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Topic: New Ancient Mod in the works |  |
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hexagonian Prince the artist formerly known as... Jun 99
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posted February 14, 2001 12:44
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Lord,If you switch from version to version, the game will most likely crash, as even single differences in the files cause problems. What I do is start a new game with any file change that I have made. The Agora bug has got me stumped, I will have to look at the files to see if I can locate a discrepancy there. Regarding unhappiness, do you feel that more improvements need to be added at that point in the game. BTW, my approach was to make entertainers more of a necessity, so there was a reduction in the availability of happiness improvements as well as an adjustment in the global sliders. This will also limit somewhat the urge to expand outward with new cities that are far away from your capital. I had bumped up the riot settings in my current files and am happy with what is happening there. On the flipside, I can also boost the martial law settings to help ease unhappiness. Republic is the main science generating government for that time period, but it is also designed as a peacetime government, so it will be hard to stay in while fighting a war. Unfortunately (or fortunately), it seems that you are always in a war in this Mod. As a sidenote, I was decimated in my last game by a combination of several civs who parked large stacks outside of my outer cities and then proceeded to march in and take those cities. One hostile civ took a city, and as I was preparing to retake the city, another civ would arrive with a large stack, forcing me to stay defensive. I was only using Diplomod 3.2 too. But this has also been in the early game - less than 200 turns. It's forcing me to rethink how I play - I generally neglected military buildup/military expansionism until later in the game. Easy to do in CTP1 and CTP2. I'm amazed how often I have to monitor the global sliders too. The passive AI after reaching a certain point in time has been mentioned in other threads not related to this Mod. Any suggestions on this Alpha??? - there was someting precently posted in the 'Improving AI without Slic' thread. I believe that you can run both Frenzy and Diplo, but they have to be installed in your default game setup, instead of in the Cradle Mod. I do not know if they have been tested for compatibility, but there is probably a thread somewhere... |
hexagonian Prince the artist formerly known as... Jun 99
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posted February 15, 2001 08:46
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I looked into the Agora issue a little last night. I am having the same problem with the City Clock too. These are the last 2 items on the Improvements.txt, so it is possible that the game only recognizes a certain number of improvemets. I will have to experiment this weekend on this. If I have to take them out, its not a big deal - I wil have to redistribute the effects of those improvements to the ones that are already existing. |
Lord of the Isles Settler Edinburgh, Lothian, Scotland Apr 99
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posted February 15, 2001 11:45
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First a few minor Great Library inconsistencies. The advance ALCHEMY says it allows Fire Triremes to be built but the link takes you somewhere else. I think it should be Triremes. Also, neither of the entries for Stonhenge and Olympics wonders mentions that they become obsolete after certain advances, but they do.As for your query about unhapiness, once Entertainers became available I could make some citizens Entertainers and use Governments like Republic. I think that at that stage of the game the balance you have is ok. On the other hand, I'm now at turn 570 and have problems with cities of size 29 (I have around 30 under Tribunal Republic ranging from size 22-29). I cannot get the size 29 cities to stop appearing in red in the Resources screen, due to pollution. I could starve them down to 28 I guess, though that seems a little harsh. On the other hand, these cities never seem to riot (that's the clenched fist appearing above the city, right?). I've put lots of citizens into Entertainers, Merchants and Scientists until growth for every city is very small (0-50) to stop them growing much from now on. But since there are no pollution reducing city improvments avaliable I cannot do much else about it. Not that the current state of affairs is a great problem; I just wanted to check that this was the effect you had planned. As for the passivity of the AI civs in this game: there are two large islands and I am now the only civ on the north one (5 other civs share the south island). Maybe that explains why I have been more or less untroubled since turn 180 or thereabouts, apart from the odd barbarian. I'd echo Hexagonian's comments that during the first couple of hundred turns the AI does seem a little more agressive than in the unmodified game. If I get time I'll try adding the Frenzy mods to my default game setup (along with Diplomod) and running CoC as a Scenario. |
hexagonian Prince the artist formerly known as... Jun 99
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posted February 15, 2001 13:38
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Have you built Apothecaries, Physicians and Bathhouses in all of your cities? These are the improvements that allow your cities to grow. If you have, then I need to modify them in order to allow the cities to cap out at a higher population level.Regarding pollution - I was using pollution to simulate unhappiness, and incorporating a city improvement to reduce it might very well have to be included - but I hope I can get a historical precedent to include it. But the problem with a possible limit on Improvements might throw a monkey wrench in the works. What are your unhappiness readings regarding pollution? (-1, -2??) I take it that you have not had tiles go bad on you. This is good. Send me your game file, so I can see what is happening. This will help me try to figure out what to do. |
hexagonian Prince the artist formerly known as... Jun 99
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posted February 16, 2001 10:22
