changed this to make them more offensive. Except for goal settings, all of my changes are marked with a "//WW from ..." comment. I have begun to re-write the unit build lists, and it's turning into quite a job. I didn't realize how inadequate the original system was until I got into it. I am not sure I like the current setup as well as I did the city-based ctp1 way. We will have to see how it all works out. When I get finished, I will post the new unit build list for everyone to comment on. |
Chris B Warlord Canton, CT Oct 2000
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posted November 25, 2000 10:32
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Thanks a bunch for this modpack, Wes. Couldn't activision have thought that forest should have more than 5 production?! Anyway, I was wondereing if you could fix obsolete advances. I am apalled by the fact that hoplites last till Gunpowder rather than feudalism and cannons last till Cybernetics! Also, you can't build a unit with reasonable attack until the Samauri, which seems bogus. Also, only four wonders are ever obsolete and they didn't think to add new govt types. I would appreciate if you could change these things in the new Mod. -CB |
Semjaza Settler
Dec 2000
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posted December 13, 2000 04:21
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Jonny wrote:>There is only one thing I am confused about: Why do >the Russians start in Alaska? I know they settled >Alaska, but their capital, Moscow, and most of their >empire was not there. Plus, their really annoying me, >the Native Americans. Personally, I feel by throwing in the Russians on the North American map makes it a lot more interesting. Thanx again, MrFun, for a great map!
------------------ Just another Civ Addict |
Semjaza Settler
Dec 2000
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posted December 13, 2000 04:21
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Jonny wrote:>There is only one thing I am confused about: Why do >the Russians start in Alaska? I know they settled >Alaska, but their capital, Moscow, and most of their >empire was not there. Plus, their really annoying me, >the Native Americans. Personally, I feel by throwing in the Russians on the North American map makes it a lot more interesting. Thanx again, MrFun, for a great map!
------------------ Just another Civ Addict |
MarkG Apolyton CS Co-Administrator Macedonia, Greece b.02-15-99
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posted November 25, 2000 12:36
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wes, is the scenario pack feature fully working?? can you put ANY kind of game file under your scenario directory? |
MrFun Prince United States, Iowa Nov 2000
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posted December 13, 2000 14:13
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The reason why I added Russia in this North America map and scenario is because I did not wish to add Maya or Aztec, since either of those two would have been placed too close to Mexico's starting point.So, I thought - "what if Russia had developed a North American colonial empire in the NW?" Granted, this means that you'll see Russian city names as well as its capitol from the Old World on this map, but nothing is perfect.  |
MrFun Prince United States, Iowa Nov 2000
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posted December 13, 2000 14:13
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The reason why I added Russia in this North America map and scenario is because I did not wish to add Maya or Aztec, since either of those two would have been placed too close to Mexico's starting point.So, I thought - "what if Russia had developed a North American colonial empire in the NW?" Granted, this means that you'll see Russian city names as well as its capitol from the Old World on this map, but nothing is perfect.  |
MrFun Prince United States, Iowa Nov 2000
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posted December 15, 2000 10:27
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Has anyone kicked ass in the North America map so far?  |
MrFun Prince United States, Iowa Nov 2000
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posted December 15, 2000 10:27
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Has anyone kicked ass in the North America map so far?  |
Starfighter08 Chieftain Luzern,Switzerland (GMT +1) Nov 2000
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posted November 25, 2000 16:01
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Wow, I'm impressed. Where can will we find the MedMod and the scenario pack once they are ready? BTW thanks for telling me where to alter civ names, but I got a new problem: at the start I get an error message which says something like "don't know how many civs expected" and "no sprites for civ". What's that all about?Thanks for your patience Regards |
WesW apolyton.net/wes Huntsville, Al., USA b.02-15-99
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posted November 26, 2000 03:17
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Mark, I assumed all files could be put into the scenario section, since they did so many things with the shipped scenarios. Surely Harlan would have mentioned if this wasn't the case. One thing does worry me, though. I can't find any of the new sprites for any of the shipped scenarios. Does anyone know where they are?Sf, it seems like you are adding civs, as well as altering them. This is different. You need to study the files you are playing with if you want to add things. There is a number at the top of one of the files which must equal the number of civs in the file. I don't remember which one right now. I have posted a couple of text files on my homepage which list the new units, and what category they fall into. I will post here as I have things ready for players to try out. They will be available at my homepage, but my homepage will be changing soon, so you will just have to click the 'homepage' button above and see where it takes you.  Putting together a large, comprehensive mod like the Med mod II is an undertaking measured in weeks, and usually months, so if you want to join in, you have to keep this in mind. I spent over a year on the Med mod series for ctp1, for example. I don't think it will take anything close to that for the Med mod II, since Ctp2 is so much more complete than Ctp1 was, but it will still be a long undertaking. I will release betas on my homepage as we go along, and public versions here at Apolyton when we get everything play-balanced. With the potential of slic2, I think we can spent a long time developing it alone. I expect to have multiple public release verisons, and that is why I like to name them; it's fun, and it gives them a little personality. The Med mod 3 was 'The Renaissance', since that era was where we did most all the work in, and the Med mod 4 was 'The Age of Wonders', since we added so many Wonders in that mod, and re-worked the Modern and post-Modern eras, living in which would seem wondrous to people from earlier times. |
MarkG Apolyton CS Co-Administrator Macedonia, Greece b.02-15-99
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posted November 26, 2000 03:38
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quote:
 Originally posted by WesW on 11-26-2000 03:17 AM Mark, I assumed all files could be put into the scenario section, since they did so many things with the shipped scenarios. Surely Harlan would have mentioned if this wasn't the case.
 | that's good to hear. sometimes i still get nightmares of trying to make the apolyton pack to work...  quote:
 One thing does worry me, though. I can't find any of the new sprites for any of the shipped scenarios. Does anyone know where they are?
 | i think they are in the default folder. if that means that they dont work onthe scenario folder, i dont know |
Depp Prince Luleå, Sweden b.02-15-99
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posted November 26, 2000 07:58
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WesW. Can you please add some crude fix to the food problem. ? As it is now you can build a city anywhere and make it grow fast. The food from the tiles should be cut in half. And another problem. I always give my people the lowest salary and make them work the longest, give them max food and build a therater you are ok, with a huge increse in science and production. The amount of unhappiniess casued by working longer and less salary should be doubled as well. |
MarkG Apolyton CS Co-Administrator Macedonia, Greece b.02-15-99
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posted November 26, 2000 08:47
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quote:
 Originally posted by Depp on 11-26-2000 07:58 AM Can you please add some crude fix to the food problem. ? As it is now you can build a city anywhere and make it grow fast.
 | and what kind of production/gold will it have if you have almost all of it's citizens turned into farmers? |