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Topic:   The Medieval Pack II Beta: The Gathering Format for Better Printing
Mal the magnificient
Settler
Switzerland
Mar 2001
posted March 12, 2001 19:57   Click Here to See the Profile for Mal the magnificientClick Here to Email Mal the magnificient  send a private message to Mal the magnificient Visit Mal the magnificient's Homepage!
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Duh! I thought the commenting out of the scenario.slc code would catch the turn 75 glitch!!

But I had never even made it to turn 75 - more like turn 60 - until I did the dirty on the script file. Now I reach the turn 75 problem but without the stomping around.

Still much better stuff now where there's no chance of getting lucky and putting two AI civs out of the game before 3000BC now that there's the home guard out to hold the home front. Even if we can't get to the stage where we would have done the pesky little b*st*rds anyhow.

....

One other point though, Dale's Diplomacy Mod is designed to improve the AI diplomacy - Very good idea!!!

But there is another area of the game where CTPII has improved on CTP but seems to have given ALL the advantages to the human players. Don't tell me that you haven't done the same but you wander along to a new city at the early stages of the game and say to yourself - "Well let's see". If you get lucky you win a free city while, if not - you can always retreat when you see your lone warrior faced against a stack of five samurai and archers. If I knew where to look I'd start lloking for ways to work on this while you guys are working on the serious stuff

Dale
Prince
Melbourne, Australia
Dec 2000
posted March 12, 2001 21:28   Click Here to See the Profile for DaleClick Here to Email Dale  send a private message to Dale Visit Dale's Homepage!
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I'll be emailing a new MM2_diplomod.slc to Wes today. It disables break agreements and the re-creating of embassies. The AI will still try to create embassies normally, it just won't automatically re-establish them after a war. It's a random value.

There's just too many problems with break agreements (both the script in MM2 and the normal diplomacy mod script) so I've decided to cancel it. If you have no problems with break agreements, just simply don't update.

------------------
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."

preacherman
Chieftain
Seguin/Texas/usa
Nov 2000
posted March 13, 2001 00:49   Click Here to See the Profile for preachermanClick Here to Email preacherman  send a private message to preacherman
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Wes,Found many problems, no crash though. No militia, according to Tec tree should get roads with wheel--don't show up till trade. got to gunpower and cannon making and no new units. lost archers early in game with no foot replacements for then, makes it real hard to take mountain citys. catapault (were called sege engins) won't bambard. When they became obsolete no replacement for them.In the chart for land units Culverin available with cannon making and obsolete with cannon making.
The futher into the game I got the less slowdowns I had. I am up to 1560AD. I saved the game hope I can get it back.
Had one Ai with 2 settlers in my civ, requested withdraw--they aggreed two turns later one had left the other built a city in center of my civ.
Other wise mod works good at war most of game with at less 4 out of 5 Ai civ. barb not even worth talking about. Ai's attack all my citys with large stacks.Gold seem great--PW was genarated of--happnes became a problem at city size above 7--no room to adjust bars without lose of happness. playing hard--normal map--6 civs--barb's on roving bands.
[This message has been edited by preacherman (edited March 13, 2001).]
Mal the magnificient
Settler
Switzerland
Mar 2001
posted March 13, 2001 19:39   Click Here to See the Profile for Mal the magnificientClick Here to Email Mal the magnificient  send a private message to Mal the magnificient Visit Mal the magnificient's Homepage!
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Is this a topic in itself or what but I've got that turn 75 crash again - 1840BC to be precise?

All I can add here is that the message that the Native Americans are racing to build the Temple of Karnak is the last thing I see before the game sticks. That and the 30 times or so that the TryMilitia error has dumped me out of the game between one and three times before the inevitable conclusion.

And reloading the autosave gives me exactly the same problem.

Seriously though, the play is still better than the original product.

