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Topic: Diplomacy mod |  |
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preacherman Chieftain Seguin/Texas/usa Nov 2000
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posted March 08, 2001 08:09
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I am haveing same problem as metheglyn. It happens first time you hit end turn in game. Mod played fine by itself. only after I installed med mod did problem show up. |
emckinley Settler
Mar 2001
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posted March 09, 2001 00:12
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Hi all,Yes, I just installed the DiploMod 3.3 and am running CTP2 1.11 -- and I cant get past one turn without that error message. Something is a bit amiss. I hope this helps you to know that there are probably a good many of us having this... and hopefully you can isolate the issue and fix. For now I probably have to go back to the lame default diplomacy.. means reinstalling (ick..) Thanks! ------------------ Elliott McKinley Composer http://www.mp3.com/emckinley |
ssoszka Settler Portland, Oregon, United States Dec 1999
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posted March 09, 2001 02:01
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I have to report that I am getting the following Slic errors: C:\program files\activision\call to power 2\ctp2_data\english\gamedata\MM2_diplomod.slc151: Array index 23 out of bounds.... index 23 thru 28 are also acting up as well. I am using MM2. You know I am not sure what folder I should have but the dip mod in. Please advise
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Dale Prince Melbourne, Australia Dec 2000
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posted March 09, 2001 03:23
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Okay guys, how's it going? Okay, down to business.Firstly, I'd like some feedback as to whether the following errors are only isolated in Med Mod, the non-Med Mod version, or both. This will help in debuging because I can go to the specifics. Here is my configuration: Win2000 Pro, DirectX 8, P3 666, 128 RAM, installed "FULL" to E: (ahhh the beauty of a 40GB HDD). I'm running Asia-Pacific with patch 1.11. I get none of these crash errors, and can't even re-create them on my setup.  If anyone is in Melbourne getting these errors, maybe we could work something out. 1. DIP_MainRoutine, function _ConsiderNewProposal: Wrong Type of Argument - Open diplomod.slc in notepad and scroll down till you find the following. Then comment these lines out (put // in front):
code:
// if(DIP_request == 7) { // for(DIP_tmpvalue2 = 1; DIP_tmpvalue2 < DIP_NumOfPlayers; DIP_tmpvalue2 = DIP_tmpvalue2 + 1) { // if(DIP_tmpvalue2 != player[0]) { // ConsiderNewProposal(player[0], player[1], DIP_requestpriority, 7, DIP_tmpvalue2, ID_AIS_LOVE_AIS, ID_AIS_LOVE_AIS, ID_AIS_LOVE_AIS); // } // } // } // if(DIP_request == 8) { // for(DIP_tmpvalue2 = 1; DIP_tmpvalue2 < DIP_NumOfPlayers; DIP_tmpvalue2 = DIP_tmpvalue2 + 1) { // if(DIP_tmpvalue2 != player[0]) { // ConsiderNewProposal(player[0], player[1], DIP_requestpriority, 8, DIP_tmpvalue2, ID_AIS_LOVE_AIS, ID_AIS_LOVE_AIS, ID_AIS_LOVE_AIS); // } // } // }
- This will allow you to avoid the "Wrong type of arguement" errors.2. mm2_diplomod.slc:151:Array index 13 out of bounds (or other various numbers). - This refers to a "for" loop which cycles through each civ in the game and checks to see if an embassy re-create is required. Try changing the code to this:
code:
/////////////////////////////////// // Check embassy routine /////////////////////////////////// HandleEvent(BeginTurn) 'DIP_EmbassyCheck' pre { int_t civ; int_t civ3; civ3 = 0; civ = player[0]; for(civ3; civ3 < DIP_NumOfPlayers; civ3 = civ3 + 1) { if((AtWarWith(civ, civ3)) && DIP_hasemb[(DIP_NumOfPlayers * civ) + civ3] == 1) { DIP_hasemb[(DIP_NumOfPlayers * civ) + civ3] = 0; DIP_hademb[(DIP_NumOfPlayers * civ) + civ3] = 1; } if(DIP_hasemb[(DIP_NumOfPlayers * civ) + civ3] == 0 && DIP_hademb[(DIP_NumOfPlayers * civ) + civ3] == 1 && !(AtWarWith(civ, civ3))) { DIP_EstablishEmbassyFunc(civ3); } } }
Well, this is pretty much all I can think of right now to help you guys. Remember, I need to know if the V3.3 non-Med Mod version is creating these errors as well? Also, is anyone having problems using scenarios with diplomod? I've had a report of errors relating to DIPLOMACY_AI_AI not in DiplomacyDB. ------------------ 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." |
Dale Prince Melbourne, Australia Dec 2000
