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Topic:   The Medieval Pack II Beta: The Gathering Format for Better Printing
WesW
apolyton.net/wes
Huntsville, Al., USA
b.02-15-99
posted March 07, 2001 01:47   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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Installation and Introduction to the Medieval Pack II

To install the modpack, simply unzip the portions into the "Call to Power 2" folder. The Pack readmes are found in the Med readmes folder located within the Call to Power 2 folder. In addition to the four portions of the Medieval Pack II, you also need Paul's Modswapper, which is covered below.
After installing the modpack, you need to install the Modswapper, which can be downloaded from my website in the Accessories section. Simply unzip it into a temporary directory, and run the setup program. After installation, you may delete the temporary folder and its contents. I would suggest keeping the modswapper zip, as well as the Med Pack graphics portions, in a permanent folder so that you can re-install the mod should something happen to the game.
I suggest that you *not* use the option of creating a desktop shortcut to the Med Pack II. Modswapper works by first re-naming the current gamefile, newsprite and Great Library texts, to "orig-gamefile.txt", etc. Then it copies the those three texts from the mod you selected, and re-names them "gamefile.txt", etc. in place of the three original files. What is important is that you first re-load the original game files before switching to a mod. To make a long story short, you will lose your original gamefile, newsprite and Great Library texts if you do not follow this procedure. I will post copies of the original files replaced by modswapper at my site in case you lose your files. Also, I have removed the intro video from the game, so you are automatically sent to the Start screen after the game loads at start-up.

The Medieval Pack II combines the Medieval mod with customized versions of Harlan's Graphics mod and Dale's Diplomod, plus SLIC triggers from Locutus, Dale and others. (This list will certainly grow as new components are added to the modpack.)
The Medieval Pack II adds many new units, both player-created and from Ctp1, 60 new advances, 3 new improvements and 3 new governments, as well as numerous smaller changes.
There are a number of readmes in the Med Readmes folder, which deal with specific areas of the game or provide other types of necessary data for players.
1)The Advances Chart is modeled on the one which accompanied the game, and is designed to be printed out as a substitute for the chart which accompanied the game.
2)The Med Charts spreadsheet lists the stats of the units, terrains, governments, city improvements and wonders in the game, and is a crucial reference point for understanding the mod.
3)The Triggers readme covers the workings and effects of all of the various triggers and settings made through SLIC. This readme is very important, as these triggers have huge effects on certain aspects of gameplay.
4)The Terrain and Tile Improvements readme explains the changes made to the game in those areas.
5)Harlan's readme covers the changes to civs, leaders and city names in the mod.
6)The Main readme covers all of the other major changes to gameplay in the modpack.
7)Finally, the Miscellaneous readme covers the things which do not fit in the other readmes, tells you how to print out the Advances Chart, and lists the color scheme used throughout the Med mod readmes.
These files were written using Microsoft Word 97 and Excel 97. If you do not have Word or Excel, go to the site listed below, and download the free Word 97/2000 and Excel 2000 spreadsheet file viewers. They will allow you to read and print out the readmes. It is especially important that you are able to print out, or at least view, the Advances Chart.
http://officeupdate.microsoft.com/Articles/viewerscvt.htm

The Med Charts spreadsheet allowed me to use the readmes for descriptions of general changes to the various parts of the game, to point out specific changes to unit abilities and Wonder effects, and to list odd changes that did not fit into any of the sheets. I believe that this approach does an excellent job of providing the user with all the info one needs to understand the modpack, without being overwhelmed with details.
Mod-makers note: I have made notes listing most of my changes made to the const, diffdb, and texts pertaining to AI behavior. In addition, I have made notes in the newsprite.txt detailing the sprite numbers used, with notes on why some are not currently used, and my recommendations for those of you who add new units to the game for your own mods. Additionally, the Chop spreadsheet zip at my webpage contains the Gedrin creation which was used to implement and alter the settings for much of the mod.
This modpack contains the efforts of many people, without whom it could not have been made. These people, and their specific contributions, are listed at the start of the Main readme. Please take the time to read this, and acknowledge those people either in the Apolyton forums, or through personal emails. I know that your kind words would be appreciated.
This concludes your introduction to the Medieval Pack II. I hope you enjoy.