Locutus
Prince
Apolyton Borg Hengelo/Enschede, The Netherlands
Nov 1999
posted March 14, 2001 16:01   Click Here to See the Profile for LocutusClick Here to Email Locutus  send a private message to LocutusSend a Message to UIN: 52912776 Visit Locutus's Homepage!
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Update: I found the cause of the 75 turn problem. A fix should be available soon. If you can't wait: go into MM2_scenario.slc and replace all instances of 'Event:DisbandUnit(' with 'KillUnit(' (without the quotes). Haven't tested it yet, but I'm pretty sure this solves the bug.
[This message has been edited by Locutus (edited March 14, 2001).]
WesW
apolyton.net/wes
Huntsville, Al., USA
b.02-15-99
posted March 15, 2001 01:31   Click Here to See the Profile for WesWClick Here to Email WesW  send a private message to WesWSend a Message to UIN: 84799350 Visit WesW's Homepage!
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Dale sent me another update today with a Diplomod version which should re-establish embassies plus be rid of the bugs encountered. As posted above, Wouter has found the cause of the glitch and should have that worked out soon. I have corrected over a dozen things both big and small with the text portions of the mod. I should have things ready for upload soon after receiving Wouter's glitch-free version.
Those of you testing may want to skim over the Main and Triggers readmes again when the next update is posted, since some things have changed pertaining to units and the triggers.
I have also filled in values for the wonder units, though one of the de-bugs has resulted in the fact that they will no longer be available from huts, thus no one will be using them until the slic is worked out for them, which may take some time. I think they make for interesting reading, though, and show what the mod will be like when finished.
HRuquet
Settler
Sayville, NY USA
Mar 2001
posted March 15, 2001 16:58   Click Here to See the Profile for HRuquetClick Here to Email HRuquet  send a private message to HRuquetSend a Message to UIN: 50386012 Visit HRuquet's Homepage!
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Wes,

Please let me know when you have updated these things. I deleted all of the files that have to do with the "Industrial age" thing like you suggeested.

Thanks

------------------

WesW
apolyton.net/wes
Huntsville, Al., USA
b.02-15-99
posted March 15, 2001 20:57   Click Here to See the Profile for WesWClick Here to Email WesW  send a private message to WesWSend a Message to UIN: 84799350 Visit WesW's Homepage!
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UPDATE ALERT: New text update posted!

Note: I got Richard's email 20 min. too late, and had to upload another version of the texts with the pop.txt fix. Now you will need to use modswapper to load and save the original game, then load the Med Pack again in order to include the pop.txt in the mod.

I play-tested the game this evening, and the glitch is gone, and I had no other problems.
Please try trading militia upgrade advances to see if the trigger works correctly when that event occurs. Also try and notice if it works if the advance is stolen.
The code is in place to remove improvements from build lists if a Wonder is built which grants that improvement to every city, though I have not tested it yet.
Basically, I was having so much fun playing the game, I thought I would go ahead and post the update, and work out any trigger problems later. At least there should not be any bugs this time.
Thanks to everyone who reported on the beta so far. I think I have corrected all the text inaccuracies reported by you.

Other than filling in the wonder unit values, I gave each unit the "build only one" flag which settlers have. This means that cities will no longer make multiple units after building the one you give it in the queue.

Several text glitches were corrected. Please report anything you see that is inaccurate.
Don't forget to go over the Main and Triggers readmes again.

Enjoy!
[This message has been edited by WesW (edited March 15, 2001).]

Locutus
Prince
Apolyton Borg Hengelo/Enschede, The Netherlands
Nov 1999
posted March 16, 2001 05:13   Click Here to See the Profile for LocutusClick Here to Email Locutus  send a private message to LocutusSend a Message to UIN: 52912776 Visit Locutus's Homepage!
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Quick note for everyone who's been having those annoying TryMilitia and similar problems: set DebugSLIC to No in ctp2_program\ctp\userprofile.txt and your problems should disappear like snow for the sun.
GreatDane
Settler

Jul 1999
posted March 16, 2001 09:42   Click Here to See the Profile for GreatDane   send a private message to GreatDane Visit GreatDane's Homepage!
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Thanks for the text update. Everything seems to work fine now.

Here is the only problem I have noticed so far:
The siege engine becomes obsolete too early (cannon making). Since cannons are only available when you get machine tools, I think that the siege engine should be obsolete when machine tools is invented instead.

wendell777
Settler

Jul 1999
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Wes,
Have you seen the city expansion that BlueO put into his mod? I think it would be pretty cool if you put something like that into your mod. Something where the cities would actually expand as they get bigger. After all, you can't expect a city to grow a lot in size and not start taking up more land. And the decreased amount of land to use for tile improvements (farms, etc..) would accuratly represent cities running out of room and resources. It's just a thought, let me know what you think!
alley_cat
Chieftain
Jerusalem, Israel
Mar 2001
posted March 16, 2001 14:11   Click Here to See the Profile for alley_catClick Here to Email alley_cat  send a private message to alley_catSend a Message to UIN: 48043933
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Well, a thing that should be corrected is the sounds issue when a unit makes sounds it isn't supposed to (for example, a foot unit who makes horse movement sounds when it moves). Also I hope that the End turn freeze problem had been solved.
HRuquet
Settler
Sayville, NY USA
Mar 2001
posted March 16, 2001 14:11   Click Here to See the Profile for HRuquetClick Here to Email HRuquet  send a private message to HRuquetSend a Message to UIN: 50386012 Visit HRuquet's Homepage!
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Hey Wes,

I happened to be playing the game last night with the new text, and everything seems to work well.

