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Topic: Introducing the Medieval Pack II v1.0 Alpha |  |
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Alpha Wolf Settler Prince of the Barbarians Feb 2001
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posted February 08, 2001 01:46
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quote:
 Originally posted by WesW on 02-07-2001 09:05 PM 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.
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I think we are close, but too many unexpected battle lines makes building efficient stacks more difficult than it should be. Every time i see hoplites BEHIND archers, or flankers in the middle, it drives me crazy. And I'm having alot of trouble getting pikemen to stay in front of infantrymen. For instance, I had a stack of 2 pikemen, 2 infantrymen, and 2 cannons that was attacking 2 of something, I expected to have 3 lines in the order I described, but they dont always line up that way (I cant remember the exact lines, but one cannon was in front and a pikeman was in the second row) I wish that vet status was shown during battles as it would help pinpoint which unit was where. I had to resort to making all naval units flankers, because thats the only way I could get them to combine their firepower onto a single ship (poor AI finally stacked 2 SoL and my one SoL took one of them down with me, forcing the change). It also seems (about 90% sure) that if 2 ranged units with different ranges, attack a single unit, they will line up in 2 lines, but if they have the same range, they line up next to each other. Can anyone else confirm this theory? ------------------ History is written by the victor. |
WesW apolyton.net/wes Huntsville, Al., USA b.02-15-99
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posted February 08, 2001 23:30
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I think that much of the battle-line problem stems from the fact that there are not enough units in the game. The unit values increase gradually, but there are not enough units to fill out the unit types. Thus you have flanking units from one age and attacking units from another age. This is how you get flanking Tanks with higher ranged settings than Artillery, the last available ranged unit before you get Tanks. In the Med mod, there will be enough units, with enough specialization in their stats, that you should not have this problem.Also, I made all naval units with a ranged attack flanking units several weeks ago. In another area, I think I have some up with a way to have special Barbarian units from huts, though I have not tested it yet. Chris has informed me that I have screwed up his Chop sheet with my alterations, and he is working to correct the damage. I don't know when he will get the Chop back to me, but I have other things to occupy me anyway. I have contacted Harlan about getting the last pics needed for the mod, and Paul about re-naming the unit pics to match the new sprite numbers. Charles (Diodorus) is working on the historical gls for the units, though I don't know if they will be ready for the initial beta. Locutus has been doing a lot of work on the slic triggers. Tom is making some new units for the mod, though I don't know when they will be ready. I read through Dale's diplomod readme, thread and mod files tonight, and I hope to integrate his work into the mod as soon as we make sure everything else is working alright. I have not fully digested everything that Richard told me in his letters, though I did manage to get them posted in the AI section so we can act on and think about his comments. I hoped to have the beta out by now, but as you can see, things are still coming together for it, and when it does come out it will be better than it would if it had come out earlier. While you guys are waiting, you can check a couple of things for me by testing default games. 1)I have read that the scoring system does not correctly in the game. Try and find out exactly what doesn't work, and what the problem is. I think that the math settings in the diffdb are probably off, and if so we can correct this fairly easily. 2)Does the conquest distress recovery rate work correctly in the game? I didn't work correctly in Ctp1. The decay rate is 0.2. I don't know if this is supposed to be 0.2 happiness points or a 20% decay rate each turn. On the slic front, I would like a trigger to keep units from bombarding submarines unless they can also attack submarines. |
Dale Prince Melbourne, Australia Dec 2000
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posted February 09, 2001 01:07
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Wes: From all reports diplomacy is now stable and balanced. There's been no problems reported with the diplomacy script/txt files (except for bug reports coming in from old versions still which are now all resolved). The only problem found in the last release (V3.2) was the logic error I found in the withdraw script which is packaged with the diplomacy mod. I put a bandaid fix on the error to stop the desktop crash, while I gained the info for "teleporting" units out of your territory the best way. Thanks to heardie and locutus for the help here. This will go into withdraw this weekend.That brings it up-to-date on that front.  ------------------ 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." |
