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Topic: Introducing the Medieval Pack II v1.0 Alpha |  |
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MarkG Apolyton CS Co-Administrator Macedonia, Greece b.02-15-99
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posted January 21, 2001 20:01
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quote:
 Originally posted by WesW on 01-21-2001 06:43 PM I believe that I can give the mod files customized names, like MMunits.txt, and simply replace the gamefile.txt, which tells the game which files to load, and in what order.
 | hey Wes, i think this can actually be done!i created a units-markg.txt in the defualt folder with only one change: the sprite of the settler changed to the sprite of the pikeman. a change of units.txt in the gamefile.txt to units-markg.txt and this is the result 
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preacherman Chieftain Seguin/Texas/usa Nov 2000
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posted January 22, 2001 15:28
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Wes Mark, How will changing back an forth between files affect saved games? |
Paul Emperor Zwolle, The Netherlands Mar 99
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posted January 22, 2001 16:32
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You should make sure that you continue a saved game with the same set of files that you used to start the game. If you do that there should be no problems. |
Diodorus Sicilus Warlord Steilacoom, WA, USA May 99
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posted January 22, 2001 18:58
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Potential Problem: I've managed to run three quick games using the latest, 16 - 17 Jan download of MedMod text files in the past four days, none of them longer than 150 turns (I haven't got the long blocks of time to play further, and with the save bug, when I quit I don't bother to save 'em). Here's the (possible) problem: Barbarians. They harass my cities, destroy tile improvements, attack units, even form up into 6 - 7 unit stacks. BUT they never, never, never attack any cities. I've checked all the ai opponents in each game, and I have yet to find a city taken by babarians. I have in three games never even had a city attacked by barbarians, even in cases where there was only one defending unit, no city walls or other defensive improvements, and a stack of 3 - 4 barbarians nearby. - In other words, they shoulda took it, and didn't. First, has anyone else noticed the same problem? Second, if somehow the barbies are now constrained from attacking cities, how does it get fixed? This is particularly annoying to me because the most satisfying game of CtPII I've played so far was using CD's risks.txt from the CD.Mod for CtP in which, out of 8 civs in the game, by 600 BC 2 of them had been destroyed by barbarians and one entire continent was infested by 9 to 12 high stacks of barbarian warriors. That, to me, is the minimum danger barbarians should present at the highest level of barbarian activity (I'd also like 'em to build stronger units as time goes by, but first things first), but we seem to have lost it in the shuffling... |
WesW apolyton.net/wes Huntsville, Al., USA b.02-15-99
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posted January 23, 2001 14:37
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Charles, I checked the strategies.txt, and saw a setting that *might* have caused the problem you describe. If I had to guess, though, I would say to check the scen0001 aidata folder, and see if it contains a strategies.txt. If it does, delete it. There was a bug that caused the problem you dscribed in an earlier version of the mod, but I fixed it weeks ago.On a more positive note, Gedrin is doing the chop spreadsheet today, so I should be able to begin the final phase of the beta soon. I am guessing, but I hope to have it up by the weekend. ------------------------------------------- W.C. Fields, and his niece are falling down a cliff in a basket: "What I wouldn't give for a Maxwell Parachute." "What is a Maxwell Parachute, Uncle?" "Good to the last drop, my dear." [This message has been edited by WesW (edited January 23, 2001).] |
hexagonian Prince the artist formerly known as... Jun 99
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posted January 24, 2001 08:21
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Wes,Quick question about pollution/happiness... What files did you have to go into to make the following changes. I was able to to locate the other file changes that you recommended. 1. raise the amount of pollution generated by each pop from .3 to .4. 2. lowered the crime threshold by 5 3. lowered the max pop for cities to 8 4. lowered the possibility of getting a dead tile to offset the increased production in the game I'm looking forward to the MedMod - with Activision 'washing their hands' of CTP2, I had always felt that the MedMod would clean up any game flaws. [This message has been edited by hexagonian (edited January 24, 2001).] |
wheathin Prince Charming Apr 99
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posted January 24, 2001 10:23
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Hex,The ammount of pollution generated by each population point is set in DiffDB.txt - it varies by difficulty evel; default is 15 pollution per person over the limit. The limit is at the same place in DiffDB.txt. The max populations for cities are in the citysizeXX.txt files. Each of the six files corresponds to a different level (easy, hard, impossible). |
