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Topic: The Medieval Pack II Beta: The Gathering |  |
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Huysmans_666 Chieftain Hoeven,Noord-Brbant,netherlands Jan 2001
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posted March 29, 2001 02:24
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Hi there,Tried out the new textfiles, including a large GL ! I thougth it was the right one ! But when I opened my saved game, did reloadslic and all but when I open the GL it's still messed up. Am I an idiot for thinking it was fixed or has there been a mistake of some kind ? Didn't try much else, like Wouter said very important game yesterday !!! They were ahead with 2-0 but it finished with 2-2 can you ****ing believe that ????????  Are there any portugese people here....if so...you play good football very nice !!!! But anyways...glad to see so much activity from you SLIccers and modders ! Veni Vidi Vici ! |
alley_cat Chieftain Jerusalem, Israel Mar 2001
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posted March 29, 2001 06:13
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I'm working on the GL, so any notes regarding to it should be sent to me. Huysmans_666, Wes, and so did I, specifically said, that this update of the GL contains ONLY the advances working. All the other sections havent been worked out yet. If you find any errors in the ADVANCES section, be sure to tell me!  and anyway, there is no need touse reloadslic in order to get the update GL showing up. All you need is to use Modswapper again, and all the files will be automatically updated. [This message has been edited by alley_cat (edited March 29, 2001).] |
janilxx Settler Pori, Finland Mar 2001
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posted March 29, 2001 06:31
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This is a quite stupid question and the answer might be found from docs but how MedMod is supposed to be updated?I do it this way: 1. Use Modswapper and select original CTP2 and launch that once 2. Quit CTP2 3. Copy/extract updated files 4. Use Modswapper and select MedMod 5. Done |
alley_cat Chieftain Jerusalem, Israel Mar 2001
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posted March 29, 2001 07:35
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Sorry, perhaps I missexplained my self. What I meant that as soon as you will open Modswap again, press twice on "Medival Pack II beta", Modswap will than update all the CTP2 files it usually updates by using the index files called MM2_XXXXX.xxx (I guess you already understand the syntax) and by that it updates the Great_Library.txt file. [This message has been edited by alley_cat (edited March 29, 2001).] |
Rhuarc Chieftain The Matrix Mar 2001
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posted March 29, 2001 09:15
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Hey Wes, How far away from a finished Mod do you think we are? A couple of friends of mine woud like to play the mod, but they want to wait until it is completely finished. They wanted me to ask you how much longer you thought it would be. By the way, thanks for putting so much hard work into fixing Activision's mistakes!------------------ DO, OR DO NOT, THERE IS NO TRY - Yoda |
Pintello Warlord Deland, Florida b.02-15-99
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posted March 29, 2001 09:21
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Hi Wes,I played a little bit more yesterday. I started a new game with the new text files since I was only about 200 turns into the old one anyway. This time around the Militia slic seems to be working fine. I don't know if that if a coincidence of or you updated the trigger, but I thought I would mention it anyway. I noticed that my last post got cut off so I will ask about ship bombarding again. Which naval units can bombard land. I have not seen that anywhere yet. Timothy Pintello
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Huysmans_666 Chieftain Hoeven,Noord-Brbant,netherlands Jan 2001
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posted March 29, 2001 09:41
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Hi Y'all,Yeah oke, my fault, I thought the WHOLE GL was good but only the advances part. Well sorry oke ! jeez !!!! Really hope to get some more testign done, plus I'llbe expecting a trigger from locutus soon which will get me back on track with my SLIC script for pirates. I mean...you can also do it with adaptation of some files but I like using SLIC for those kinds of things ! Don't ask me why ! Well gotta go, goin' home ..... work's done !!!! thank god for small favors !  |
Huysmans_666 Chieftain Hoeven,Noord-Brbant,netherlands Jan 2001
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posted March 29, 2001 09:42
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Hi Y'all,Duplicate post ...having some probs  [This message has been edited by Huysmans_666 (edited March 29, 2001).] |
walkerjonny Settler Rohrbach, Bavaria, Germany Mar 2001
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posted March 29, 2001 11:12