The only problem I see now is that when you build Stone Henge (If I spelled it correctly) an error comes up saying it can't locate the stone henge.tga I have looked in the area and the .tga file is there.

Any Suggestions?

------------------

[This message has been edited by HRuquet (edited March 16, 2001).]

WesW
apolyton.net/wes
Huntsville, Al., USA
b.02-15-99
posted March 16, 2001 20:17   Click Here to See the Profile for WesWClick Here to Email WesW  send a private message to WesWSend a Message to UIN: 84799350 Visit WesW's Homepage!
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Thanks for the wonder info, H. You can bypass this problem right now by turning off the wonder movies. I have corrected the problem, and it will be included in the next update. This is another thing that worked in Ctp1 but not in the sequel.

I have plans to use CityMod in the Med pack. I am waiting until we get the basics down before I start on the extras like CityMod, though.

If anyone notices any errors in the mod, except for the Great Library, please report them. This includes things like sounds which don't match the units. I corrected the Zulu Peltast (formerly the Javelineer), which used the Mounted Archer sounds before.

alley_cat
Chieftain
Jerusalem, Israel
Mar 2001
posted March 17, 2001 04:33   Click Here to See the Profile for alley_catClick Here to Email alley_cat  send a private message to alley_catSend a Message to UIN: 48043933
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I installed the new Medival Mod, and after I overwrited all the files and opened an existing game (in the Original game, not through the Mod mode) all my cities, that before I installed the mod were in the Genetic age (an Hi-tech city with Arcologies in it) turned to an image of an olf city (6th century maybe). What to do? Will it also be this way if I start a new game in the original game?
alley_cat
Chieftain
Jerusalem, Israel
Mar 2001
posted March 17, 2001 04:53   Click Here to See the Profile for alley_catClick Here to Email alley_cat  send a private message to alley_catSend a Message to UIN: 48043933
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And another thing - the halts that occur at the end of almost every turn for about 30 sec. havent been fixed. They must be fixed in order for the Medival Mod to be truely great.
alley_cat
Chieftain
Jerusalem, Israel
Mar 2001
posted March 17, 2001 08:01   Click Here to See the Profile for alley_catClick Here to Email alley_cat  send a private message to alley_catSend a Message to UIN: 48043933
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Sorry I post so much, I just found another bug. somewhere in the first turns of the game, at the end of my turn, suddenly all my Spearman Militia just died for no reason! And I could never fight with them (attack).

Another thing: Why does the Stonehenge and the Temple of someone I dont remember his name "boosts the scince in host empires" and the harbor "adds +0 to city defence"?

Locutus
Prince
Apolyton Borg Hengelo/Enschede, The Netherlands
Nov 1999
posted March 17, 2001 13:39   Click Here to See the Profile for LocutusClick Here to Email Locutus  send a private message to LocutusSend a Message to UIN: 52912776 Visit Locutus's Homepage!
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alley_cat,
RTFM, or rather read the readme's... You're not supposed to be able to attack (or move) with Militia units. However, it is rather odd how all the Militia's just died. I assume there weren't any replacements? If not, could you give me all the details you have on what was going on at the time of their death? Did you discover any advances? Did you walk into a ruin, had you just traded an advance with tha AI or stolen one from them? Anything you could tell me would be useful, esp. if it's advance-related.
preacherman
Chieftain
Seguin/Texas/usa
Nov 2000
posted March 17, 2001 17:58   Click Here to See the Profile for preachermanClick Here to Email preacherman  send a private message to preacherman
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I am having problems. I downloaded the Mar.15 scrip file loaded I/A/W wes's instrutions. first problem came when I built Temple of Karnak, it took me to desktop with error "unable to find the file, Temple of Karnak.TGA" Brough game back up with save file then started to get slic errors at end of each turn "in object MM2_TryMilitia, variables"MM2_tryMilitia#temploc'and'noname' are of different types. I also lost militia at that time. I could bring game back up continue to play. I started to get many more error messages such as.