WesW apolyton.net/wes Huntsville, Al., USA b.02-15-99
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posted January 25, 2001 09:59
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Thanks, Wheathin. I had been wondering why there were six citysize files.The deadtile flag is in the const.txt (see my notes in the latest text version). For the pollution per pop, I had to run some experiments. Take the diffdb number and multiply it by .02 to convert to the pollution per pop (don't ask me why). Crime offset is the happiness level below which you have a 1 percent increase in crime for each number. It is in the govern.txt. |
TacticalGrace Chieftain Cambridge, England Jan 2001
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posted January 29, 2001 12:55
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Have been played med mod from 12th January. The new AI is great! On impossible level I've been having great big battles with the AI, with his armies spearheading into my empire and picking out a weak city. I've had to rush armies over to counter attack and recapture the lost city.This is what I've been waiting for all this time. The save-game bug has got me once though. One big problem is the gold situation. At the beginning of the game everything is fine. But later on when I'm in republic, just coming into the industrial age and have built lots of city improvements my cash flow starts running negative. Now this can be solved by lower science a bit and dropping wages but I can't really understand where all the loses are coming from. How do the costs for city improvements work? are the listed values in the city screen per population point? This is the only explanation I can think of - I should be drawing in loads of cash from trading posts, caravans and bazaars/banks. still, better than the situation without the mod - endless millions without any effort. anyway, cool mod. Wes, you deserve the cash I shelled out for CTP2 as much as Activision... ash |
Savant Warlord The Mountain Empire Jul 1999
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posted January 30, 2001 00:19
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Yes tactical Grace, that was also the case with MedMod I. Wes rules!------------------ 'Blood will run' |
TacticalGrace Chieftain Cambridge, England Jan 2001
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posted January 30, 2001 05:19
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Wes, can you (or anyone else) explain how cash flow is calculated in Med Mod?Also I'm confused with trade - the advice screen says that my profit from trade is 1000 gold but looking at the trade summary, I'm making a total of about half that. What's going on? In civ2 you always knew where you stood with trade/gold/science. |
TacticalGrace Chieftain Cambridge, England Jan 2001
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posted January 30, 2001 08:42
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looking at the latest tech tree posting on your website:* can't find Democracy * paper currency lets you build pikemen? * zulu warrior? I think you should get rid of samurai while your at it. |
WesW apolyton.net/wes Huntsville, Al., USA b.02-15-99
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posted January 30, 2001 18:02
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Thanks for the compliments, guys.My experiment with a new way of improvement upkeep is what is throwing off your gold calculations. I am going back to the standard system for all but 2 improvements in the beta, so this should not be a confusing item anymore. Charles (Diodorus) is working on historical gls for the mod, but they probably won't ready until the public release. They will explain the seeming oddities in the tech tree. Everyone is going to be amazed when they see how everything fits together. Harlan and I have been trading emails today making further refinements to the tree, mainly links and so-forth, and even he is amazed at how well everything is shaping up. For you history buffs out there, I believe that the more you study the tree, the more impressed you will be. I am just about finished with the readmes for the beta. These will clear up most, if not all, of the confusion with the new things in the mod. Chris sent me the chop spreadsheet this afternoon, and I will get into it once I finish with the readmes. The beta *should* be ready by the weekend, baring unexpected delays. |
Diodorus Sicilus Warlord Steilacoom, WA, USA May 99
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posted January 30, 2001 23:56
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TacticalGrace (and others interested) - a few quick answers... 1. Democracy is under the advance Human Rights. Wes took all the separate Government Advances out and put governments under advances that enable them. Human Rights comes from Nationalism and Age of Reason, gives you Democracy, Lawyers, and Emanciptaion Act. It's related to both the American Constitution/Dec of Independance and the French Revolutionary "Rights of Man". 