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Hi folks,huysmans: I've build tile improvements (especially gold improvements), i've build traderoutes but i haven't enough cash to get the sience work properly. Do you have any idea for me? Wes: There are some suggestions to get a better cash flow and sience plus some other improvements, too: city improvements: What do you think about a city improvement "post office" in the late Renaissance Age? This improved the cash flow and trading. And a "telegraph office" in the Modern Age improved cash flow by increasing stock exchange and sience because the peoples were able to send important informations in a short time. And now in the Information Age improves a "Mega Store" (the really big stores we have now) cash flow significantly. advances: "Printing Press": I assume to change the "Publishing House" to "State Library" (+30% Sience). The state librarys came up at around the same time than the printing press. This should enable another advance -> "Public News" or "News Paper": Here could the "Publishing House" be placed. The publishing house increases both the sience research and the happiness of the citizens (+15% Sience and +2 Happiness) tile improvements: I'm wondering why building roads, railways, maglevs and undersea tunnels doesn't affect food, gold and production. In our normal life it does it very strongly. Because of this i assume following -> Road: +5 for gold, food and production Railway: +10 for gold, food and production Maglev and Undersea Tunnel: +15 for gold, food and production Maybe the following things are correct but i just want to verify they are: I've seen that the stealth fighter has now a movement of 10 and the stealth bomber of 15. In the standard game this was just the other way round. I think it was ok by this way because fighters are faster than bombers, aren't they? Why the space plane is slower now than a fighter (movement 12)? They're normally much faster. The speed of the standard game was ok (movement of 18). While using plasma destoyes and dreadnoughts i noticed that i was able to exceed the shown maximum range of those ships. This might be really a bug. I recogniced further, that the computer generated players have the same cash flow problem than i. Maybe this causes some of the "stupid AI" issues. That's it for now. But again: This mod is very nice at this time! :-> Im really looking forard when it is finished. Great work, guys! :-) :-)
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preacherman Chieftain Seguin/Texas/usa Nov 2000
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posted March 29, 2001 11:30
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Hi I have been playing the latest up grade, on very hard normal map barbs on max. Barbs are no problem just keep all armys at at less three and they can't hurt you. Don't know who said that Ai's are not agressive enought, but they are killing my. thy arn't doing anything on land they do have large stacks but don't attack. They are sending out many spys, slavers, abolitionist, and settlers. But on the water they are sending stacks of 8 at me. I am having hard time getting enough PW to suport my army and build anything(at war on three fronts)even with mines everywhere. I did not have SOL long enough to build one, got two Ironclads built, then game disbanded one becouse of lack of support. They became obsolete at Oil Refining.That left me with no more ships I could build except Galleon.My adversaries had stacks of SOLs and ironclads to make my life miserable. Why can't culverin bombard ships? I have been left totaly defenseless against my foe.Last game I played ended when I had just got the adv Autombile. I was at less 2 ages above all Ai. I was playing on hard level. In this game it is 1926 and I am at top of science. and am only at Chemistry. Wonders go ok till yu get to London Exchange, it takes over 100 turns to compeat. That seem way to long. I find that I must be working specialest to keep citys happy and produce enough gold and PW. Mayors don't do anything I can see to help. You can't let your citys get two big or you can't keep them happy. If you can't have big citys you must have many citys, but the Ai's don't see it that way. So you spend much time at war. this will lst till you get to mondern age then you are so powerfull that the Ai will do anything you say. Great game--getting better with each mod |
WesW apolyton.net/wes Huntsville, Al., USA b.02-15-99
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posted March 29, 2001 15:01
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I forgot about the Great Library (GL) being a special text file. Here is what you need to do to update all the files. If you continue a previous game, you will also have to reload slic.1)Extract update. 2)Open modswapper, select Original game and press "Load and Save". Close modswapper. 3)Open modswapper, select Med pack II and press "Load and Save". Close modswapper. 4)Start Ctp2 in the normal fashion. Steps 1 and 2 can be swapped if you prefer. The critical thing is to not do step 3 without doing step 2. This is why I suggest closing modswapper between steps 2 and 3. The game version which is highlighted when you open modswapper is the version currently in use. The Public release is still a couple of weeks away at the earliest. I will keep the Pirates in mind, Janil. I will see what I can do when I see the finished code for it. Dark Yellow ships starting with SotL can bombard land. Red ships can too. I have just now updated the Med charts so that everything is spelled out. Remember that Banks, Harbors and City Clocks only increase gold, not commerce, so they will not help your science. There upkeep *is* taken out of commerce, however, so if you are not short on gold you may be better off not building them. Roads do not function the same way in Ctp as in civ2. If you give them a commerce bonus, it will be an incentive to build them "everywhere", ala civ2, which I for one do not want to see. If science continues to be a problem, then I will decrease the cost of the technologies, or increase the max gold percentage for governments. Fighters are faster than Bombers, but they have much smaller fuel tanks. Sorry, P-man, that was a bug with the Ironclad. I have made them obsolete with Mass Production. You are right about the Culverin. I have given it the ability to bombard water. All gunpowder artillery units can bombard water now. I also found while checking that the enabling advances for the Plasma Cannon and Hovertank were switched, and corrected that. When Dale and Wouter finish their current triggers, I will post another update. |