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Currently, I have fixed and updated the info in the Great Library regarding the wonders and the Fire Trireme.I have also changed the following units to better reflect historical fact War Galley is now Heptireme Palantini is now Praetorians Phalanx is now Hypaspists Regarding the Agora/City Improvement issue: It appears that CTP2 has a limit on how many city improvements can be in the game. I will be dropping some late game improvements to make room for my additions - since the Mod is designed to run through the Late Medieval Age, they will not be needed anyhow. Regarding pollution: I will probably add some pollution-easing bonuses (similar to what is in Recycling Plants) to the Aqueducts and Bath Houses to help nullify the effects of pollution as your cities get very large. |
Shaka II Settler
Nov 2000
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posted February 21, 2001 11:34
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I have the same experience, somewhere around turn 370 or 400 or so. When the agora is built, it either reappears in the build box and not in inventory, or it is built (appears in inventory) and several of the other improvements such as wall, marketplace, granary, etc, disappear from inventory (reappear in build box).Regarding the AI building of wonders, I have been the only one to build wonders (3), until recently, when two of the AI civs started to build one. So a tweak or two may be needed here. I noticed that playing the unmodified game at the hardest level that you can't build early wonders, since the AI is so quick at it. The only way is to acquire them is by conquest, where the AI is not as good as me. I like to build some of the wonders myself and not only achieve them by conquest. By the way, I was playing the Ancient Mod at the hard level with barbarians only on moderate level. Probably will play on very hard level next time. Other than those problems, I enjoyed the game very much and look forward to playing more when the agora bug is fixed. I have always wanted to play an Ancient Mod like this. Some of Harlan Thompson scenarios like Mongols, Vandals, etc.,(civ2) have that kind of feel. The early stacked combat with ancient units is pretty exciting. The regular game (unmodified) packs so much evolution into the game that sometimes you don't get the full experience of a unit, before it's time to move on. I want my wall and marketplace back. |
hexagonian Prince the artist formerly known as... Jun 99
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posted February 21, 2001 15:55
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I believe I have the Agora bug fixed. It meant reaarranging some improvements in the lists. Basically, CTP2 limits City Improvements/Wonders to no more than 64, and I had passed that number in Improvements.I should have an update soon. The Medieval tech tree is finished, but I have to go through everything and check to see if everything links up. I am in the process of getting the Great Library to reflect the new additions too. There are additional units/wonders in the update. |
hexagonian Prince the artist formerly known as... Jun 99
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posted February 26, 2001 13:28
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The update (1.03) will be up sometime this week.If you want a look at the new tech tree/unit specs, download the .pdf files from http://www.mydocsonline.com login is hexagonia password is hextapul ================================================ 1. The Agora (city improvement) bug has been fixed. 2. Expanded Medieval Tech Tree. 3. New city improvements include: - Castle - Mosque - Craft Guild 4. All unit name suggestions have been incorporated to reflect historical accuracy. 5. New units include: - Pezheteroi - (Republic only) - Janissary - (Calipahte only) - Teutonic Knight - (Theocracy only) - Dromon - Merchant Trader 6. Great Library has been extensively checked to make sure all info reflected in it lines up with gameplay. |
Shaka II Settler
Nov 2000
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posted March 08, 2001 12:13
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Does the version 1.02 have the fix in it? I downloaded and installed the 1.03 update, which is sprites and pictures, etc. Also, what about using Diplomod with Ancient mod? I know you had some reservations about this before. |
hexagonian Prince the artist formerly known as... Jun 99
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posted March 08, 2001 14:36
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Sorry for the lack of posting on this...I've been somewhat busy with things at home and outside of home, so I haven't been been able to work on the Mod as much as I wanted to over the last week. And my son had recently developed a renewed interest in the computer (That was why I had got him the N64 - to keep him off of MY toy...), so my computer time has been reduced even further. Currently, I haven't posted the text files, as I wanted to give them a runthrough. But yes, the pics and sprites are posted for 1.03. I wanted to have them consistent with the numbering system that OmniGod has worked up for the sprites, so they will have to be downloaded for 1.03. I am planning on having something by the end of the weekend, though I probably will not be able to get to the game until this Saturday to recheck everything that I have added recently. Last weekend I had to go through the AI build list for the Advances and make sure that the prereqs for each advance actually preceded those advances on the list. There were some inconsistencies in the previous list. That was all I had time to do last weekend. I spent some time Tues working on adding some additional population modifiers to some of the buildings, but I was getting global warming messages when I bagan a new game. So I wasted a couple of hours trying to track down why those messages were coming up - it ended up that I had made a change in the userprofile.txt file, which somehow was prompting those messages. I ended up having to reenter the info, because I was working backwards from all the info I had entered. I'm still not totally happy with the Barb settings either - but further adjustment might wait until 1.04. FYI, 'Boring Hordes' is set at the CTP2 default 'Raging Hordes' setting. | |