In object mm2_getage, function_hasAdvance: referened playeris not in game
\scenario.slc:183:array index 254544386 out of bounds

The out of bounds array index will change to 4 or 5 differnt ones. Militia and advance every time.

I will be able to continue the game after hitting ok. they will come up 2 or 3 time per turn.

I don't know what I did wrong but sure could use some help.

I had Chichen, Hagia, Aristotle's Lyceum, still could build Shirns, courtrooms, and all science inprovments.
[This message has been edited by preacherman (edited March 17, 2001).]

HRuquet
Settler
Sayville, NY USA
Mar 2001
posted March 17, 2001 18:06   Click Here to See the Profile for HRuquetClick Here to Email HRuquet  send a private message to HRuquetSend a Message to UIN: 50386012 Visit HRuquet's Homepage!
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Wes,

I was playing again and noticed that the cannon's don't make any noises untill they get destroyed, but nothing when they fire. and I also noticed that when I get bombarded by other players they loose there cannons'and also that when I bo,bard someone, they don't do any damage.

Thanks,

My name is Herb by the way.

------------------

WesW
apolyton.net/wes
Huntsville, Al., USA
b.02-15-99
posted March 17, 2001 21:28   Click Here to See the Profile for WesWClick Here to Email WesW  send a private message to WesWSend a Message to UIN: 84799350 Visit WesW's Homepage!
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Guys, you are going to have to keep up with this thread. Most of these things you are reporting have already been covered here.
The sound files glitch is new, and I will try and look into it. Everything else you guys have listed since my last post is covered either by me or Locutus above here, or in the readmes.
A-Cat, I have not tested loading old games, but I feel sure that you activated the Med mod with modswapper, then opened the old original game. You just have to use modswapper to switch back to the original game, and the problems should go away. Note that you will have to load up a version from before you installed modswapper, or things will get messed up.
cobra_3000
Settler
Norway
Mar 2001
posted March 18, 2001 07:07   Click Here to See the Profile for cobra_3000Click Here to Email cobra_3000  send a private message to cobra_3000 Visit cobra_3000's Homepage!
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What about prob. in Win2000, I can't start the game with the mod only the orginal CTP2

HRuquet
Settler
Sayville, NY USA
Mar 2001
posted March 18, 2001 09:07   Click Here to See the Profile for HRuquetClick Here to Email HRuquet  send a private message to HRuquetSend a Message to UIN: 50386012 Visit HRuquet's Homepage!
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Cobra,

I don't know if it makes a difference, but Windows 2000 is business oriented, I have Windows ME and I don't have a problem.

------------------

Dekent
Settler

Mar 2001
posted March 18, 2001 11:56   Click Here to See the Profile for Dekent   send a private message to Dekent
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Game runs fine till I get ship of the line and cannons, if I click any city that can build ship of the lines, i get "cannot find file upup117.tga" but i can MOVE ships aruond that have been built...cannons give me the SAME error but when i try to move them.
Dekent
Settler

Mar 2001
posted March 18, 2001 11:58   Click Here to See the Profile for Dekent   send a private message to Dekent
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1 other thing, I went from having 50 fryman militas, to 2 muskteteer (and NOT growing) when I got the new tech, in other words my militas stopped spawning = (
HRuquet
Settler
Sayville, NY USA
Mar 2001
posted March 18, 2001 13:55   Click Here to See the Profile for HRuquetClick Here to Email HRuquet  send a private message to HRuquetSend a Message to UIN: 50386012 Visit HRuquet's Homepage!
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Wes,

I saw that earlier someone had a problem with a slc error. I read into it and I think it had to do with using more then 6 Players. SO I had been using 6, but today, after I built the Stone Henge I got a slc Err0r statin "In object MM2_TryMilitia, variables 'MM2_TryMilitia#tmpLoc' and 'noname' are different types." Ok I thought that had to do with using more then 6 players. I did notice that the Babarians had captured several cities of another civilization, could that cause the program to think of them as a 7th Civilization?

------------------

[This message has been edited by HRuquet (edited March 18, 2001).]

droid
Settler
Ottawa, Ontario, Canada
Jun 99
posted March 18, 2001 14:00   Click Here to See the Profile for droid   send a private message to droidSend a Message to UIN: 13255649
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I am having the same trouble as preacherman + HRuquet,

"In object MM2_TryMilitia, variables 'MM2_TryMilitia#tmpLoc' and 'noname' are different types."