Timeline Chieftain
Nov 2000
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posted March 29, 2001 17:35
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Hello Everyone! I’ve done some more testing, this time of the GL Ally Cat wrote.All in all, some very good work Ally Cat. It looks like a massive job, very nice of you to do this for Wes and for all of us . I searched through the advance database and found some errors, they are posted below. I used the Advance Chart in the Med Mod readme folder as my point of reference. GL says Agro Industry gives Industrial Farms, I believe it means Hydroponic Farms. GL says Arcology advance gives nothing, it gives Arcologies and the Leviathan. Assault Tactics prerequisite is Automatic Rifles, not Automated Machines. Typing error under Chemistry advance. Citizenship needs Jurisprudence as a prerequisite. Composite Bow is not suppose to have any prerequisite. Conservation needs Immunization as a prerequisite. Crop Rotation needs Feudalism as a prerequisite. Decimal System does not need Infantry Tactics as a prerequisite. Drama gives Amazons Flight gives the Fighter and Airbase. It does not give the Aircraft Carrier. Fluid Breathing gives Hover Marine. It does not give the Scout Sub. Genetic Tailoring does not give the Kraken. Geometry gives the Hagia Sophia. Global Comm does not give the Anti-Ballistic Missile. Global Defenses gives te Anti-Ballistic Missile. Global Economy does not give the Hollywood Wonder. Gunpowder gives the Bombard and Arquebusier. It does not give the Infantryman. Horse Riding gives the Chariot. It does not give the Mounted Archer and Trading Post. Industrial Revolution does not give the Machine Gunner. Internal Combustion gives the PT Boat. It does not give the Troopship. Iron Working gives the Heavy Swordsmen. It does not give the Samurai. Jet Propulsion gives the Spy Plane. It doesn’t give the Bomber. Spelling of the Chichen Itza wrong under the Jurisprudence advance. Mass Media gives Fundamentalism, and it doesn’t give the Outlet Mall. Mass Production only gives the Destroyer. The Mechanical Power has a Geometry prerequisite, not Feudalism. Modern Metallurgy gives the Battleship and not the Ironclad. Nano Assembly does not give the Sea Engineer. Nano Machines: Okay, confusing here. The Med Mod Chart says this advance gives the Moray Striker and Adv. Undersea Mines, and says it doesn’t give something called an “Aqua-Filter” that is referred to in the GL. Guess you should take a look Ally Cat. Nano Warfare: Nano Defense is called Micro Defense in the GL (Error?). Nationalism gives Partisan and Republic. It does not give the Spy. Oceanography is supposed to give something called Ocean Mapping (according to Med Mod Adv. Chart). Oil Refining needs Chemistry as a prerequisite. Plough advance is not suppose to have any prerequisite. Steel does not give Infrastructure. Ultra Pressure Machines is suppose to have HP Construction and Adv. Composites as a prerequisite. *Gasping for Air* Wheeewwwwww!! That’s all of em!! Now, as I am sitting here in my chair at my desk, I am just realizing that I was using an old printout (march 8) of the Advance Chart as my reference. So it is possible that there may be some errors in here that have already been fixed, I am very sorry. I already caught a few that were corrected in the new Advance chart. Hey Locutus! Glad to hear you are feeling better. No, I didn’t know anything, just wanted you to know that we all were thinking of you . Wes: I see your point now after reading the History Text for the PT boat in CTP2. They had limited range, but operated at high speeds. So now that we have simulated the short range, how about we simulate the high speed? Why not raise the PT’s movement to 8? Oh btw, WesW, I am *so* sorry about the Self Prop Gun thing. It was a case of me being confused when I was reading the advance chart. In short, I thought they went obsolete at Rocketry. Sorry for the mistake. Okay, I did have another question for you though Wes: Why does the War Walker come in the Information age, and at the same time as the Battle Tank? I see according to the chart the War Walker comes in the 1990s - 2000s. I don’t think any nation on earth is anywhere near implementing such a thing as a War Walker today . . . unless it is where it is for game balance I think you should move this unit into the Genetic age. I kinda think it was weird that nano assembly and under water construction is all available in the 90s - 00s too. But maybe you didnt have any other place to put it . . . Are you planning on getting a new sprite for the Rifleman? I don’t know if you read my post in response to your thoughts on the Stormtrooper, but I had said I think you should get a new sprite, if you can, for this type of unit (Modern Assault Unit). I said I would change the sprite before I would change the name. Well, if you get a new sprite for the Rifleman, you can use the old one for the Stormtrooper, just a thought. I will end with a positive thought: This mod is gonna kick butt!! 
