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Topic: The Medieval Pack II Beta: The Gathering |  |
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Rhuarc Chieftain The Matrix Mar 2001
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posted April 03, 2001 13:45
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What direction would you rather it head? The whole point behind the civ series is that you can remake history how you want it to be. If you would rather be warlike in the beginning game that is up to you, but the game needs to stay open ended enough for other style players to enjoy it too. What is so unrealistic about the militia trigger? Is it unrealistic to thinkt hat if somebody was attacking your town you would fight back? Of course not! That's the whole idea behind the militia is that the people of the town will fight back. Sorry, and I don't mean to offend you in anyway, but it just sounds to me like you would rather the civ series turn into something like C&C. There's nothing wrong with that style game it just wasn't what civ was meant to be. Well, now that I told you what I think feel free to tell me what you think! (should I hold my ears?)  ------------------ DO, OR DO NOT, THERE IS NO TRY - Yoda |
alley_cat Chieftain Jerusalem, Israel Mar 2001
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posted April 03, 2001 13:55
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Well said Rhuarc!! but I think that I can see some of point: Theoretically, when a tribe was just created somewhere in the far past, it didn't try to negotiate with other tribes simply because it didn't know of their exsistance. It will usually see them hostile and try to attack them, just like a pack of wolves attacking another pack if they enter their territory. so I do think that the noble thing should come just a tiny bit later. Other than that you were 100% right!  ------------------ Let people hear what they want to hear |
Rhuarc Chieftain The Matrix Mar 2001
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posted April 03, 2001 14:00
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You are probably right about the Noble, aleey_cat. Now that I think about it I guess I hadn't really thought of the Noble so much as the Militia when I said that. But I guess we are all entitled to our own opinions on the way a game such as this should go. So no hard feelings David? Alley_cat, If you would like any help in the GL stuff I would be more than happy to help you out. I would have some learning to do, but then that is half of the fun! ------------------ DO, OR DO NOT, THERE IS NO TRY - Yoda |
Immortal Wombat Prince and pauper Dec 2000
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posted April 03, 2001 14:04
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Dave, read the thread below this one, about Chris B's mod. There are many different gaming experiences, and Wes' MedMod, though probably the most important for some people, is the wrong choice for others. I'm sure there will be mods a-plenty, and uninstalling on the basis of one mod you disagree with, is in my opinion a grave mistake.Keep playing, or at least keep up with what others are doing to improve the game in other ways. |
alley_cat Chieftain Jerusalem, Israel Mar 2001
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posted April 03, 2001 14:56
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quote:
 If you would like any help in the GL stuff I would be more than happy to help you out
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Sorry to spoil you fun Rhuarc, but the GL is already complete and any further bug fixes to it will be done by Wes (although I insisted that I will do it). Maybe Wes will give me some other job as I specifically told him I want one, and than you will be able to help me. Stay in touch...  ------------------ Let people hear what they want to hear |
Rhuarc Chieftain The Matrix Mar 2001
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posted April 03, 2001 15:44
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That would be great. Just let me know. Wes, the same goes for you, if you ever need any grunt work done I would more than glad to help you out! ------------------ DO, OR DO NOT, THERE IS NO TRY - Yoda |
Rhuarc Chieftain The Matrix Mar 2001
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posted April 03, 2001 15:45
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That would be great. Just let me know. Wes, the same goes for you, if you ever need any grunt work done I would more than glad to help you out! ------------------ DO, OR DO NOT, THERE IS NO TRY - Yoda |
WesW apolyton.net/wes Huntsville, Al., USA b.02-15-99
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posted April 03, 2001 16:18
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Ok, I am finally getting back here, along with everyone else it seems. A few things from earlier posts: Some of you are confusing gold and commerce. The post that jonnywalker made was mostly correct if you substitute the word "commerce" for "gold". Unit upkeep comes out of production, not gold or commerce, so his theory was wrong about the governments. I looked over the stats for Communism and Virt-dem, and the only thing I can find to account for the drop in science is wages. Wages are 3 under Communism, and 7 under VD, so you lose 4 commerce for every pop you have, which can be several hundred in the late game. Btw, I have totally re-done the government GL, so that you see actual numbers for the governments instead of "low", "high", etc. There are more categories shown, and the numbers you see are for the most important stats, too. The GL at this point is mostly done. I am waiting on some gameplay and historical files from Charles, but the original game items all have the correct requirements and stats listed. Things like terrain, tile improvements and advances are completely done. This makes it much easier to keep up with things. I hated having to look things up in the xls too, but it's all you have in the beginning. There is still a lot of new commentary in the xls that you need to read, and the advances chart will always be critical.I still see that half the things posted here that have people confused are explained in the various readmes. At least consult them before spending time posting here. It will save you time and effort. I have already removed the