For this message started when I loaded my savegame

WesW
apolyton.net/wes
Huntsville, Al., USA
b.02-15-99
posted March 18, 2001 17:12   Click Here to See the Profile for WesWClick Here to Email WesW  send a private message to WesWSend a Message to UIN: 84799350 Visit WesW's Homepage!
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quote:

Originally posted by Locutus on 03-16-2001 05:13 AM
Quick note for everyone who's been having those annoying TryMilitia and similar problems: set DebugSLIC to No in ctp2_program\ctp\userprofile.txt and your problems should disappear like snow for the sun.

This is how you correct the TryMilitia and Noname problems.

I checked out the problem with the cannon picture, and somehow the pic's name got changed from UPUP117L to UPUP117C between my personal files and the zip files. I will include the corrected pic in the next text update. In the meantime, everyone needs to go into the default\gamedata\graphics\pictures folder and re-name the pic to UPUP117L.

In other news, I have made some slight adjustments to the advances chart so that Mechanical Power, which enables Siege Engines, is not available immediately after Geometry, which enables Catapults. Thanks for pointing out this oversight.

The pauses that occur whenever you get an advance or a unit from a hut are still present, though I am not sure why. I guess it has to do with the fact that we added so many of each to the game. This pause is annoying, but it goes away once all of the huts have been explored in the early stages of the game, and I guess we will just have to get used to it.

Kull
Clash of Civilizations
Diplomacy & Web Editor

El Paso, TX USA
Mar 99
posted March 18, 2001 18:54   Click Here to See the Profile for KullClick Here to Email Kull  send a private message to Kull Visit Kull's Homepage!
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Here's something I haven't seen mentioned. When I reach 8 units per city, a message window pops up:

"We cannot afford to support so many military units, sir. If you end your turn now, our military leaders will be forced to disband units. Would you like to end your turn?" Options here are "Yes", "No", and "Don't show this message again".

The first time it happened I disbanded one unit and it just popped up again next turn (even though I hadn't gained a unit)! So then I clicked "Yes", and to my surprise no units were disbanded. Any idea what's going on here? I couldn't find any window that shows a "too many military units" statistic, so is this even a problem? It's easy enough to click the "Don't Bother Me" button, but I just want to be sure that's an acceptable solution. The message goes away when I build a new city, so there's definitely some kind of "units per city" issue here.

Dekent
Settler

Mar 2001
posted March 18, 2001 19:55   Click Here to See the Profile for Dekent   send a private message to Dekent
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Im in 2200, with fighetrs, tanks and 32 pop city...and they still all look like castle citys? Is this a bug or did I miss a key advance to make em change?

Virtual democracy in a castle...lol

Dekent
Settler

Mar 2001
posted March 18, 2001 20:10   Click Here to See the Profile for Dekent   send a private message to Dekent
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And ive just found a MAJOR problem with the late game...there are too many city improvements, and they are too expensive...my gold just shot down to negative with vr amusement parks and research grinded to a HALT (96 turns for conservation....)


that and my citys still look like castles hehe

Dekent
Settler

Mar 2001
posted March 18, 2001 20:40   Click Here to See the Profile for Dekent   send a private message to Dekent
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None of my citys have bazaars, and can't build...that is probally the reason why, also it appears mega mines come before (or can come) advanced mines.

Why am I the only one with bug reports on late game? hehe everyone else is early

Maybe its cause I don't have this "30 second pause" I keep hearing about?

hexagonian
Prince
the artist formerly known as...
Jun 99
posted March 18, 2001 21:34   Click Here to See the Profile for hexagonian   send a private message to hexagonian
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The pause is happening in my mod too - it might have to do with the militia code.
janilxx
Settler
Pori, Finland
Mar 2001
posted March 19, 2001 01:01   Click Here to See the Profile for janilxxClick Here to Email janilxx  send a private message to janilxx
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Hi all, especially Wes and other medomodemakers.

I finally had time to test the beta(the 15th march version). I do have AMD K6-2 300Mhz. AI_TOTAL_TIME_SLICE is set to 75000. And I have to say that maybe some of these subjects are covered elsewhere.

So... where should I began(I have many things written to the paper ).