Timeline
[This message has been edited by Timeline (edited March 29, 2001).]
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Rhuarc Chieftain The Matrix Mar 2001
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posted March 29, 2001 20:00
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Wes, I jsut downloaded the newest of all the files for your Mod. After I had installed the game I installed the patch, then the modswapper, then I unzipped all the mod files in the CTP2 folder. I opened the modswapper and clicked MedMod2. After I started a new game it seemed to work until after I had moved my second settler (where it would normally automatically end your turn. Then I got a SLIC error. It said : C:\Program Fles\Activision\Call To Power 2 ctp2_data\default\gamedata\MM2_scenario2.slc:135:Array index 0 out of bounds. Is this an actual bug, or is it something that I don't have installed right? Everything is installed exactly the same way as before i downloaded the new updates, and before it worked beautifully. Thanks a lot for your help! ------------------ DO, OR DO NOT, THERE IS NO TRY - Yoda |
alley_cat Chieftain Jerusalem, Israel Mar 2001
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posted March 30, 2001 05:07
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Thanks Timeline. This really helps that you report bugs (and say such nice things ). I was waiting that someone will report bugs on the GL. I'll look over what you reported and I guess that the next version of the GL, who is supposed to include units (not all the sections of the units though) and improvements will include all these fixes. Keep bringing bug reports! You are the one who will benefit from them.Note: The technologies Conservation, Agriculture (Plough) and Ultrapressure Machinery all have the same problem, which I couldnt solve even after looking many times in the code - The Prerequirements section is always left blank and I can't figure out why, so I told Wes to take care of it. Until than, this bug will stay  ------------------ Let people hear what they want to hear [This message has been edited by alley_cat (edited March 30, 2001).] |
Starfighter08 Chieftain Luzern,Switzerland (GMT +1) Nov 2000
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posted March 30, 2001 06:49
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I'd like to add my two cents too. Its the first time I managed to reach future tech with the mod and something hit my eye immediately. All the future gov's seem to be at about the same level of the tech tree. I think it would be good to have 2 earlier future gov's (say corporate republic and technocracy) and two later ones (virtual dem. and ecotopia) like in CTP1. that would also solve part of the problem with the costs of researching techs because future govs should research faster (BTW it kinda feels funny to switch from communism to virtual democracy). Which leads me to the second point. The high wages together with the apparently weak economies of the democracies not only makes it difficult to sustain them (I'm running a deficit that will bankrupt me in about 25 turns) but also results in longer research times for advances than in not so research adapted govs. |
GreatDane Settler
Jul 1999
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posted March 30, 2001 07:20
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In a game I am running on a normal map with 8 civs, very hard level. I have just discovered sanitation in the year 2075. I have not been in that many wars and I am in 2nd place in the science.I think the tech three should run a little faster in the modern ages. Early in the game it seemed just fine. There also seem to be a lot of advances late in the game that just enable research on new advances. This ofcourse slows the pace of the research. Also when I don't discover sanitation until so late in the game it forces my cities and the AI's to stay at size 16 which then leads to lower production and income. I don't have a clue on how to solve this problem but I am sure you guys will figure something out.  [This message has been edited by GreatDane (edited March 30, 2001).] |
alley_cat Chieftain Jerusalem, Israel Mar 2001
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posted March 30, 2001 07:40
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Timeline, thank you VERY much for all the bug reports . I took care of most of them, but had some problems with others. Here are some notes for all of you regarding to the bug reports: quote:
 Decimal System does not need Infantry Tactics as a prerequisite.