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posted March 09, 2001 03:54
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Another thing you could try is this:code:
if(DIP_request == 7) { for(DIP_tmpvalue2 = 1; DIP_tmpvalue2 < DIP_NumOfPlayers; DIP_tmpvalue2 = DIP_tmpvalue2 + 1) { if(DIP_tmpvalue2 != player[0] && DIP_tmpvalue2 != player[1]) { ConsiderNewProposal(player[0], player[1], DIP_requestpriority, 7, DIP_tmpvalue2, ID_AIS_LOVE_AIS, ID_AIS_LOVE_AIS, ID_AIS_LOVE_AIS); } } } if(DIP_request == 8) { for(DIP_tmpvalue2 = 1; DIP_tmpvalue2 < DIP_NumOfPlayers; DIP_tmpvalue2 = DIP_tmpvalue2 + 1) { if(DIP_tmpvalue2 != player[0] && DIP_tmpvalue2 != player[1]) { ConsiderNewProposal(player[0], player[1], DIP_requestpriority, 8, DIP_tmpvalue2, ID_AIS_LOVE_AIS, ID_AIS_LOVE_AIS, ID_AIS_LOVE_AIS); } } }
Only the two lines "if(DIP_tmpvalue2 !=......." have changed in this attempt. Just remember though, you'll just need to bare with me as I experiment, and will need help from you guys to fix these. Thanks for ya support though.  Just a curious question here, but is there anyone like me who's NOT having a problem with V3.3? ------------------ 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." |
alley_cat Chieftain Jerusalem, Israel Mar 2001
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posted March 09, 2001 06:14
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You know what really surprises me about CTP2 (forgive me if anyone already said that) that you can add to your mod? Everytime I, for example, ask someone to attack someone he either ACCEPT or REJECT. Never has a reason such as "I hate your people so much! Why the hell do you think I will help you you pathetic creature!" :-|) This could really spice up the diplomacy if there were things like this for the discussions and not only when I ask somebody's map and he replays by asking my map too. Please read this... |
Zanzin Chieftain Sydney, Australia Mar 2001
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posted March 09, 2001 08:46
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Dale,The new code for the diplomacy main routine seems to work..i.e. no more "wrong argument" errors. When replacing the embassy code, however, MM2 won't even start up - it reverts back to the desktop and tells me it's having a syntax error. btw - these errors seem to be exclusive to MM2. Diplomod v3.3 runs fine in normal games. -Tim Olorenshaw |
preacherman Chieftain Seguin/Texas/usa Nov 2000
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posted March 09, 2001 10:41
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Dale, only have a minute this moring, 3.3 seem to work fine without MM2 it was after I installed MM2 that I got the error messages. I did get sentex errors when I tride to download your patch from wes' web site,with MM2 installed. I had 3.3 installed and added MM2 over it, that was when I got wrong type of argument message. uninstall compleat game started over and got same message. You ask for setup info,where can I find it?can they do anything about the width of this string? real pain having to scroll back and forth. [This message has been edited by preacherman (edited March 09, 2001).] |
emckinley Settler
Mar 2001
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posted March 09, 2001 11:37
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Hi all,Dale -- I am getting the "Wrong Type of Argument" message and I do NOT have the MM2 mod installed. Just a plain CTP2 version 1.11 with your DiploMod 3.3 applied. North American version (I'm in New York state) - PIII at 600MHZ and 384MB Ram. Hope that helps. I havent tried to remove the code as the workaround yet. I will try later and let you all know if it works for me. Thanks! Elliott |
Bluevoss Warlord Orlando, Florida Dec 2000
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posted March 09, 2001 18:35
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Okay, for my "out of bounds" problem...Running 233 Mhz, on a 48meg machine. DirectX 7. 12 meg video card. Installed full to directory D. Further, the game I play is Medium level, 5 races, Medium size. Uh... Music on? ------------------ Bluevoss- |
emckinley Settler
Mar 2001
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posted March 09, 2001 20:07
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Hi again,Well Removing the codes for 7 and 8 (as Dale suggested in one thread) seemed to have cleared up the problem. So now I can play again! Thanks ... but hopefully the solution doesnt really affect the overall improvement in the DiploMod. Cheers, Elliott |