2. Paper Currency lets you build Pikemen and Banks. This is related to the invention of Instruments of Credit and paper Bills of Exchange by Italian bankers in the 13th century and by money lenders working the big regional 'Fairs" - which were actually the first big international Trade entrepots in Europe since the Roman Empire. Paper Currency, then, enhanced and expanded income brought in by trade of all kinds and increased the money supply, especially in the cities. These cities in turn both could and had to increase their civic militias, which were almost all composed of varieties of pikemen (and crossbowmen or archers). The increased money supply also led increasingly to troops being hired and paid instead of called up by Feudal Obligation, and the mercenary foot troops were, again, almost always pikemen - Swiss and Landsknechts of the 15th century being the prime examples. 3. Zulu Warriors, Samurai, Legions, and others are all units obtained by building certain (cheap) Wonders. Therefore, only one civ will have Zulu Warriors, one will have Samurai, etc. Wes is trying to sneak some military specializing by civ into the game, ala AoE or AoK. Difference is, depending on how a particular game goes, it might be the Bantu who build Samurai and the Japanese building Legions! |
TacticalGrace Chieftain Cambridge, England Jan 2001
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posted January 31, 2001 05:28
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Good to see the amount of thought that's going into the tech tree. not hard to improve on the activision version (democracy depending on fascism? what were they thinking?) but you've gone well beyond that.The version of Med Mod appears to have a big fat bug though, and I've not seen it in the unmodified version of CTP2. When I'm moving troops into a city area of influence (white dotted line) or skirting round this area I sometimes cannot move the unit onto an empty square. The "move vector" is green indicating that it is a valid move (and I've been playing CTP/civ for years and I know a valid move when I see one) but the unit just sits tight. It's very strange and quite annoying - I had to give up on taking a city yesterday because I couldn't get to it. has anyone else seen this? |
Pintello Warlord Deland, Florida b.02-15-99
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posted January 31, 2001 09:33
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Hi TacticalGrace,Yes, I have seen this problem too. Whenever it happens, I just move the unit/units around to a different position and try again. Eventually you will be able to get into a position to attack the city. Also, if I remember correctly this problem does not occur every time and I have never seen it occure when the troops are on a road. This indicates that the problem may somehow be related to terrain. Timothy Pintello
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TacticalGrace Chieftain Cambridge, England Jan 2001
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posted January 31, 2001 13:21
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Thanks for the response Pintello. At least I know now it's not just me.I've seen it on all kind of terrain and with and without roads. |
Harlan ctpmaps.apolyton/harlan Berkeley, CA, USA b.02-15-99
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posted January 31, 2001 15:18
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A while back, I tried implementing a portion of the militia code from Wes' mod for the Alex scenario. I soon had to disable that code, because of the exact problem you mention. If there was a square that had an enemy militia unit in it, sometimes you couldn't get near that city, but sometimes you could. I'll bet if you look at your save games, every time that happens there's a militia unit involved. Someone needs to look into this. [This message has been edited by Harlan (edited January 31, 2001).] |
Locutus Prince Apolyton Borg Hengelo/Enschede, The Netherlands Nov 1999
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posted January 31, 2001 20:07
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Hmm. Why didn't anyone tell me before? I had these problems too but since no-one else had them, I simply assumed it was me somehow. Now I'm starting to experience them outside the MedMod as well and always when I'm testing out new SLIC code, so they're probably a SLIC bug. These problems are probably ZOC related: the militia's seem to somehow cast some weird forms of ZOC. Up to 5 minutes ago I didn't have a clue as to what was causing it or how to solve it, though I've always suspected it somehow had something to do with killing units (possibly creating them). Just 5 minutes ago I figured it might be possible to solve this by disbanding units instead of killing them. I haven't tested it yet but will do so tomorrow (it's 2 AM over here). If anyone is interested, I uploaded an improved version of scenario.slc that I was about to send to Wes to my website (here). It contains the (hopefully) fixed militia code, a working version of the partisan code and a (probably) bugfree version of the unit repair code. It should replace the scenario.slc file in the scen0001 folder of Wes's scenario pack. If you try it, let me know how it works. I'm very curious about this one. |
TacticalGrace Chieftain Cambridge, England Jan 2001
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posted February 01, 2001 06:20
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I don't see the link between unit creation/destruction code and units being unable to move.I would be much more suspicious of the "prevent Militia units from moving" code. but then again that doesn't entirely make sense either (because you can still move into certain squares). If the fix doesn't work it might be worth putting in user notifications into some of the SLIC events just to see what's being triggered. anyway, I'll have a play tonight.