Wes Whitaker

Note: There are occasional pauses in the game during the AI turns which can last from 20 to 30 seconds. If you wait, they should pass and the game will continue. These pauses have not crashed the game in my short trials so far. Please report any instances where your computer does become permanently frozen.

Also, PLEASE READ THE READMES! If you don't you will be confused, and unable to properly judge the game. They don't take that long to read, and are well worth the time for the info they give.
[This message has been edited by WesW (edited March 10, 2001).]

Ganja
Chieftain

Jun 2000
posted March 07, 2001 14:34   Click Here to See the Profile for GanjaClick Here to Email Ganja  send a private message to Ganja
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Wes.

Sorry to come up with this as the first reply to your Med Mod 2 beta but I am unable to install the modswapper. I have sucesfully downloaded and installed all the required files from your site but when installing the modswapper I get the following error message.

Could not open file named:
C:\Program files\modswap\ctp2_data\default\gamedata\gamefile.txt

I click on retry but nothing, so I then click ignore and the next error message is :

Could not open file named:
C:\Program files\modswap\ctp2_data\default\gamedata\newsprite.txt

Modswapper then tells me the setup was not complete and deletes all files it tried to install.

Any help would be welcome, I hope I have not overlooked a simple process.

cobra_3000
Settler
Norway
Mar 2001
posted March 07, 2001 16:25   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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Wes.

I got no problem when I instaled the Mod BUT when I start the game I got a error: Win2000 say that the program (ctp2.exe) has generated errors and the game exit. when I select orginal ctp2 in the Modswapper then the game work, but not the mod Have you tested the prog./mod. in win2000????
Sorry about my bad engelish
I want to play the game!!!

Ganja
Chieftain

Jun 2000
posted March 07, 2001 16:37   Click Here to See the Profile for GanjaClick Here to Email Ganja  send a private message to Ganja
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I apologise for my earlier post. I have found what i was doing wrong and have corrected it. Damn I'm dumb!

In your misc readme you mention being able to have new civs when revolts or barbarian takeovers of cities occur. (Maxplayers=0) However if you change this number to anything other than 0, it produces a message every few turns saying global warming has resulted in an increase in sea levels. I take it not even your mod has managed to fix this
[This message has been edited by Ganja (edited March 07, 2001).]

Paul
Emperor
Zwolle, The Netherlands
Mar 99
posted March 07, 2001 17:04   Click Here to See the Profile for PaulClick Here to Email Paul  send a private message to PaulSend a Message to UIN: 83134477 Visit Paul's Homepage!
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For other people with the same problem as Ganja: the Modswapper must be installed in your CTP2 directory. It does say that in the setup program, but I guess you could easily miss that. But if everything works as it should work it should automatically find your CTP2 directory and put that as the default install directory.
EDawg
Settler

Feb 99
posted March 07, 2001 21:13   Click Here to See the Profile for EDawgClick Here to Email EDawg  send a private message to EDawg
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Well, it's been a looooong time since I posted anything, and I'm bummed to make it a bug report, but.....

I did a fresh install of the game, then the patch, then the MedMod 2 pack & finally the Modswapper. I start up a fresh game (after modifying the const & map files to allow for a 125 x 250 map), finish my first turn and blamo! I've got a SLIC error that pops up a whole lot! Here's what the dialog box says:

SLIC Error

In Object DIP_Mainroutine, Function _ConsiderNewProposal: Wrong Type of Argument.

As I haven't even begun to play around with SLIC, I've got no idea what's up, other than it's related to Dale's Diplomod. Have I got something wrong with my setup, or is this a bug?

Thanks to everyone for all the hard work on this, I've been waiting very patiently for the chance to play a decently reworked CTP2!

Eric
(Formerly known as Celegorm - a long time ago!)

Metheglyn
Settler

Mar 2001
posted March 07, 2001 21:51   Click Here to See the Profile for Metheglyn   send a private message to Metheglyn
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Edawg,