old mech. inf. sprite. It was a sprite of an early tank, and was not similar to any true troop-carrying vehicle. I also checked out the WWII sprites mentioned for the Paladin, and they just look too old for the Information age unit. We really need someone with graphics expertise to step up and make a couple of units, since Morgoth has been bogged down with work. I need a couple of units that I know he will not be able to get to before we are ready to go public, and I will not hold up the public release because of an inappropriate unit among the 150 or so in the game. Just to address David "Warmonger" Murray, it is very easy to take things out of the mod- it's getting them in that is a b1tch. I would encourage people to make their own variations of the mod once it goes public. The more experimenting people do, the better the game will become. Be careful what you wish for as far as the GL. It has a very steep learning curve, as Alley Cat has found out. Those of you who have not delved into the innards of the mod probably don't realize how many *thousands* of lines of code have been changed or made from scratch. There are probably a couple of thousand in the units text alone. All of this stuff has to be tied together, and much of it shows up in the game through the GL. The work Charles (Diodorus Sicilis) has made for the gameplay and historical files would take an hour to read. It is outstanding work, btw, for those of you at all interested in history, and I doubt few civers are uninterested in history. I said that the Medpack I was worth downloading just for the historical gls John LaMaitre made, and Charles' work is at least as good. One thing I may do before the public release is make a short readme on the creators, so that you can all see the quality of the people who have contributed to the mod. I am going to wait until I hear from Locutus regarding debugging the militia code before deciding when to post the next update. When I do, I will start another thread (I can't believe how fast this one has grown in the last week). I am still waiting for things to come in from most everyone helping out on the mod, but we are finishing up in most cases, and then it will be play-testing to check for bugs and enhance gameflow and AI behavior. |
joseph1944 Warlord Napa, Ca. USA Jul 2000
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posted April 04, 2001 00:23
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I need help. I'm in the year 1290AD. Every time I touch the build manager button the game crash w/unable to find the file UPUP 117L. The message will stay up for more than 3 to 4 times and then most of the time crash w/CTP 2 caused an invalid page fault in module CTP2.exe at 0187:00608899 plus 0187:00442707. Once in-a-while it will aloud me to continual the game. I'm using the March 27 upgrade.------------------
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janilxx Settler Pori, Finland Mar 2001
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posted April 04, 2001 01:49
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My opinions:Someone said that noble is available too early. I think he might be right. Now there is only few turns to play without nobles and in that time you usually don't even see other players. And about the AIs' love all AIs I discussed earlier. I just want to say that the situation where AI either loves other AI or hates him is not a good situation. There have to be other possible situations too like AI is neutral against other AI etc. And I last said that establish embassy sound comes allways two times. I am not sure anymore I have some problems with my soundcard(sometimes when I start up my computer soundcard is not working at all) and that two time sound bug might be only my(or my soundcard's) problem . -Jani |
Dale Prince Melbourne, Australia Dec 2000
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posted April 04, 2001 02:15
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Hi everyone. I'm back. Sorry for the absence and lack of scripting for the mod but I had a personal situation to take care of. Thanks Wes for understanding.Anyways, just a couple of comments. 1. READ THE READMES! Too many things are being posted that are addressed in the readmes. 2. UPDATE! I also see a couple of things relating to earlier versions than the posted one. 3. The guy who reported the double-embassy sound. I'd say it's the soundcard. That's a common sympton when something's wrong with the soundcard. It probably only occurs with certain wavelengths, and that file is the right wavelength. ------------------ 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 April 04, 2001 03:29
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Hi Y'all,Sorry for not being here !! But I'm having trouble coming to the forum, ie 5.5 says that the page could not be found so I had to put www. before the URL. Is this just me or do y'all have that same problem ???  Hadn't had much time to test, very busy with my work, but vacation is coming along in which I intend to spend a lot of hours playing and rewriting my script. Had to begin all over again due to not making comments in the code I made an error somewhere but can't find it !!!!!  Anyways...hope there will be a new update soon and that I can reach this page normally !  Bye now !  |
Huysmans_666 Chieftain Hoeven,Noord-Brbant,netherlands Jan 2001
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posted April 04, 2001 03:35
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Noticed this too late :Joseph1944 : In this thread early pages 1 or 2 perhaps 3 there are some articles about an error made by one of the modders where a sprite was named wrong so the game would crash......just look up this article, you should rename your sprite...just forgot to what so look it up  Hope it works !!!!  |
Immortal Wombat Prince and pauper Dec 2000
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posted April 04, 2001 04:02
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What units do you need Wes? and do they need to be animated at all? |
alley_cat Chieftain Jerusalem, Israel Mar 2001
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posted April 04, 2001 05:46
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quote:
 Sorry for not being here !! But I'm having trouble coming to the forum, ie 5.5 says that the page could not be found so I had to put www. before the URL.