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Radical_Manuvr Chieftain Maryland, USA Dec 2000
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posted February 01, 2001 12:32
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I'm sure Locutus will come up with a solution to the problem (or maybe already has). While/if you're waiting I found a workaround when playtesting the Alex scenario. It's annoying but...When you encounter the militia ZOC problem save the game and reload. When you get back into the game you can move to the tile that you couldn't move to before saving and reloading. I only did this twice so no guarantees about it working in all cases. Worked both times for me. |
FALVES Settler Lisbon, Portugal Dec 2000
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posted February 01, 2001 18:13
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Wes... Where are you? Where's that beta? |
Pintello Warlord Deland, Florida b.02-15-99
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posted February 01, 2001 18:52
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Hi Wes and Company,I have been out of things for a few days now, if anyone noticed. Anyway, I noticed something in the General Forum. They were complaining there, that is what they usually do there it seems, that there was no sprite for the Ocean City, so I checked this out. Turns out they are right! I loaded a regular game and went into cheat mode. Once there I gave myself a Sea Engineer. I then used that Sea Engineer to found an Ocean City. It gave me a sprite of a regular land city! Talk about looking way out of place, that was out of place! I know the game can create Sea Cities that look like Sea Cities because they have a screen shot of one on the box. My main question here is two fold. One, were you aware of this problem, Wes? If so, has it been corrected in your Mod already? It would not suprise me if it has been. The second part of this question is, if you were not aware of it, would it be possible to fix it in your mod? If so, how would we go about doing this, or is it one of those things that are unfixable? I am asking, because it would be nice to be able to build Sea Cities that look like Sea Cities both in the regular game and in the much improved game call the Med Mod. I look forward to hearing your comments about this. I am also looking forward, with great anticipation, to the release the the new civilization game called Medeival Pak II. I believe it is from a very reputable software house called Wes Whitaker and Company, Inc.  Regards, Timothy Pintello [This message has been edited by Pintello (edited February 01, 2001).] |
WesW apolyton.net/wes Huntsville, Al., USA b.02-15-99
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posted February 01, 2001 23:15
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About the Sea cities: I found the problem. I could have sworn they used the same system in Ctp1 for city sprites, but I couldn't find the files. Anyway, the problem is in agecitystyle.txt. Their are two types of cities specified there, type 0, land cities, and type 1, sea cities. I checked against the Ctp1 files, and could not find where things went wrong, but somehow the game is not recognizing that cities founded on ocean terrain should use the type 1 sprites. At least, I think this is the problem. I checked the sprites, and the sea city sprites are there, and I checked all the files that I could think of, comparing them to the Ctp1 files, and couldn't find anything. If someone could check out the slic file, maybe the problem is in there.I also ran into the zoc problem with my testing a few weeks ago, but I didn't have any idea what was causing it, and there were reports of other odd behavior at the time which seemed to disappear from one text version to the next, so I had forgotten about it. Hopefully Wouter solved it. You guys need to get the file from his website and test it, because I am going to be tied up trying to get the beta ready. |
Pintello Warlord Deland, Florida b.02-15-99
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posted February 02, 2001 09:30
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Hi Wes,Thanks for your response on this. I am not a programmer, but I will take a look at the Slic tonight and see if anything jumps out at me on the Sea Cities front. If someone more knowledgeable about this could look at it too, I would really appreciate it. Timothy Pintello |
Pintello Warlord Deland, Florida b.02-15-99
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posted February 02, 2001 19:32