preacherman Chieftain Seguin/Texas/usa Nov 2000
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posted March 09, 2001 21:13
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I am running a Celeran mmx 535 190 ram dirx 8 windows 98 second edition.I have had no more problem with deplomacy after I rmoved 7 & 8 |
ssoszka Settler Portland, Oregon, United States Dec 1999
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posted March 10, 2001 04:01
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Dale,Well, I tried the code you suggested now I get an error "MM_Diplomod.slc incorrect sytax: 153" this happens as I am loading up the game.. haven't even made it to the main screen. What's up? |
Bluevoss Warlord Orlando, Florida Dec 2000
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posted March 11, 2001 10:45
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Has there been ANY advance on the deplomod yet? I'm dead in the water right now.------------------ Bluevoss- |
Milkweed Settler Alexandria, VA, USA Jan 2001
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posted March 11, 2001 14:37
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Hi, fellow CtPersI believe I have a solution to the array out of bounds errors. Around line 70 in MM2_Diplomod.slc, you will find an event handler called "DIP_BeginGame". After the line: DIP_turns = 0; add the lines: DIP_hasemb[DIP_NumOfPlayers*DIP_NumOfPlayers] = 0; DIP_hademb[DIP_NumOfPlayers*DIP_NumOfPlayers] = 0; The problem may go away  Make sure you include the semicolons at the end of each line.
[This message has been edited by Milkweed (edited March 11, 2001).] |
WesW apolyton.net/wes Huntsville, Al., USA b.02-15-99
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posted March 11, 2001 23:25
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I have not had any problem with the Diplomod until now. I had out-commented it to see if it was causing the glitch in the Med pack (it wasn't), but when I in-commented it, I started getting the array index errors. I used modswapper to go to the original game, and then back to the med mod, but I still got the errors. Why would I start getting them now? |
Milkweed Settler Alexandria, VA, USA Jan 2001
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posted March 12, 2001 01:11
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I may have discovered the reason why the errors appear for some of us and not for others. While I was experimenting with various settings of "DebugSLIC" in ..\ctp2_program\ctp\userprofile.txt, I found that the SLIC errors disappeared when I set it to 'No'. Just what I wanted  When I set it back to 'Yes', the SLIC errors did NOT return!  After going through much trouble to reinstall the program, the patch, and the mod, make copies of all the files, and repeat all my actions, I managed to replicate the problem. When I compared the two versions of userprofile.txt, they were exactly the same!!!  However I found that if I delete ..\ctp2_program\ctp\userprofile.txt, CtP2 will recreate it; and the SLIC errors return! Therefore, I suggest that everyone delete that file and see what happens!  [This message has been edited by Milkweed (edited March 12, 2001).] |
Mal the magnificient Settler Switzerland Mar 2001
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posted March 12, 2001 03:41
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Milkweed's suggestion works for me. I was having the same problem as many others (i.e. Crashing at end of turn one, Out of bounds errors and then the syntax errors with Dale's modification to the "Check Embassy" code).Only made this one change and put the "Check Embassy" code back to the original setting and the game is now working. Had to stop - something about having to go to work. One thing is puzzling me though is at turn two after setting up both cities, I have only just started building my first warrior when, out of nowhere, some invisible Mayan noble has established an embassy. Methinks this might be a little bit too active or are other civilisations starting the game with several existing units (playing level - medium). |
Dale Prince Melbourne, Australia Dec 2000
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posted March 12, 2001 22:03