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Yep, all of us need to use "www" in order to get in, since all the links regarding to apolyton.net don't work anymore. I was quite surprised to find that out the fisr ay apolyton was shut down for repairs.
------------------ Let people hear what they want to hear |
Rhuarc Chieftain The Matrix Mar 2001
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posted April 04, 2001 10:38
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I don't ever remember anybody saying anything about Apolyton being shut down, so it was a little suprising to me too. Wes, for the final publication are you going to put the files into an install program that will automatically extract the files to the proper directory? I know for some begginning users they would be much more likely to use the mod if they only had to download one exe file and run it and it would do everything. Just a thought, let me know what you think!------------------ DO, OR DO NOT, THERE IS NO TRY - Yoda |
alley_cat Chieftain Jerusalem, Israel Mar 2001
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posted April 04, 2001 11:04
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quote:
 I don't ever remember anybody saying anything about Apolyton being shut down, so it was a little suprising to me too. Wes, for the final publication are you going to put the files into an install program that will automatically extract the files to the proper directory? I know for some begginning users they would be much more likely to use the mod if they only had to download one exe file and run it and it would do everything. Just a thought, let me know what you think!
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I don't think that an installer is needed. Wes brought the mod in zip files that the directories were build into them. All you needed was to direct it to the CTP2 directory and the zip program did all the rest. That is EXACTLY what an installer does, except that than it is an EXE file that don't need another program, thats it.------------------ Let people hear what they want to hear |
Rhuarc Chieftain The Matrix Mar 2001
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posted April 04, 2001 11:58
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That's true alleycat, and I guess most people would have winzip so it shouldn't be that big of a deal. I'm really looking forwards to the next release of the mod. when the next mod comes out, do i have to start all new games? Or can I just reload the mod and still play my old games in the new mod?
------------------ DO, OR DO NOT, THERE IS NO TRY - Yoda |
alley_cat Chieftain Jerusalem, Israel Mar 2001
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posted April 04, 2001 13:39
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quote:
 do i have to start all new games? Or can I just reload the mod and still play my old games in the new mod?
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I can't tell for sure cause I'm not the one who actually created the Mod, but I guess its only going to be a text update (like a GL update), meaning that you will only need to reload Modswap in order for the updated Mod to work on your exsisting game. But I can't tell for sure...