WesW apolyton.net/wes Huntsville, Al., USA b.02-15-99
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posted February 11, 2001 21:30
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UPDATE ALERT: I have finished the readmes for the beta, and posted them at my site. They contain the finished Advances chart, the Med chart spreadsheet which lists the vital stats for most items in the game (units, wonders, etc.), the Triggers readme which explains all the slic code, and several other files covering other aspects of the mod. Players need to familiarize themselves with these files so that they can understand, and hopefully appreciate, the changes made to the game. This folder is normally part of the texts portion of the mod, but I have posted it separately now so that you can dive right into the beta once it is ready for testing. Feel free to post comments and/or questions about what you read.Ok, Dale, I am taking your word on the Diplomod. I have integrated it into the Med Pack. I kept my changes to regard penalties for the default setting, which you had not altered, but everything else is yours. I put your slc code together with Mr. Ogre's PW mod in a file scenario2.slc. The scenario.slc will contain all of Locutus' work, while the scenario2 will contain all code from other people. Paul sent me the re-numbered pics today, and I finished up that chore, so the unit pics all match the new sprite setup. Once I get the last couple of pics from Harlan, all the pics will be in, and it will be a matter of linking them with the texts generated by the Chop spreadsheet. I went through Richard's letters again in the AI section, and ended up generating another list of questions which I have sent off to him. I think there are some errors in the Orders.txt, which I had never paid attention to before, which may be causing the AI to malfunction in a couple of small areas. There were several other things I asked about as well, so hopefully he will get back with me in the next few days. I also adjusted the strategies.txt to make the primary goals easier to see, plus I fine-tuned some of these goals to make them standardized for the different personality types. I adjusted a couple of the building settings since I have gone back to a more traditional upkeep cost for buildings. Note to Omni: The sprite labeled 101 in the sprite nos. thread should be 102. Once I get the Chop sheet back from Chris, I can finish plugging in all the values and generate the mod texts. That is about all that still needs to be done, though it will take a lot of work to do this. Once the texts are generated, I will develop the new naming system and place the mod in the default section of the game to see if that works. Then I will do some quick play-testing to check for bugs before posting the beta. |
Bluevoss Warlord Orlando, Florida Dec 2000
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posted February 14, 2001 15:05
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Wes,A quick question - I've been out of the whole CTP2 thing for a couple of weeks. Been touring Tunisia and looking at Carthage and Roman ruins and really getting my blood up for some of those good CTP2 early historic chashes (big Civ2 problem is that you never really fight early in history). So what is the status of the mods? Are they ready for download at this point? Also, has any work been done to the citys so that unhappyness is a factor of size? In looking over the Roman ruins of El Jem and Dougga, you really get an appriciation of how much effort the Romans put into keeping their cities happy. Good heavens - the size of some of the temples and colloseums is enough to make anyone realize how important this is. BTW, does your mod give coracles an attack value? I've set mine to 10, and like it - it helps simulate early trireme actions. ------------------ Bluevoss- |
hexagonian Prince the artist formerly known as... Jun 99
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posted February 14, 2001 17:49
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WesHave you run into a problem with how many city improvements you can add in your Mod. The last two improvements on my lists in my mod are showing up in the Build queue, Great Library and so forth, but when they are completed in the game, they do not show up in the city inventory lists. Everything else shows up though... [This message has been edited by hexagonian (edited February 14, 2001).] |
WesW apolyton.net/wes Huntsville, Al., USA b.02-15-99
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posted February 14, 2001 21:15