Computer stucking:
In 3610BC computer stucked first time. I hit the enter key to end my turn. AI player colors starts to blink below the year(this is normal, I just can not figure out the better explanation, sorry). After 4 or 5 ai -players computer stucked(I did not get seconds this time (maybe this was over half minute?)). Finally stucking ended and game continued. Next time in 3220BC. Stucking again. This time it lasted about 25 seconds. There were no other stuckings from AI -players in this game. But ruins. When I wound ruins and there were money there were no stucking. When I wound new advances there were about 10 seconds stuck. And new troops gave me about 20 seconds stuck. So maybe AI -players' stuckings come from the ruins(I know, I know, someone said this before) but the AI -stuck seconds does not match with my ruins stucking seconds.

Barbarians:
In about 1780BC I had only one city. My troops were discovering other places and were coming back home. There were one barbarian fortified 2 squares from my cityborder(9 squares in city this time). Why was that barbarian unit there? Sitting stupidly

In 610AD I got map from russians. And woohoo!! There were at least 3 barbarian cities(2 of them were close together and the third were far away). And About half of the map were still black. So this says to me that barbarians are much much better than they used to be. Good.

Militia:
I only got militia(spearmen) to my capitol. After that when I discovered or captured new cities there were no militias Bug???

And when I discovered the tegnology that gives me phalanx, I suppose that this teghnology obsoletes spearmen and my only spearmen militia disappeared!!! I did not get more militias. Sad.

Odd map:
I usually play with minimized map. I changed one time a map with AI-player(orange) at the "beginning" of the game. In 205BC I checked the map and woohoo that was odd. I had one city far far away visible(9 squares) and other place there were a little bigger place visible but there were no city. I can not figure out how I or orange player did got map of those areas. Those areas were only little mappieces and arounbd them there were only black squares. ODD!

Technologies:
I played to the 650AD. Aren't the technologies too much military technologies? I mean that I only have built bazaar, courthouse, aqueduct, waht was that ancient food silo. And maybe few other. But it seems that usually All I can build is troops because there is no meaningful buildings available. I know that this depends from what technologies I have discovered but I am not much below others in technology. I would like to have allmost all the time more buildings available to build so that I do not have to build more and more troops. But this was my first medmod game so it might be that this "no buildings available" happened only to me and only in this game. "No buildings available" happened mostly around 600AD. Not much before(of course there were few times few turns when I had only troops available to build).

Ruins:
In 305AD I was walking to Ai -city Paris. And there were ruins in 3 squares from the paris. The AI could not be so stupid that he had not discovered that?!?!? In 305AD and 3 sqares from capital. There were money in ruins so that was not a bad ruins.

Stupid Orange:
Orange had Populist Zealot(can someone tell me what that does mean?!?!) personality. First of all. First we lived together without argues. Then he discovered slaver and had built one noble. He first took one slave from me. I saw the noble coming. When the noble was next to my city he packed noble and slaver to the same unit(what was the word of many units in pack ? ). There were number two visible next to noble so I knew there were the slaver too. Then he declared war and took other slave. And after that I killed those troops. So we had the war.

I was the last in military power. I was little poorer than this orange guy. I took troops(2 archer, 2 spearmen and 2 swordmen) and walked to his city. I won. I don't remember were there troops in his 1st city. Next city were his capital. I walked there too and there were 6 or something troops in defence. I beated those too.

I waited few(means over 20) turns and decided to walk to his next city. First I had noble that walked next to his city. And stayed there about 7 turns. So why didn't he killed the noble? I took my troops there in 7 turns and I marched to the city. EMPTY! No troops there! And I gave him a warnig(in form of noble) 7 turns before. Stupidity again!

By the way there is a picture of fort next to my cities' name when I have troops in that city. Should I see same kind of picture in enemies city? I do not remember. But I hope I should not see that(and I did not see that picture in this city I just got and no picture in next city too).

Ok. 2 cities left. First one was just established because it was level 1 vity. No troops there. That is ok if that really were just estalbished. And the last city. I gave him again a warning in form of noble My noble was next to that city 3 turns. Why didn't he kill the noble??? After 3 turens my troops arrived and there were 2 archers against my troops. I took the city.

I never saw any of his(except noble and slaver) troops attacking against me. So why did he declare war?!?! Stupidity.

This orange player seemed a lot as an old ctp2 player. No any kind of superior artificial intelligence here. Of course some AI's can be stupid This was the first I saw in my first medmod game.