I've been having this problem with the latest version of Diplomod, and I posted about it in the "Diplomacy mod" thread last night. It will work if you comment out ( // ) these lines in Diplomod.slc:

if(DIP_request == 7) {
for(DIP_tmpvalue2 = 1; DIP_tmpvalue2 < DIP_NumOfPlayers; DIP_tmpvalue2 = DIP_tmpvalue2 + 1) {
if(DIP_tmpvalue2 != player[0]) {
ConsiderNewProposal(player[0], player[1], DIP_requestpriority, 7, DIP_tmpvalue2, ID_AIS_LOVE_AIS, ID_AIS_LOVE_AIS, ID_AIS_LOVE_AIS);
}
}
}
if(DIP_request == 8) {
for(DIP_tmpvalue2 = 1; DIP_tmpvalue2 < DIP_NumOfPlayers; DIP_tmpvalue2 = DIP_tmpvalue2 + 1) {
if(DIP_tmpvalue2 != player[0]) {
ConsiderNewProposal(player[0], player[1], DIP_requestpriority, 8, DIP_tmpvalue2, ID_AIS_LOVE_AIS, ID_AIS_LOVE_AIS, ID_AIS_LOVE_AIS);
}
}
}

I suppose you could delete them instead, but I'm pretty squeamish about ripping stuff out of files on a permanent basis. I haven't got a clue what's going wrong with ConsiderNewProposal, because to my untrained eye, it looks like Dale has used it in exactly the same way that he used it everywhere else in his main routine. I guess we're just going to have to wait for Dale to rescue us.

Metheglyn

WesW
apolyton.net/wes
Huntsville, Al., USA
b.02-15-99
posted March 07, 2001 22:48   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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UPADTE ALERT: New Diplomod zip posted.

Dale sent me a new version of his mod a few minutes ago. It adds the trigger to re-establish embassies after peace is declared, and may fix the crashes you have been experiencing. You get a pop-up message at the start of the game to let you know the mod is active.

This file is not in the standard folder structure, so you need to place it into the ctp data\default\gamedata folder manually, replacing the old file.

Btw, thanks for the info on the global warming messages. This had had me confused. The messages went away when I re-installed the game, but I didn't think to make the connection to the gamefile, with all the other things going on at the time.
[This message has been edited by WesW (edited March 08, 2001).]

Dale
Prince
Melbourne, Australia
Dec 2000
posted March 07, 2001 23:00   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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See diplomacy mod thread for discussion of the above error.

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

WesW
apolyton.net/wes
Huntsville, Al., USA
b.02-15-99
posted March 08, 2001 01:25   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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Are you guys having problems with the game freezing about turn 75?

I have played 2 games, and both permanently froze at that point, one game at date 1810 BC, and the other at 1780BC. On the last AI's turn, the sound of the troops' marching hangs up, and goes into an infinite loop. One time, the sound did not even stop when I used control-alt-delete to exit the game.

Btw, I want all of us to use a regular size map, with 6 players selected in the start screen. I know many of you like to play with gigantic maps, but this is not good for testing a beta, where you need average-length games to test things and see how science flows.

janilxx
Settler
Pori, Finland
Mar 2001
posted March 08, 2001 02:00   Click Here to See the Profile for janilxxClick Here to Email janilxx  send a private message to janilxx
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quote:

UPADTE ALERT: New Diplomod slc posted.

Damn you. I have waited this mod for a looooooooong time and now finally I could get it. But No! There is a link to the new diplomod slic in wes's page like "Diplomod update March 8th update"(http://apolyton.net/wes/MM2_diplomod.slc) but that fu**ing file does not exist

So I do not get mod home today(I am working now and I do not have internet connection from home).

So Wes, add that file

bjnod
Settler

Mar 2001
posted March 08, 2001 02:50   Click Here to See the Profile for bjnodClick Here to Email bjnod  send a private message to bjnod
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I am having problems installing Modswapper. I run seup.exe and nothing happens? Any ideas?

Thanks

janilxx
Settler
Pori, Finland
Mar 2001
posted March 08, 2001 03:25   Click Here to See the Profile for janilxxClick Here to Email janilxx  send a private message to janilxx
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quote:

Originally posted by bjnod on 03-08-2001 02:50 AM
I am having problems installing Modswapper. I run seup.exe and nothing happens? Any ideas?

Thanks

Stupid installer? You have OS like W2k or NT and you do not have admin rights? Just guessing.

bjnod
Settler

Mar 2001
posted March 08, 2001 04:13   Click Here to See the Profile for bjnodClick Here to Email bjnod  send a private message to bjnod
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quote:

Originally posted by janilxx on 03-08-2001 03:25 AM
Stupid installer? You have OS like W2k or NT and you do not have admin rights? Just guessing.