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It DOES need Infantry Tactics (at least at my Advance Chart). quote:
 Drama gives Amazons
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Yeah, I know. But I found nothing in the text files I work with that talk about Amazons. I think that Wes should work on this one. quote:
 Spelling of the Chichen Itza wrong under the Jurisprudence advance.
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I couldn't fix that one because I don't have the needed font installed on my computer in order to write the special "a" and "e". Somebody else should do this. Maybe Wes. quote:
 Nano Warfare: Nano Defense is called Micro Defense in the GL (Error?).
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I fixed that one too, considering the fact that the Advance Chart is also written that way, but I'm not so sure that this is the right thing cause the Med Charts do call it Micro Defense. quote:
 Oceanography is supposed to give something called Ocean Mapping (according to Med Mod Adv. Chart).
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This part havent been prepared and should be deleted from the Advance Chart as far as I know. quote:
 The Mechanical Power has a Geometry prerequisite, not Feudalism.
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It DOES require Feudalism. And about the Plough, Ultra Pressure Machines and Conservation, I already told what the problem was in the last post.Please supply me with more bug reports! Alley Cat. ------------------ Let people hear what they want to hear [This message has been edited by alley_cat (edited March 30, 2001).] |
joseph1944 Warlord Napa, Ca. USA Jul 2000
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posted March 30, 2001 13:37
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I found this last night. When you get the advanced to build Horse Archer you build Cavalry instead. Somehow the Cavalry Sprite was change for the Horse Archer. I used him against a Heavy Swordsman and the Cavalry/Horse Archer lost. I play around 300 plus turn w/the lasted text changes and only one crash to desk top. The crash was one of those computer code crashes and not a slic or internal mod crash. The barbarian in my game took two cities from the Assyrian and when I attack them (barbarian), one city had six or seven mix defender and the other city had about five defender, plus they were sending stack of two and three units to challenged me. Also the Germans started a war with me. I’m playing at the middle level.------------------
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Timeline Chieftain
Nov 2000
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posted March 30, 2001 21:55
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quote:
 Originally posted by alley_cat on 03-30-2001 07:40 AM Timeline, thank you VERY much for all the bug reports .
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Happy to be able to help 
quote:
 Decimal System does not need Infantry Tactics as a prerequisite It DOES need Infantry Tactics (at least at my Advance Chart)The Mechanical Power has a Geometry prerequisite, not Feudalism. It DOES require Feudalism.
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Yep, sorry about this. This was a case where I was using an old advance chart printout. I see the new one has been changed somewhat, sorry about confusion. Timeline
[This message has been edited by Timeline (edited March 30, 2001).]
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WesW apolyton.net/wes Huntsville, Al., USA b.02-15-99
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posted March 30, 2001 22:23
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If you have the latest advances chart, you can see that the Info age extends until 2040, and that it shares the third-to-last column with the Genetic age. This means that War Walkers can come as late as 2040 in the timeline. This is still too early, and I would rather have a sprite like the Paladin being developed by the US Army, but I have to go with the sprites I have. I may push the Fascist sprite back to the Mech. Inf. unit, and use one of the Ctp1 infantry sprites for the Stormtrooper. The Marine or Paratrooper would be the choices.Rhuarc, if you re-installed Ctp2, you will have to set debugSLIC back to no. The future gov's appearance is based upon the length of time since the previous gov for that type. Check out the color-coding to see what I mean. The mod is designed for AI players, who use one gov type throughout the game (blue, yellow, purple, etc). I have gotten into the future ages in any game yet, but the stats in the Govern page don't suggest a gold shortage for Democracy-type govs. You may not be able to use the max science rate of 90% for V-Dem, and you can't have a large army under Dem unless you have a huge GDP. I don't plan on adding the Amazons unless I can get regular-sized sprites for them. Since BlueO seems to have permanently disappeared, I will take them out of the charts. |
alley_cat Chieftain Jerusalem, Israel Mar 2001
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posted March 31, 2001 07:38
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I almost have the next version of the GL ready. This version icludes fixed improvements, units (excpet some sections in the units. The only fixed part is the prerequisite section, that is the main section that actually changed) and a lot of bug fixes (many thanks to Timeline). It isn't ready though because I still have some problems with it that I need Wes online in order to consult him regarding to them. Lets hope he will get online soon...------------------ Let people hear what they want to hear |