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Hi Guys,Well I have looked at all the files and all I can say is that I am more impressed than ever with you people who can actually understand them. I was not able to see anyway to obviously put the Ocean City back into the game the way it is supposed to be. If someone in these forums could come up with something I would really appreciate it. For me, this is one of those must fix problems with the game. If the ocean city isn't in there the way it should be, the game will just be ruined for me, Med Mod or no Med Mod. I will continue to pursue this, but I doubt I will come up with anything. I hope one of you more knowledgeable people can come up with something. Regards, Timothy Pintello
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Pintello Warlord Deland, Florida b.02-15-99
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posted February 02, 2001 22:40
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Hi All,I have finally found the solution to the whole Ocean City sprite thing. This is somthing that needs to be taken into account when the Med Mod comes out too. The key to the whole thing lies in the agecitystyle.txt file. Each age has its own set of icons for each city size and style. The problem comes in when you try to build an Undersea city before the 4th or 5th ages. Ocean City sprites don't appear until then. What I did was I took the sprites for the Ocean City in the 4th and 5th ages and copied them to all the previous ages and styles. This way, when I went into cheat mode and gave myself a Sea Engineer and built an Undersea City, it gave me the proper sprite. I also noticed another property of this file. The Ocean City sprites only go up to cities of size 40. After that, the sprite reverts back to the equivalent sprite of the equivalent sized Land City for that age and style. The Land Cities allow much larger city sprite size styles than the Ocean Cities do. One fix for this may be to make equivalent Sea City entries for the different size ranges for Sea Cities after 40 and then just assign the last Sea City sprite to all the following sizes. Alternatively, someone could take it upon themselves to creat new Sea City sprites for each of the remaining Sea City size ranges. On a side note, if anybody is interested, the largest city size possible in CTP2 is size 200. Don't know if that was already known. Back to the point. This whole discussion is relevant for the Med Mod, because the Med Mod will be adding 2 more ages to the 5 already existing ages in the game. Unless some alterations are done to the agecitystyle.txt file to take all of this new information into consideration, we could end up with some rather odd looking sea cities when they are first built. Welp, now that I have resolved this issue, I can finally go to bed, knowing that all is once again well with the world of CTP 2 and the Med Mod Pak II. Now all I have to do is figure out how to add production and food to trade goods again, since we have all now switched to CTP 2. But that can wait till another day. Regards, Timothy Pintello [This message has been edited by Pintello (edited February 02, 2001).] [This message has been edited by Pintello (edited February 02, 2001).] |
WesW apolyton.net/wes Huntsville, Al., USA b.02-15-99
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posted February 03, 2001 00:28
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Great work, Tim. Funny, when I tested last night, I gave myself all the advances in the game, and the land cities used the Diamond age sprites. Anyway, your way works, and I have pasted the sea cities block into all the ages. |
Harlan ctpmaps.apolyton/harlan Berkeley, CA, USA b.02-15-99
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posted February 03, 2001 00:35
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I have one way to add production back to trade good tiles, though it may not be the best way. In the updated Alex scenario (the stilll unreleased one I'm currently working on), I have all metal goods give a production bonus. I accomplished this by creating duplicate terrain types as the land they're normally on (for instance, two Hill types), that differ only by the production number. It seems one can add many more terrain types, you just can't have terrain types with NEW graphics.Of course, this was relatively easy since I could just go through the map and change the terrain under the trade goods on my map, one by one. How to get the above system to work on any random map may be difficult or impossible. Is there some way to detect the presence of a trade good, or add a trade good where there was none before? I'm interested in the second, cos I think it would be great if one could have, for instance, Oil appear only when Oil Refining is discovered.