Actually, I have win98. I rebooted my system and the setup program worked. No idea why, but happy all the same. Thanks.

janilxx
Settler
Pori, Finland
Mar 2001
posted March 08, 2001 04:32   Click Here to See the Profile for janilxxClick Here to Email janilxx  send a private message to janilxx
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Hi again bjnod. I hope you read this. Do you have the new MM2_diplomod.slc(it is not in Wes's page)?
Could you email it to me ? Click email icon above this message to get my email address.

Others: Sorry that I use this forum for this kind of messages but this is a real emergency situation

(I still do have a chance to get medmod home today )
[This message has been edited by janilxx (edited March 08, 2001).]

bjnod
Settler

Mar 2001
posted March 08, 2001 04:48   Click Here to See the Profile for bjnodClick Here to Email bjnod  send a private message to bjnod
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Ok, here is my new problem. I get the following messages.

"c:\....\tut2_main.slc:469: ADVANCE_MONARCHY not found in advanceDB"

I get the same for DEMOCRACY, FASCISM, CORPORATE_REPUBLIC, TECHNOCRACY, and VIRTUAL DEMOCRACY.


I seems to still let me play, but I've only played a few turns.

I am guessing I am missing a file or something. Does anyone know what this is?

Thanks in advance.

Brett

Gooner
Settler
Peterborough, UK
Feb 2001
posted March 08, 2001 07:50   Click Here to See the Profile for Gooner   send a private message to Gooner
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OK - here are the problems I've found so far.

1) I also cannot get past around 2000BC without the game freezing. Interestingly, if you look at the little progress meter for the AI's moves, it always seems to be exactly in the middle. The program appears to be accessing the hard drive for something as I can clearly hear HD activity. CNTR-ALT-DEL works to get out of the program (it shows CTP2 'not responding').

2) The new wonders do not seem to work properly. It says in the docs that if you obtain the Stonehenge wonder, for example, granarys should disappear from the build lists - they don't.

3) The entries in the encyclopaedia are all mixed up. The main problem seems to be the new Absolute Monarchy government. Apart from the title the whole entry is blank. Other problems I've found include the early wonders showing the wrong info e.g. Stonehenge showing Great Wall details.

4) An AI noble appeared outside my capitol. I used the expel function, the trumpet sound and graphic duly appeared, and lo and behold he was back again on the next turn, and the next turn, and the next turn...

5) I also have experienced long waits on some turns while the AI makes its moves as mentioned in Wes's original posting. What is happening while this is going on. Is it tied up the freezes that happen later?

6) On the subject of waiting, there seems to be some long pauses when you investigate a goodie hut. I think it's only when a new unit (settler or soldier) or advance is generated. If it's cash or empty speed is normal.

7) I too cannot get to the new Diplomod update via Wes's site.

Keep going with this Mod lads; I'm sure it's going to be fantastic when the little wrinkles are ironed out.

WesW
apolyton.net/wes
Huntsville, Al., USA
b.02-15-99
posted March 08, 2001 11:36   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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The diplomod can now be downloaded from the site. It is now zipped, but you still have to place it in the correct folder yourself. I will try and address some of the other questions later today.
Paul
Emperor
Zwolle, The Netherlands
Mar 99
posted March 08, 2001 14:10   Click Here to See the Profile for PaulClick Here to Email Paul  send a private message to PaulSend a Message to UIN: 83134477 Visit Paul's Homepage!
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bjnod, I believe tut2_main.slc is part of the CTP2 tutorial. I would suggest that you play with the tutorial turned off. I think that should solve your problem.
preacherman
Chieftain
Seguin/Texas/usa
Nov 2000
posted March 08, 2001 16:52   Click Here to See the Profile for preachermanClick Here to Email preacherman  send a private message to preacherman
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Wes, got your mod working by using metheglyn's change to diplomat file. tried to use the change from your web site but ended up with all kinds of sintex errors. I had it in the right file.
What I have played of your mod is good, but it locked up at year 1690 I had two citys with one to be built next turn. gold seem good adv seemed real fast. 2 civ already had embassies with me. Whoever did spearmen and zulu did great job. Can we do anything with the message that we can't support our unit? If you hit no on end turn it goes to next turn and doesn't do anything. You don't loose any units
[This message has been edited by preacherman (edited March 08, 2001).]
Pintello
Warlord
Deland, Florida
b.02-15-99
posted March 08, 2001 19:00   Click Here to See the Profile for PintelloClick Here to Email Pintello  send a private message to Pintello
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Hi All,

I too run Windows 2000 and I am having the same problem as Cobra_3000. Does anybody have any suggestions?