alley_cat Chieftain Jerusalem, Israel Mar 2001
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posted April 01, 2001 05:51
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Well, I hope everybody are alive and breathing after this long Apolyton crash. I had to use many tricks in order to enter the forum and past this message. So lets all be happy that it is working again... |
Starfighter08 Chieftain Luzern,Switzerland (GMT +1) Nov 2000
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posted April 01, 2001 07:12
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It's me again about future govs. Researching Solar Power takes 12 turns for Communism and 22 for Virtual Democracy. Am I the only one who finds that weird? |
walkerjonny Settler Rohrbach, Bavaria, Germany Mar 2001
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posted April 01, 2001 19:02
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Starfighter: (and some others, too)About why science slows down: Science is taken out of the gold reserves of your nation. City Gold Production + Trade Gold Production --------------------------- National Gold Production National Gold Production - City Improvements Upkeep - Military Upkeep --------------------------- Economized Gold - Wages & Criminal Loss --------------------------- National Gold Reserve With the Science Percentage Control you are deciding how many percent of the Reserve you want to pay for Science Because of the very high military cost and a higher criminal rate is the gold reserve economized by Virt. Dem. not that high than by Comm. when you have too many military units. You can reduce the criminal rate with proper city improvements. Less military units will increase the gold reserve. This is why Virt. Dem. should be used for peacefully Nations. Military should be used only for defending not for conquering in this case. Use it for science victory or diplomacy victory. You can increase the City Gold Production by building proper tile improvements near the cities. You can increase Trade Gold Broduction by building Caravans or Freight Transports and creationg Trade Routes Wes:
I have the feeling that trading is very underweighted in this game. There should be much more goods on the maps and much more different good types. Also the payment for Trade routes should be a bit higher. Is there any way to add modern goods whitch are produced by the Humans in the gameplay or to use the Urban Planner, Sea Engineer and/or the Settler or special Pioneer/Engineer units to search for goods on the map? Does someone know about how to place other icons on the different tile improvement tabs and where to place them? Further i need to know whitch is the right TGA compression app to add own pictures to the game. Thanks a lot for your help! regards Ewald [This message has been edited by walkerjonny (edited April 01, 2001).] |
Starfighter08 Chieftain Luzern,Switzerland (GMT +1) Nov 2000
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posted April 02, 2001 15:04
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Walkerjonny thanks for your extensive explanation. Now at least I understand what is going on. Although I don't know if 2 mech. inf. units per city (35 cities) are considered more than just defensive. Lower crime rate in a communist state than in a democracy doesn't seem to reflect reality (I know that it's very difficult to get reliable numbers of crime rate in communist states). Again thanks for your explanation. |
alley_cat Chieftain Jerusalem, Israel Mar 2001
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posted April 02, 2001 15:27
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quote:
 Lower crime rate in a communist state than in a democracy doesn't seem to reflect reality (I know that it's very difficult to get reliable numbers of crime rate in communist states)
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Do you know history? Stalin, using his terror killed many many people who actually did nothing. He was paranoid (actually, the number of people killed because of him exceeds any figure you can make up in your mind). All of that made the U.S.S.R VERY efficient during Stalin's reign and there was almost no crime (although a great price was paid). This was only general history . Hope you arent offended [This message has been edited by alley_cat (edited April 03, 2001).] |
Timeline Chieftain
Nov 2000
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posted April 02, 2001 23:35
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Hello, I am back (finally). It took me forever to figure out how to get here. Apolyton changed the URL to this site (Duh Timeline, he he). quote:
 Originally posted by WesW on 03-30-2001 10:23 PM If you have the latest advances chart, you can see that the Info age extends until 2040, and that it shares the third-to-last column with the Genetic age. This means that War Walkers can come as late as 2040 in the timeline. This is still too early, and I would rather have a sprite like the Paladin being developed by the US Army, but I have to go with the sprites I have.
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Wes, when you get back: Okay, I understand, nothing you can do I guess. Hey, I know this is getting off topic but, what is the "Paladin"? It sounds very cool. quote:
 I may push the Fascist sprite back to the Mech. Inf. unit, and use one of the Ctp1 infantry sprites for the Stormtrooper. The Marine or Paratrooper would be the choices.