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MarkG Apolyton CS Co-Administrator Macedonia, Greece b.02-15-99
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posted February 04, 2001 09:20
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wes, you might want to start a new thread soon  |
Locutus Prince Apolyton Borg Hengelo/Enschede, The Netherlands Nov 1999
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posted February 04, 2001 15:44
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TacticalGrace, you're right, there isn't really a link but I don't see a link between preventing movement and random ZOC problems either. So whatever the problem is, it doesn't make sense. In any case, I *think* I managed to find the problem (it was indeed movement-related: one of the movement-events in SLIC seems to be broken in a weird way), though I need to do some more testing to be sure. I replaced the file on my website with a zip file, it contains the newly fixed scenario.slc file, a text file with messages (prevents errors in loading the scenario) and the Const.txt file that is needed to make the unit repair code work properly. Just like with Wes's files, unzip it in the main CtP2 folder (and overwrite existing files if you're prompted to do so) and you're ready to play. I'd love to hear what people think of this: are there any bugs with the militia code, does the unit repair trigger work properly, are there any other bugs? Even if all works perfect I'd like to know... Harlan, it's probably possible to implement your solution in a regular game: add all the extra terrain types that are needed and at the start of a game, cycle through all locations and check if the terrain type is 'legal'. If an extra terrain type exists, terraform it to the regular version and if a trade good exists on a regular terrain type, terraform it to the special type. The main disadvantage of this is that it would probably cause a significant delay at the start of a new game (but only at the start, the rest of the game ought to be unaffected)... Making Oil appear only when Oil Refining is discovered is probably possible as well, some form or another. |
WesW apolyton.net/wes Huntsville, Al., USA b.02-15-99
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posted February 04, 2001 15:53
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I'm trying, Mark, but there is just so much still to do on the beta. I spent about 8 to 10 hrs. yesterday working on it, and I still have a lot to do. Chris' chop spreadsheet is awesome, btw, and I don't know what I would have done without it. I spent most of yesterday on the advances. Out of almost 300 advances links, there were not more than 15 or 20 that didn't have to be changed, just to give you an idea of how much the tech tree has changed. I have not begun to work on the units yet, or to place the advances in the timeline, so it will be a few more days until the beta is posted. Sorry for the delay, but I think everyone will agree that it was worth the wait when it finally comes out. (If Activision had taken the time to play-test the game properly, it would probably just now be hitting the stores anyway.)From the chop wonders page, I was able to get my first good look at the wonders, and I ended up changing a lot of things in that area as well. The changes will be covered either in the GL or in the Main readme. |
Locutus Prince Apolyton Borg Hengelo/Enschede, The Netherlands Nov 1999
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posted February 05, 2001 03:32
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Oh, I forgot: the new SLIC file can be downloaded here. |
Dale Prince Melbourne, Australia Dec 2000
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posted February 05, 2001 16:54
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Wes 'n Co. Just a suggestion about the Australian Civ. Can we PLEASE do something about the city names? I get highly offended by the assumption that Sydney is our nation's captial when it's CANBERRA! My suggestion is do what I did. I changed the city names to the following order:Canberra Botany Bay Brisbane Port Arthur Swan River (or Perth if you want the modern name) Adelaide Melbourne and then whatever cities are left. Just makes it a little more 'proper'.  ------------------ Author of Diplomod. The mod to fix diplomacy. Rommell to a sub-commander outside Tobruk: "Those Australians are in there somewhere. But where? Let's advance and wait till they shoot, then shoot back." |
Pintello Warlord Deland, Florida b.02-15-99
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posted February 06, 2001 09:08