Timothy Pintello

preacherman
Chieftain
Seguin/Texas/usa
Nov 2000
posted March 08, 2001 19:23   Click Here to See the Profile for preachermanClick Here to Email preacherman  send a private message to preacherman
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Ok played two more games first was hard--8civ--normal map. game frozeup at turn 79 year 1630. Had two ai's trade maps but they were not even conected to me large blank spots between each map. Reloaded game using autosave and went one turn gave me slic error In object MM2_try militia, variables 'MM2_tryMilitia#loc' and 'noname' are different.
2nd game hard 6 civ normal map. game froze at 1660 BC nothing unusual happen. Do Ai's have to pay as much for wonders as we do?Bar were stacking 3 deep. then would chase me down to attack. This game will be great when workingright.
Bluevoss
Warlord
Orlando, Florida
Dec 2000
posted March 08, 2001 22:51   Click Here to See the Profile for BluevossClick Here to Email Bluevoss  send a private message to Bluevoss
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Okay, heres my bug.

Loaded everything, installed the modswapper. Installed the files. Installed the diplofix. Installed everything. In the first turn of my game, after I click on "Next Turn", I get a horrendous number of slic errors....

D:\games\CALL TO POWER\ctp2_data\default\gamedata\mm2_deplomod.slc:151:Array index 13 out of bounds.

Any ideas?

Shut everything down and started again. No joy.

------------------
Bluevoss-

aweill
Settler
El Cerrito, CA, USA
Mar 2001
posted March 09, 2001 00:18   Click Here to See the Profile for aweillClick Here to Email aweill  send a private message to aweill Visit aweill's Homepage!
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After installation of the beta files and modswapper, upon loading I get repeated message to insert the CTP II CD. Inserting it, or starting with it inserted, doesn't work. Didn't have this problem with the alpha version. Any ideas, anyone?
EDawg
Settler

Feb 99
posted March 09, 2001 00:34   Click Here to See the Profile for EDawgClick Here to Email EDawg  send a private message to EDawg
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Wes -

I don't know for sure what turn I was on (I can email you the autosave file), but I've had the same freeze issue. The AI's turn begins, whoever's orange is moving, then everything freezes. Eventually (after around 5-10 mins) the game dumps to Windows & completely dissapears. I've no clue what's going on or why. Seems like this might be a bit of a ***** to track down too, but good luck!

Eric

WesW
apolyton.net/wes
Huntsville, Al., USA
b.02-15-99
posted March 09, 2001 00:55   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 Gooner on 03-08-2001 07:50 AM
OK - here are the problems I've found so far.

1) I also cannot get past around 2000BC without the game freezing. Interestingly, if you look at the little progress meter for the AI's moves, it always seems to be exactly in the middle. The program appears to be accessing the hard drive for something as I can clearly hear HD activity. CNTR-ALT-DEL works to get out of the program (it shows CTP2 'not responding').

If you use cheat mode to remove the fog of war, it will show you all the AI moves, and their accompanying sound. When the game crashes, you will hear the sound stuck in an infinite loop. The two games I checked this way stuck on different units, but with the same player- 5.
It seem to remember sound problems like this in the past, but I don't remember the solution. The big question is why they started appearing.

quote:


2) The new wonders do not seem to work properly. It says in the docs that if you obtain the Stonehenge wonder, for example, granarys should disappear from the build lists - they don't.

That trigger is not in the game yet. I forgot to take it out of the readmes. It is currently out-commented in the scenario.slc, and needs to be de-bugged. Any volunteers?

quote:


3) The entries in the encyclopaedia are all mixed up. The main problem seems to be the new Absolute Monarchy government. Apart from the title the whole entry is blank. Other problems I've found include the early wonders showing the wrong info e.g. Stonehenge showing Great Wall details.

See the bottom of my initial post.

quote:


4) An AI noble appeared outside my capitol. I used the expel function, the trumpet sound and graphic duly appeared, and lo and behold he was back again on the next turn, and the next turn, and the next turn...