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Are you saying you want to replace the (perfect) Mech. Inf. Sprite with the Fascist?! Agh!! You like that sprite, don't you? I say keep the (perfect) sprite you have now for the Mech. Inf. - Replace the Stormtrooper sprite with either the CTP1 Paratrooper or Marine (I don’t know what these look like), and, here is my favorite part, DITCH THE FASCIST SPRITE he he . Anyone care to back me up? Timeline
[This message has been edited by Timeline (edited April 02, 2001).]
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janilxx Settler Pori, Finland Mar 2001
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posted April 03, 2001 01:58
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Few things...I was doing a Wonder(Pyramids) and AI made it before I got it. Then I detected that I lost all the production points I had been using for the Pyramids. I had zero points after AI completed the wonder. Is that ok? When someone completes a wonder I will get message to my screen. I read it and close the messagewindow. But then always "Msgs" tab in the bottom of the screen is RED. And when I open Msgs tab I see that there is only that one wondermessage that I have already read. And that message is written in gray. So could that red Msgs tab be changed to regular(black)? Establish embassy(I or AI) sound plays two times every time. -Jani |
Rhuarc Chieftain The Matrix Mar 2001
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posted April 03, 2001 07:02
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ok, I'm not sure if these are glitches or if they are supposed to be that way, so somebody just tell me if I am wrong. After turn 180 when I build a new city it already includes in it things like granary's and city walls. I don't know if that is a glitch or not, but if it is supposed to happen like that then why don't the improvements show up in the city's inventory? They are no longer on the build list, and things like city walls show up, but they don't show up in the inventory list. Are they actually there or not? Abd is this how it is supposed to be? Ok, second thing, when I click to build certain things the descriptions for them seem odd. For example, when I click the Hagia Sophia it says it will reduce the crime in my civ by 0%. The Great Wall will make -0% Military Readiness, and Aristotle's Lyceum will do +0% science. Are these wonders actually doing what it says they are supposed to? Or are those glitches in the description of them? If they are just errors in the descriptions that is ok, just as long as the wonders actually do something! I have only found wierd things like this dealing with the wonders and a couple of city improvements. Well, I guess that is about all for this time. Thanks guys! ------------------ DO, OR DO NOT, THERE IS NO TRY - Yoda |
janilxx Settler Pori, Finland Mar 2001
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posted April 03, 2001 07:13
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quote:
 Originally posted by Rhuarc on 04-03-2001 07:02 AM ok, I'm not sure if these are glitches or if they are supposed to be that way, so somebody just tell me if I am wrong. After turn 180 when I build a new city it already includes in it things like granary's and city walls. I don't know if that is a glitch or not, but if it is supposed to happen like that then why don't the improvements show up in the city's inventory? They are no longer on the build list, and things like city walls show up, but they don't show up in the inventory list. Are they actually there or not? Abd is this how it is supposed to be?
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Some wonders gives you a free buildings to every city. For example Stonehenge(this might be wrong wonder) gives you granary to every city and after that granary does not show up in available buildings list. But they should be visible in city inventory(in city management screen)??? quote:

Ok, second thing, when I click to build certain things the descriptions for them seem odd. For example, when I click the Hagia Sophia it says it will reduce the crime in my civ by 0%. The Great Wall will make -0% Military Readiness, and Aristotle's Lyceum will do +0% science. Are these wonders actually doing what it says they are supposed to? Or are those glitches in the description of them? If they are just errors in the descriptions that is ok, just as long as the wonders actually do something! I have only found wierd things like this dealing with the wonders and a couple of city improvements. Well, I guess that is about all for this time. Thanks guys!
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Great Library(and other helpfiles if there is those) is not ok yet and those wonders should work fine. Check that xls file and read the "manual"! -Jani |
Immortal Wombat Prince and pauper Dec 2000
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posted April 03, 2001 07:38
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Timeline: I had to look it up too The Paladin is a type of high-range artillery thats in development. Wes: While Apolyton was down, I started making a simple, unanimated Paladin sprite, for myself really, but I realised I was making almost the same unit as Harlan had made in his WW2 pack, only he called it the German SP gun. I realise these are completely different times in history, would have slightly differetn colourings and ensigns(which don't matter in Civ), but in shape, they look almost exactly the same. Ben |
Rhuarc Chieftain The Matrix Mar 2001
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posted April 03, 2001 07:52
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JaniI know that some of the wonders do provide you with certain buildings in all of your cities, but I didn't think there was any wonder that automatically put city walls around your city. When I play it again tonight I'll get a full list of the buildings it automatically places in the city to see if they are being placed there by the wonders or not. Thanks a lot! ------------------ DO, OR DO NOT, THERE IS NO TRY - Yoda |
alley_cat Chieftain Jerusalem, Israel Mar 2001
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posted April 03, 2001 08:22
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quote:
 ok, I'm not sure if these are glitches or if they are supposed to be that way, so somebody just tell me if I am wrong. After turn 180 when I build a new city it already includes in it things like granary's and city walls. I don't know if that is a glitch or not, but if it is supposed to happen like that then why don't the improvements show up in the city's inventory? They are no longer on the build list, and things like city walls show up, but they don't show up in the inventory list. Are they actually there or not? Abd is this how it is supposed to be?