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Well, it's good to hear there's a solution.  On the weekend I spent hours trying out various things to recreate the problems you guys have mentioned. I couldn't recreate the problems. So yesterday I went through and disabled the break agreements proposals and comment-out the re-creating of embassies code. I called this V3.4. It looks like I don't need to do this.  So let me get this straight: 1. Add to the "BeginGame" routine. DIP_hasemb[DIP_NumOfPlayers*DIP_NumOfPlayers] = 0; DIP_hademb[DIP_NumOfPlayers*DIP_NumOfPlayers] = 0; 2. Leave the "Check Embassy" code as per original. 3. Delete userprofile.txt and let CTP2 recreate it. This will elliminate the errors? I need confirmation so I can put it into the readme.txt file. ------------------ 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." |
Milkweed Settler Alexandria, VA, USA Jan 2001
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posted March 13, 2001 00:20
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quote:
 Originally posted by Dale on 03-12-2001 10:03 PM3. Delete userprofile.txt and let CTP2 recreate it.

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No, this won't eliminate the errors. It may make the SLIC errors visable to anyone who hasn't been seeing them. I'm assuming that when I set debugSLIC to 'no' in userprofile.txt that the errors still occur, but CtP2 won't report them to me. What baffles me is that, when I reset debugSLIC to 'yes', why aren't the SLIC errors reported?  Some flag in some file (not userprofile.txt!) must get set when debugSLIC is set to 'no', but doesn't get reset when debugSLIC is subsequently changed. I'm guessing that when CtP sees userprofile.txt is not there, it goes through some initialization process that properly sets this mysterious flag.  The change in step 1 handles the "array out of bounds" problem. The "Wrong type of argument" error still exists. Of course, your earlier suggestion of commenting out the logic for DIPrequests 7 and 8 does eliminate this error.
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Dale Prince Melbourne, Australia Dec 2000
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posted March 13, 2001 02:09
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Ahhh....... I got it now. I'll include the array initialise in the "BeginGame" handler. That will elliminate the array errors.For the "wrong arguement" errors for proposal 7 & 8, have you tried changing the compare line in both to this? I heard someone had success doing that. if(DIP_tmpvalue2 != player[0] && DIP_tmpvalue2 != player[1]) { It a catch I should have seen from the begining. Stupid me. ------------------ 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." |
Milkweed Settler Alexandria, VA, USA Jan 2001
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posted March 13, 2001 15:08
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DaleI believe I have tried adding the conditional with no success. I will try again later to verify. I also intend to look at Locutus' site to see if I can get any more information on the ConsiderNewProposal function. |
Mal the magnificient Settler Switzerland Mar 2001
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posted March 13, 2001 19:44
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Couldn't see anything on this before but notice some odd things on asking for maps these days. Apart from the standard AI response which either offers and exchange or, after rejected and threatened with war, accepts, I can't help wondering how sometimes I find isolated parts of the map suddenly becoming available to view.Is this just the diplomod that doesn't require contact before exchanging maps or might it be to do with the Med Mod? |
Dale Prince Melbourne, Australia Dec 2000
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posted March 13, 2001 20:30
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Mal: That's a result of getting the AI's to swap maps between them. AIciv1 swaps maps with AIciv2. They have each others maps. You swap for AIciv1's map and voila! You know both AIciv1's AND AIciv2's map (due to the earlier swap). But they all find out about you too by swapping.  ------------------ 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." |
Mal the magnificient Settler Switzerland Mar 2001
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posted March 14, 2001 06:46
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That bit I had realised. However, for me to get another nations map, I have to meet one of them at some stage so there is always an explored line linking my civilisation to the centre of the AI-civ when the maps are exchanged.Where there is an "island" of explored territory that would imply that the two AI-civs never actually met. Is this just an area of the game where the AI is playing by different rules?  ------------------ Theirs is not to reason why, theirs is but to do and die. |