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Blue, you need to read the Readmes that I posted. You will find the answers to all those types of questions in them.Hex, I have not had any reports of problems with buildings. To get the buildings to show up correctly in the GL, you have to put them in alphabetical order in the buildings text, so the last two are the same in my mod as they are in the standard game. Chris still hasn't gotten the chop sheet back to me, so I have been working on other things related to the mod. I have been feeling really lousy the last few days, so I have not missed squinting at the spreadsheet very much. I have been developing some new ideas with Charles and Harlan which would improve the mod and the game as a whole, but I need someone to make the slic for me. Locutus is happy to help, but he is tied down with school and other things already requested, so I really need someone, or someones, to step up and lend a hand. I am going to make a thread in the Creation system listing all the triggers I would like to have. Most of these triggers would benefit the game as a whole, and could be used with any mod, so it's not like you would be abandoning your own projects. |
TacticalGrace Chieftain Cambridge, England Jan 2001
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posted February 15, 2001 07:52
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couple of things that are still puzzling me: 1) the readmes don't match up with what is in the text files. Is there an update on the way?2) where have all the graneries gone? I have the option to build a granery at the beginning of the game but once I've built one I don't get a chance to build any more for the rest of the game and there are none in the inventory. ------------------ Do not be too proud of this technological terror you've constructed... |
Bluevoss Warlord Orlando, Florida Dec 2000
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posted February 15, 2001 23:55
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Wes,Downloaded all the components (Text, Pictures, Sprite1 & 2) and unzipped them into the scenario folder. Start the game and pict that scenario, then try the Alpha version (non domestic). The next thing I know, the game is dumping to desktop with dialogs reading "Virtual democracy not found in advance table". Did I get a corruption in my download? If so, what do I need to do to fix this. Thanks, ------------------ Bluevoss- |
skorpion59 CTP Maps Webmaster Tulsa, Oklahoma, USA, (GMT -6) May 99
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posted February 16, 2001 03:25
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Hey Wes, I hope you are saving a copy of this thread to your hard drive since it is getting rather long. |
hexagonian Prince the artist formerly known as... Jun 99
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posted February 16, 2001 10:35
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Wes, FYI I believe that you will be limited to having a total of 67 City Improvements in the game. The way to check whether a City Improvement is actually in the game is to go into the editor and place your added improvements into a city, and then exit the editor and see if those improvements show up in your City Manager. If you have too many, you will be able to build them, link up to them in the Great Library and so forth, but they do not appear in your City Manager as part of your inventory. I can only assume that they do not take any effect either. |
Paul Emperor Zwolle, The Netherlands Mar 99
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posted February 16, 2001 17:02
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Mr Ogre posted some time ago that there can be no more than 64 city improvements and 64 wonders. The number of advances and units is unlimited. |
GAMEOVER Settler Washington dc, usa Nov 2000
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posted February 16, 2001 23:00
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When can we expect this mod? |
WesW apolyton.net/wes Huntsville, Al., USA b.02-15-99
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posted February 17, 2001 19:23
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Thanks for the info, Paul. I didn't remember Mr. Ogre saying there was a limit to wonders and improvements.The granary bug is something I made. You can open up the buildings.txt and delete the line that obsoletes the granary. Only the Domestic version of the mod works. I don't know when the beta will be out. I have not heard from Gedrin in over a week, and I need to get the debugged chop sheet from him before I can finish the text files for the beta. I know it is frustrating waiting for the beta. I would have loved to have been playing it this week myself. At least we are still making progress on improving the game, as evidenced by the new triggers posted in my thread in the creation section. The update I posted a few days ago is the readmes for the beta. They will be changed a little when the actual beta is posted, but if you familiarize yourself with them, you will have a head start when the beta is available. Since this thread has grown so big due to the delays with the beta, I would propose that we let this thread die and wait until the beta is up with its accompanying thread before posting more on the med mod. |
Huysmans_666 Chieftain Hoeven,Noord-Brbant,netherlands Jan 2001