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It looks like you build this city with an Urban Planner that gives you a few improvements when you build the city quote:
 Ok, second thing, when I click to build certain things the descriptions for them seem odd. For example, when I click the Hagia Sophia it says it will reduce the crime in my civ by 0%. The Great Wall will make -0% Military Readiness, and Aristotle's Lyceum will do +0% science. Are these wonders actually doing what it says they are supposed to? Or are those glitches in the description of them? If they are just errors in the descriptions that is ok, just as long as the wonders actually do something! I have only found wierd things like this dealing with the wonders and a couple of city improvements.
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If you read all the readmes (and the forum espacially) you would know that these things are not ready yet in the GL. I'm working on the GL and I fixed these kind of stuff, sent it to Wes, and the next build of the Mod should include the fixed GL.------------------ Let people hear what they want to hear |
Rhuarc Chieftain The Matrix Mar 2001
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posted April 03, 2001 08:31
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Alley_cat,I built my cities with the regular settler, but I'll check tonight and make sure that something weird is actually happening and it isn't just my imagination. Sorry about the question wiht the GL, I thought Wes had already updated the texts.zip file with your updates, so that was why I was wondering. Sorry bout the mix up!
------------------ DO, OR DO NOT, THERE IS NO TRY - Yoda |
alley_cat Chieftain Jerusalem, Israel Mar 2001
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posted April 03, 2001 08:41
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quote:
 Sorry about the question wiht the GL, I thought Wes had already updated the texts.zip file with your updates, so that was why I was wondering.
 | If you checked, you will see that in one of my preveious posts I told that the new build I sent to Wes (that was included in the latest texts.zip) only contained updated Advances, thats all  |
Rhuarc Chieftain The Matrix Mar 2001
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posted April 03, 2001 09:13
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Sorry about that Alleycat. Guess I should have looked a little closer! Thanks for your help!------------------ DO, OR DO NOT, THERE IS NO TRY - Yoda |
Pintello Warlord Deland, Florida b.02-15-99
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posted April 03, 2001 10:15
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Hi All,Actually the Great Wall now gives you a wall in every city until it expires, along with the barbarian advantage. That is listed in the spread sheets Wes has so kindly provided us. Timothy Pintello |
Rhuarc Chieftain The Matrix Mar 2001
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posted April 03, 2001 10:22
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Thanks Pintello, That helps out a lot! One question, what are the names of the spreadsheets that have all this info in them? Is there only one or are there different ones for units wonders and advances? Thanks for all your help guys!------------------ DO, OR DO NOT, THERE IS NO TRY - Yoda |
Rhuarc Chieftain The Matrix Mar 2001
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posted April 03, 2001 12:45
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Nevermind, sorry to bug you guys, I found the spreadsheets, they are a lot of help. Thanks.------------------ DO, OR DO NOT, THERE IS NO TRY - Yoda |
David Murray Warlord
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posted April 03, 2001 13:25
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I wonder which direction the MedMod is headed in. I played again yesterday. I found that the AI was sending nobles out even as early as 3600, and that's when I decided to uninstall CTP2. The early period should be a period of war, unrest and civilization building--not diplomacy. The AI is even less aggressive than it was--at least before it explored with units and had a distrustful stance towards others in the beginning, but now, thanks to the Mod, it can participate in advanced diplomacy right from the very start. This simply isn't realistic. If it were a bug, I would keep supporting this Mod, but it seems like it's a gameplay feature. While I support all the hard work put into the Mod, all the lovely units and revamped tech tree, I just don't like some of the other ideas, like Militias and nobles, and some of the other small tweaks. Oh well. Perhaps I will work on my *own* Mod. :-) (Hahaha...yeah right....) | |