------------------ Let people hear what they want to hear |
David Murray Warlord
Dec 2000
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posted April 04, 2001 13:48
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Well, I didn't mean to sound rude.  I think the idea that there should be any bonus at all for same-government civilizations is wrong--theocracies hate each other because they don't believe that any other religion is God's religion that their own, Monarchies battled it out for control of the world in the medieval age, democracies constantly have disagreements, and so on. Maybe it should be enabled for certain types of governments only--fascism, virtual democracy, etc. But why bother? If only the real world was a peaceful as CTP2...I don't want to see war become the be-all and end-all, but almost all of our major historical events have been wars or the results of wars...and personally, I don't know about you guys, I don't find "diplomacy" with a pre-programmed pile of drives, screws and cream-colored casing very fruitful. I much prefer to experience the wonderful emotion, intellect and cunning of a human...so perhaps too much effort goes into tweaking things that don't really need to be tweaked, and yet war is still inconsequential in CTP2. As for milita...they are a good idea in principle...but in practice they give free units and undermine the need to manage defenses as efficiently as offensives...so if they are in at all, in my opinion they should have severely marked-down stats to represent the fact that local militamen aren't as well trained as trained troops. [This message has been edited by David Murray (edited April 04, 2001).] |
Dale Prince Melbourne, Australia Dec 2000
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posted April 04, 2001 18:56
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David, if you read a post of mine back on page 5 I think it was, you'll note that I've taken out the same-govt cheat. ------------------ 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." |
joseph1944 Warlord Napa, Ca. USA Jul 2000
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posted April 04, 2001 21:54
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I did go back and look at the post. It was Wes that told us to change the sprite from UPUP117C to UPUP117L. So now the big question again is what do I do now? I would like to continual the game from here and not start over.------------------
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Rhuarc Chieftain The Matrix Mar 2001
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posted April 04, 2001 22:11
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David, Sorry if it sounded like I was coming down on you. I see what you are saying about that stuff and it does seem like a good idea to keep the militia hit points down, and maybe their defense too. If Wes is reading this maybe he'll see this and think about changing that!
------------------ DO, OR DO NOT, THERE IS NO TRY - Yoda |
Rhuarc Chieftain The Matrix Mar 2001
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posted April 04, 2001 22:12
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David, Sorry if it sounded like I was coming down on you. I see what you are saying about that stuff and it does seem like a good idea to keep the militia hit points down, and maybe their defense too. If Wes is reading this maybe he'll see this and think about changing that!
------------------ DO, OR DO NOT, THERE IS NO TRY - Yoda |
WesW apolyton.net/wes Huntsville, Al., USA b.02-15-99
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posted April 04, 2001 23:26
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As far as new units, I need a sprite for the Partisan unit. Gemini made an unanimated Partisan unit for his WWII units pack, to give you an idea of what it should look like. The unit would have to have different facings, plus walking and attack animations. Death and acknowledgement (or whatever the initial animation is called when you place a unit using cheat mode) animation is optional. Harlan didn't want me using his WWII units if I had any other choice, due to their lack of animation, and I agree with that, especially regarding infantry units. It's better to use a unit that is similar to what you need rather than one which is incomplete.Tom (Morgoth) has his Mongol unit mostly done, and Harlan told me that Tom had told him that he would make a Siege Engine. The Apolyton Pack unit I am currently using is good enough until Tom gets the Seige Engine done, and I can use the Apolyton Pack Horse Archer, currently slated for the Nomadic Horseman, until the Mongol is done. After that, the Paladin unit would be nice, with the animations mentioned for the Partisan. An early 20th century rifleman unit would be nice as well, to replace the Brown Marine from the WWII scenario currently being used. As far as putting the mod in a self-extracting file, we tried that with the Ctp1 Awesome Aips, and found that Mac users could not use those types of files. With the current setup, there should not be any problems, since you open up the Call-to-Power folder for extraction, and there is no reason for people to move around folders within the game itself. I wanted militias for Ctp1 to prevent the common occurance of undefended AI cities, especially isolated ones. There are flags in Ctp2 which are supposed to prevent this, but there are also flags specifying that settlers should always be escorted, and we know that often they are not. Anyway, once the code was in, I found that it eliminated the drugery of building that initial defensive unit when the city is founded. This helps the game move faster too. I debated making them weaker than regular units, but that would mean they are a liability when you need 12 units in a city for a big battle. Besides, it you are attacked by a decent force, the militia unit is not going to be able to hold out without regular units to help, so I don't think that they take any strategy out of the game. You ordinarily leave a unit or two in all your cities for martial law and barbarian defense anyway. |