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posted February 19, 2001 03:08
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Hi folks,Maybe not the right forum, or maybe so, anyway, I posted this same message in the frenzy forum but since this is a very active forum AND it does relate to something in de medieval mod I thought lets put it here  Well here goes....after playing maybe a couple of hundred games I began noticing that the AI always takes over the capital first no matter how far away it is ! This struck me as odd because there were much nicer cities much closer to their own CIV. It's very frustrating to see 14 CIV with every capital in the hands of another CIV ! And they don't evwen bother to take it back, they just sit there ! Now...I looked at the SLIC script and even though I can't write SLIC I CAN read it and after a while a came upon a routine that searched for an enemy city to conquer and it began with 1, now city number one is ALWAYS the capital, so via SLIC the AI always goes after the enemys Capital.....Is this necessary and can't something be programmed to check the AI to see if it's capital is occupied if so then take it back at all costs ! I don't think it's usefull to the game if the enemy is without capital. It's very odd to see a worldmap where all civs still have their cities except every civ has lost their captil to another civ ! VERY STRANGE experience !  Well I hope I made my question clear and I do hope that something can be done ! Since this SLIC script is in medieval mod I hope it's ok I post this here !? greetinx ! Keep up the good work ! |
Locutus Prince Apolyton Borg Hengelo/Enschede, The Netherlands Nov 1999
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posted February 19, 2001 07:35
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quote:
 Since this thread has grown so big due to the delays with the beta, I would propose that we let this thread die and wait until the beta is up with its accompanying thread before posting more on the med mod.
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In that case I propose Markos closes this thread and archives it before the infamous Apolyton Forum Bug gets to it... Huysmans, Actually, the Frenzy code is not part of the MedMod. Wes is aiming for an AI that's actually good, not one that's just fanatical... Anyway, I pointed this out to BleuO a while ago but I think he didn't mind as people reported they liked this, which I can understand (BTW capitol is city 0, not city 1). |
Huysmans_666 Chieftain Hoeven,Noord-Brbant,netherlands Jan 2001
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posted February 19, 2001 10:34
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Locutus : Oh, well then I'm sorry I thought frenzyAI was going in medmod, oh well, as long as the mod is fien it's ok ! Well since you seem to be the SLIC wizard around here, do you know of a way for the AI to get really pissed of at conquering their capital so that it will definitly try to win it back ?I hope there is, otherwise I might start to read up on the SLIC scripting...is it easy to learn...I know C and asm and pascal, delphi and $#$# but not SLIC ! Furthermore I'm very anxious to get started on my own thing ..I used to love the little boatbarbs you got in civ1, and I want to put them back in the game, do you have a few pointers for me so I can startup ? He, thx man your the best !  |
Locutus Prince Apolyton Borg Hengelo/Enschede, The Netherlands Nov 1999
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posted February 19, 2001 10:54
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Getting the AI to be pissed off is simple (using LogRegardEvent or something like that in SLIC), but I don't think that that'll help in getting it's capitol back, that would very much depend on the situation: what other goals are available, how high the force matching values are, etc, all kinds of AI stuff - AFAIK, SLIC has little to say about that (though you could, ala Frenzy mod, pick a big army and send it out to attack it's old capitol or something like that, but personally I think that's a bad idea)...Well, Huysmans, if you know all those languages, it should be fairly easy to learn SLIC, it's not a complicated language to learn (though no matter how good you are, it'll always be a pain in the @*$%!#$ to use correctly ). If you'd write some SLIC code to get those barbarians to use ships again, both Wes and I would be very grateful... How to implement it is rather ambiguous, it depends on what exactly you want to do and how you want to do it, plenty of options there. Most importantly, you'd need the function CreateUnit (or optionally the event of the same name) to create the ship and it's contents, you'd need something like the BoardTransport event to make the units board the ship somehow and you'd need to somehow send it in the direction of a city (possibly using MoveUnits or MovePathOrder or something of the sort) and make the units unboard near that city (with UnloadOrder or something). It's not one of the easiest things to do, but it's very much needed in the game... (I'd do it myself but I don't know when I'll have time for it) | |