wendell777 Settler Switzerland Mar 2001
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posted March 15, 2001 19:54
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Dale,I am getting this error:
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wendell777 Settler Switzerland Mar 2001
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posted March 15, 2001 19:55
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Dale,I am getting this error: In object DIP_MainRoutine, function_ConsiderNewProposal: wrong type of argument. I am running The MedMod II on a PIII 700, 30GB hard drive, and 192MB Ram. And I do have the 1.11 Patch installed. wendell777
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wendell777 Settler Switzerland Mar 2001
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posted March 15, 2001 20:03
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Dale,I just discovered this, I one of the errors for each of the other civs turns, not including the barbarians. I am currently playing with 4 civs. Each time I clear the error and get back into the game it is the next civs turn, then it gives me the error again on the next civ. Once it gets to my turn I take my turn then it does it all over again for the otehr civs. I hope this helps some! I just wanted to say thanks for working so hard on this! It's nice to have somebody working hard to make this game good! (obviously I don't mean Activision!) Time flies like the wind, house flies like the wall. |
Milkweed Settler Alexandria, VA, USA Jan 2001
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posted March 15, 2001 22:26
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Wendell,I believe that Dale has remedied this problem and given it to WesW for inclusion in the next release on Med Mod. In the meantime, you can avoid these errors by disabling the code for DIP_request 7 & 8 in DIP_MainRoutine in MM_Diplomod.slc (..\ct2_data\default\gamedata\). If you need more information, see Dale's message from March 9 at 3:23 |
wendell777 Settler Alexandria, VA, USA Jan 2001
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posted March 15, 2001 22:46
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Milkweed,Thanks, I must have missed that part about commenting those parts out. Sorry! I'm kind of new to the forum so I forget to check the previous messages! I'll be looking forwards to the new Med Mod update! Lokk up and smile for the satelite!!! |
Dale Prince Melbourne, Australia Dec 2000
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posted March 16, 2001 00:23
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Milkweed is correct there. Wes has now updated the script files for MM2, and they include my changes, Locutus' changes and Wes' changes. Congrats to Wes for getting all this together.Also, in related news, I've sent Diplomod V3.4 (the official release not the Med Mod II release) to Omnigod to update the files DB with. It has exactly the same functionality as the MM2 version. Which means re-creating embassies and disabling break agreement proposals changes from V3.3. Hope you guys continue to enjoy the mod.  Dale ------------------ 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." |
Huysmans_666 Chieftain Hoeven,Noord-Brbant,netherlands Jan 2001
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posted March 19, 2001 08:34
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Hi Dale, Ehhmmm, it's 19th of march here and the file DB still says 3.3, what's the matter ???
Furthermore, could the medmod use another SLIC file for creating pirates on the oceans...I'm working on one ! Let me know !  See ya ------------------ "Lets advance through this narrow corridor and hope the germans won't shoot too much !", English commander to his driver. Driver:"What if they do ?". Commander:"Just keep on driving, they'll stop eventually." (Operation Market Garden, 1944) |
Dale Prince Melbourne, Australia Dec 2000
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posted March 20, 2001 16:35
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Huys: Ask Wes about the pirate script. That's probably a good idea to add after the core scripts are debugged and working fine.  As for the normal diplomacy mod 3.4, if you or anyone else wants it, just email me and I'll email it back.  ------------------ 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." |