Huysmans_666 Chieftain Hoeven,Noord-Brbant,netherlands Jan 2001
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posted April 05, 2001 03:43
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Joseph1944: You can just rename the file to what it should be and play on ! The game will search for the file and where it used to find a missing one it should find the right one now. No need to begin all over......that a ***** I know  Bye Bye Holland signing off ! |
janilxx Settler Pori, Finland Mar 2001
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posted April 05, 2001 05:36
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This just popped to my mind. Sometimes when I get a new technology there will be "animation" of ONE unit dying in a city. I first recognised this in my current game(27th march version). I have now played it ummm about to the year 200AD. In this game I have seen this dying animation two times. Both times only one unit in one visible city have been died. I had no time to see it well but it might be a sprite with a one man standing with dark(maybe black) shirt on and that man is maybe falling backward. After the animation I have checked the units in that city and it seems that all units that were there before are still there. And militia is the same as before(phalanx). I am not sure if there was a sound when a dying animation occurs but I think there were no sound. And this dying animation only occurs(if I remember right) when I get new technology. Anyone seen this too? -Jani |
Rhuarc Chieftain The Matrix Mar 2001
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posted April 05, 2001 07:01
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Jani-That happened to me once, but in my game it seemed like one unit died in every city, although I went and looked and I hadn't actually lost any units. Has anyone had any problems witht the wonder movies at the beginning of the game? The science wonders at the begginning all play the same movie, I think it is the agency movie, but I'm not sure. Somebody let me know if you've seent his too. ------------------ DO, OR DO NOT, THERE IS NO TRY - Yoda |
alley_cat Chieftain Jerusalem, Israel Mar 2001
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posted April 05, 2001 07:45
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Jani, I reported such a problem not long ago. It was after i got a technology and than all my Spearman Militia in all my cities were killed (that was pretty early in the game). Its nice to know I'm not the only one having this problem, only it appears a bit diffrent in our cases. In my case, All my spearman militia in all my cities died, and I saw them dying one by one, with the sounds (sounds pretty horrific, right? ).------------------ Let people hear what they want to hear |
janilxx Settler Pori, Finland Mar 2001
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posted April 05, 2001 07:57
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Your situation is different(I think). I have had this "all militias gets killed" too(and I reported it too ) but I suppose it is now fixed(in 27th). It happened when you got technology that gives you the phalanx.
But this new thing happened two times and with technology that does not give you phalanx or other new militia units and no units in cities were really killed(it just looks like that).
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alley_cat Chieftain Jerusalem, Israel Mar 2001
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posted April 05, 2001 09:08
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Hmmm... you got me there. don't know about the case you described. you should ask Wes and other SLICers about it.  ------------------ Let people hear what they want to hear |
hexagonian Prince the artist formerly known as... Jun 99
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posted April 05, 2001 10:31
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The units 'dying off' is tied into the militia code. I am having the same problem in my mod, and the only SLIC code addition I have is the Militia code.It does not seem to take away your militias, and it occurs as you get certain advances. Wes has mentioned that there still is some bugs in that code, and he is waitng for an update. Keep an eye on what is happening with your militias - whether they are being disbanded, because that will affect gameplay. For me, I find it somewhat amusing and quirky, but that's just me I guess... |
Rhuarc Chieftain The Matrix Mar 2001
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posted April 05, 2001 11:56
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Now that you explained your problem alleycat, I think I am having the same problem you are, because suddenly it seemed like my units died one by one with sounds for each one, and it happened to every on of the same unit. This was a while ago that this happened so I had kind of forgotten about it. Do you guys have any idea what is causing it? I have the latest update of all the mod files. I read through the readme's and I didn't find anything about units dying when you get the technology for the next unit of that type, but I could have missed something. Any ideas anyone?------------------ DO, OR DO NOT, THERE IS NO TRY - Yoda |
Locutus Prince Apolyton Borg Hengelo/Enschede, The Netherlands Nov 1999
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posted April 05, 2001 20:35
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I just sent the below email to Wes and I thought y'all might be interested in this as well. By changing the file scenario.slc as described below you should be able to fix the problems with the militias. If after this you'd like to continue with your existing savegames you should open the chat window and type /reloadslic, as I explained numerous times before (both in this thread and elsewhere). quote:

Wes, Sorry for the late reply, I've been having some problems with my computer (again) and I had to deal with some real-life issues as well (again). Anyway, it's almost 2.30 AM over here and I'm tired as hell so I'll keep this short. I haven't done much with the MedMod lately due to the aforementioned issues. However, I worked on it yesterday and today and I now know approximately where the bug with the militias is located but I don't know exactly what the problem is yet. As a temporary fix you can add the line 'capturedIndex = 0;' to the eventhandler MM2_EveryTurn, right after the line 'i = 0;'. I didn't test extremely thoroughly but this should fix the bug of all militias disappearing from Theology onwards. However, this does have a drawback, as you'd expect from a temporary fix: now conquered cities don't get militia's after a random number of turns but as soon as the city changes size, whether this happens 1 or 200 turns after the conquest. Since this is a much less annoying bug I suppose this is acceptable for the moment, tomorrow and this weekend I'll work on finding a real fix for the problem and fixing any other bugs in the existing code.Wouter PS During testing I finally had the chance to try the mod out for the first time and it rocks! I hope I resist playing the game just for fun and focus on actual testing 
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Rhuarc Chieftain The Matrix Mar 2001
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posted April 05, 2001 23:07
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Wes,I know this is a little late to bring something up like this, but I was just reading in the Multiplaying forum that the hotseat support and things like that are still in the game, they just have lots of glitches and things. have you ever thought of trying to get those working in your mod? That was one thing I really like in CTP1 and was really dissapointed that they took it out. Well, think about it and let me know what you think! ------------------ DO, OR DO NOT, THERE IS NO TRY - Yoda |
Rhuarc Chieftain The Matrix Mar 2001
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posted April 05, 2001 23:08
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Wes,I know this is a little late to bring something up like this, but I was just reading in the Multiplaying forum that the hotseat support and things like that are still in the game, they just have lots of glitches and things. have you ever thought of trying to get those working in your mod? That was one thing I really like in CTP1 and was really dissapointed that they took it out. Well, think about it and let me know what you think! ------------------ DO, OR DO NOT, THERE IS NO TRY - Yoda |
Rhuarc Chieftain The Matrix Mar 2001
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posted April 06, 2001 08:10
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Sorry everyone, double post! my browser is so slow I click on it twice because the first time I didn't think it did anything! ------------------ DO, OR DO NOT, THERE IS NO TRY - Yoda |
alley_cat Chieftain Jerusalem, Israel Mar 2001
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posted April 06, 2001 08:26
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I'm not so sure that Multiplaying in the Mod will work, unless both players will have exactly the same versions and files of the Med Mod. Don't know...------------------ Let people hear what they want to hear |
Pintello Warlord Deland, Florida b.02-15-99
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posted April 06, 2001 08:32
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Hi Wes,I have been playing you mod some more. Everything seems to be working fine other than the things that have already been mentioned, so I won't bring them up again. I have an observation to make about the charts though. It would be nice if you could add a column in the Wonders chart that tells which advance gives a specific Wonder. That would be a very nice addition. Also, it would be nice if something could be added in the Terrain chart that tells what advance gives you teraforming capabilities and what capabilities those are. I know that these are just minor things, but I thought I would bring them up anyway. Wes, you and the rest of the Mod team keep up the good work. I am really enjoying you mod. Timothy Pintello |
joseph1944 Warlord Napa, Ca. USA Jul 2000
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posted April 06, 2001 12:51
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Thank for the help, I was able to correct the other problem.I hope I say all of this correctly. I’m in the year 1630 or so, and this is happing. I made the discovery to build Ironclad and Ships of the Line. I put the Ironclad in the building queue and later when I made another discovery (and not sure which discovery) the Ironclad and Ship of the Lines dropped out of the queue, and now I can only build Gallons. I know that in CTP 1 when you made a Discovery that deleted a unit, it was dropped from the queue, but in CTP 2 it was not dropped. Is the cost of everything supposed to be high? (30 turns to build a Granary)? Well it is now 7:33pm pacific, and now I have a bigger problem. The Cost to build new Unites or Improvments is still the same but the time to build them has gone way up. A granary now take 100 turn to build, a unit 400 turns, a wonder 1,800 turns, I know you wanter to slow things down a bit but this is kinda crazy. The discovery time is still the same, between 5 and 10 turns for a new discovery. I'm in the year 1780. ------------------
[This message has been edited by joseph1944 (edited April 06, 2001).]
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