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Hi Locutus,I just tried you new slic. It seems to work well. Hi Wes, While I was using Locutus' new slic code I noticed that the computer still wants to send slaves to cities that are full. It looks like one of two things are happening. Either the computer is treating Militia troops like they can suppress slaves, which they can't, or it still thinks that one military troop can still suppress 3 slaves instead of 2. I think it may be the first one, because when I tried to take all my troops out of a city to get a new slave to bypass it, the slave still went to that city. That wasn't when I noticed the real problem though. I noticed the real problem when my captiol city had a slave revolt. That city was at size 14 with half or more being composed of slaves. That is when I really noticed a problem with how the computer was handling slaves. That was really disappointing. That capitol was holding my empire together. It was my empire's real power house. I never was able to take the capitol back because of how many units the slaves managed to keep in the city. Almost all those units were Archers. Massed Archers can really slaughter otherwise well balanced stacks. The slaves had 5 units on the front row, two of which were Hoplites, 5 Archers on the back row, and 2 Archers on the row behind that! I never did figure out how they managed to have a battle line 3 deep, but they all attacked every turn and really tore me up. That triple battle line is what did me in each time. Regards, Timothy Pintello |
Locutus Prince Apolyton Borg Hengelo/Enschede, The Netherlands Nov 1999
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posted February 06, 2001 14:56
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That's great to hear, Tim (well, the SLIC part anyway). Thanks for letting me know.I guess it's save to say it works then, I ran some more tests myself and couldn't recreate the bug myself either. Best thing is that the final solution turns out to be even better than the original one: it used to be possible to give militias move-orders (you'd be able to see a gray movepath, but the militias would of course never move), now that's not possible anymore. [This message has been edited by Locutus (edited February 06, 2001).] |
WesW apolyton.net/wes Huntsville, Al., USA b.02-15-99
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posted February 06, 2001 19:29
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Tim, it may be that parts of the const.txt are not read when placed in the scenario section, just like in Ctp1. Hopefully this will be corrected when I place the files in the default section. I did not have a problem in Ctp1 with militia units coming out of goody huts, either, so we may have to do something about the slaves eventually.Dale, how would you like to do the entire city lists for Australia and Canada? Harlan's mod added 20 more city names to the civs, but he replaced these two civs in his mod, and he has declined to make extra cities for them. I also need the extra cities for the Native Americans if someone wants to volunteer. As far as the mod, it is still coming along, but I had not realized just how much work there was to do, so it will be this weekend at the earliest before the beta is ready. Also, please see my new threads in the AI forum, and help out if you can. |
Dale Prince Melbourne, Australia Dec 2000
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posted February 06, 2001 20:11
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Wes: I'll do the Aussie cities for you, but I have no idea on Canadian timelines. Anyone else to do Canada? When do you need updated city lists by? I'll come up with 40-50 based on when they were founded.------------------ Author of Diplomod. The mod to fix diplomacy. Rommell to a sub-commander outside Tobruk: "Those Australians are in there somewhere. But where? Let's advance and wait till they shoot, then shoot back." |
Alpha Wolf Settler Prince of the Barbarians Feb 2001
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posted February 07, 2001 03:16
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quote:
 Originally posted by Pintello on 02-06-2001 09:08 AM The slaves had 5 units on the front row, two of which were Hoplites, 5 Archers on the back row, and 2 Archers on the row behind that! I never did figure out how they managed to have a battle line 3 deep, but they all attacked every turn and really tore me up. That triple battle line is what did me in each time.
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I'm also trying to figure out how battle lines are figured. In your battle, how many units/types did you attack with? It seems that battle lines are not onlydependant on your forces but also the opposing forces. The weirdest one I've seen had 3 lines, but alot of the ranged units were in the front line while non ranged were in the back 2 lines. Best i can figure out so far is that my unit with the highest attack (or defense if defending) will be front center regardless of range or flanking ability. Wes, is this an ok question to pose to our CtP2 contact? ------------------ History is written by the victor. |
WesW apolyton.net/wes Huntsville, Al., USA b.02-15-99
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posted February 07, 2001 21:05
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Dale, there is no rush on the cities.AW, this would be a fine question for Richard, but I think that you have already figured out the answer. From what I can tell, flanking units are placed first, then front-and-center units based on either attack or defense strength, then ranged units. I think the game matches up a unit from your force to match each opposing front-line unit, then fills up the second line with remaining ranged units. If extra ranged units are available, they are then placed in the third row. | |