So I had many thigs here... I hope this helps even a little wes or dale or someone to improve mod.

-Jani

Huysmans_666
Chieftain
Hoeven,Noord-Brbant,netherlands
Jan 2001
posted March 19, 2001 03:39   Click Here to See the Profile for Huysmans_666Click Here to Email Huysmans_666  send a private message to Huysmans_666
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Hi Y'all

Been a while since my last post, tried to play a game to the end for once, I never ever built one kraken until now...they rule

Anyways....I've always been a little hesitant to install the MedMod since everyone is having so many probs with it.
But now it's beta and all the glitches should be out I thought well lets try it if it's so damn good !

So I started with 8 civ, very hard en huge map....not that huge actually but still.....

First thing I noticed by the way in my installation process is that it overwrites a picture file of the original.....AND NOW ALL MY CITIES HAVE TURNED INTO CASTLES.....I'M IN 2368 AD with castles......

This same picture I have when I start a medmod game.... NO militia errors thank god !
The library sucks....what the hell does temple of karnak do...library not working kinda sucks sometimes if you want to know what something is !
But anyways....Why does it take my city 74 TURNS to build a settler and 56 turns to discover.
Don't think that I don't have patience but THIS LONG....so to be honoust.... I quit after 20 turns...It's going slow.....so slow that it's not fun anymore.
In a normal game it takes about 15 turns for a settler !

Ok your right I don't have patience I KNOW I KNOW ..... but I'm a very busy person who can't play for three days straight !

Well that's my impression so far...If you tell me how to make the library work maybe I can help !
I'll try to play beyond 20 turns soon !

But all in all it's great mod....beautifull units and a lot of them can't wait to be able to build them....will take me at least three years

Well, gotta go...see ya soon !

janilxx
Settler
Pori, Finland
Mar 2001
posted March 19, 2001 03:49   Click Here to See the Profile for janilxxClick Here to Email janilxx  send a private message to janilxx
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quote:

But anyways....Why does it take my city 74 TURNS to build a settler and 56 turns to discover.

I detected too that troops takes a longer to complete. Especially settlers. But it was about 25-35 turs in my game I am not sure but maybe this was somehow explained in manuals and maybe this is a good decision. 25-35 turns for settler is not too much for me if that for example simulates the "slower" start.

quote:


Ok your right I don't have patience I KNOW I KNOW ..... but I'm a very busy person who can't play for three days straight !

But all in all it's great mod....beautifull units and a lot of them can't wait to be able to build them....will take me at least three years

My first game took about 2,5 months(real time) I can play ~5 hours/week. Sometimes a little more You are not alone

Locutus
Prince
Apolyton Borg Hengelo/Enschede, The Netherlands
Nov 1999
posted March 19, 2001 10:12   Click Here to See the Profile for LocutusClick Here to Email Locutus  send a private message to LocutusSend a Message to UIN: 52912776 Visit Locutus's Homepage!
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I fixed most, if not all, of the SLIC errors that have been reported so far. Until Wes updates the version on his website, you can download a fixed version of MM2_scenario.slc from my website.
Ganja
Chieftain

Jun 2000
posted March 19, 2001 14:56   Click Here to See the Profile for GanjaClick Here to Email Ganja  send a private message to Ganja
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Locutus - I just put the new scenario.slc in my default ctp2_data\default\gamedata directory and went to start a new game. I got these slic errors :

MM2_scenario.slc :359: Symbol globalValue is undefined
MM2_scenario.slc :359: Symbol globalValue used in assignment has unknown type

MM2_scenario.slc :360: Symbol GlobalCity is undefined
MM2_scenario.slc :360: Symbol GlobalCity used in assignment has unknown type

The errors occur as you boot up the game.

Any help????


Locutus
Prince
Apolyton Borg Hengelo/Enschede, The Netherlands
Nov 1999
posted March 19, 2001 15:03   Click Here to See the Profile for LocutusClick Here to Email Locutus  send a private message to LocutusSend a Message to UIN: 52912776 Visit Locutus's Homepage!
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Oh, damn. Sorry, I had accidentally left in some debug code. Fixed version can be found at above link. Thanks for pointing that out.
Ganja
Chieftain

Jun 2000
posted March 19, 2001 15:59   Click Here to See the Profile for GanjaClick Here to Email Ganja  send a private message to Ganja
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Locutus - One other thing, do we still keep the DebugSlic=No in the userprofile.txt or do we change it back to Yes ?
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