I don't know why it kept returning, unless it was following a river, but you should not fear the nobles anyway. Let'em move around if they want to; they're harmless.

quote:


5) I also have experienced long waits on some turns while the AI makes its moves as mentioned in Wes's original posting. What is happening while this is going on. Is it tied up the freezes that happen later?

6) On the subject of waiting, there seems to be some long pauses when you investigate a goodie hut. I think it's only when a new unit (settler or soldier) or advance is generated. If it's cash or empty speed is normal.

I think the goody huts are the most likely source of the delays both here and during the AI turns, at least I hope they are. I am trying out a new way of determining which units may be gotten from huts, both for you and the Barbarians. If this is not related to the crashes, and I don't think it is, then the feature is worth the occasional pauses.

7) I too cannot get to the new Diplomod update via Wes's site.

quote:


Keep going with this Mod lads; I'm sure it's going to be fantastic when the little wrinkles are ironed out.

I feel confident as well.

As for some of the other crashes, I am afraid I am not qualified to speculate.
I did not have the tutorial in mind when I designed the mod, so I would suggest you become familiar with the standard game, then try out the Med mod when you no longer need the tutorial. (It will help you appreciate all the improvements that way.)
As for Windows2000, I don't have the technical expertise to even comment o this, which is why Tim called out for "anyone's" suggestions. That is all I can call for as well.

GENERAL DE-BUGGING ADVICE: In the default\gamedata folder, look at the bottom of the script.slc. There you will see the lines which "include" all the individual slc mods.
If you are getting crashes, try out-commenting individual mods by putting "//" in front of the "#" at the start of the line, and starting new games. If you no longer have the crashes, then you know which mod is causing them.
Dale already has a thread for the Diplomod, so report Diplomod crashes there. If it is the scenario.slc causing them, then it is one of Locutus' triggers, and you can report it in a "Locutus triggers Crashes" thread.
The Diplomacy mod is part of the standard game, and I have not messed with it, so I doubt it would cause any problems. The Feats slc should not cause any problems either, at least not yet, and if it does the error message should specify the feats file or something similar.

If we divide the crashes like this, it will help us to keep things straight and allow the slic guys to isolate and correct the problems faster. Keep in mind that Locutus will not be able to help much in the next few weeks, so you slic guys need to help us out there if his triggers are the source of some of these problems.

I guess it would be better to create a "Modswapper crashes" thread as well, which I know Paul to stay on top of. I am sure Paul will welcome any help anyone wants to offer there as well.

If you have out-commented the slic mods, and you still get crashes, then report them in this thread. I should be able to handle some of those, and if not me then maybe someone else here (and don't wait for me to reply before you speak up).

To address Blue's post; Be sure you install all the Med Pack components and updates before installing the Modswapper. If you have not done this, un-install the Modswapper using the Start\settings\... sequence, and re-install it after making sure the mod is in place (you should not have to re-install the mod itself).

Sorry I can't be of more help, but most of these crashes seem to be out of my area of expertise.

ssoszka
Settler
Portland, Oregon, United States
Dec 1999
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I too am having problems like "Bluevoss" wsa describing. I'll remove and reinstall modswapper and see that works... I am really excited to play this mod finally... hey, why doesn't activsion hire some of you crazed slic coders, you would make seriously kick ass CTP3...
ssoszka
Settler
Portland, Oregon, United States
Dec 1999
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I reinstalled Modswapper, but same errors as before.... Alas, I'll take a break from it...
Dale
Prince
Melbourne, Australia
Dec 2000
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ssoszka:
If you are getting the "array out of bounds" errors, then take a look at the diplomacy mod thread for the discussion.

Wes:
I took a deeper look into files and stuff, and I think the reason I'm not getting errors is because of CTP2.EXE. I'd like to compare file version/dates/sizes and stuff with someone, so if the details could be provided from someone with the errors, that would be good.

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

Locutus
Prince
Apolyton Borg Hengelo/Enschede, The Netherlands
Nov 1999
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Wes, my schoolwork is gradually getting less hectic, I'll see if I can do something about possible SLIC bugs in the weekend.

(Man, why do I have to be so busy right now? I want nothing more than to try your mod ASAP but it seems like I'll have to wait a couple of weeks more )

Bluevoss
Warlord
Orlando, Florida
Dec 2000
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Wes,

I'll look at the diplomod thread and keep trying. Keep your chin up. About two years ago, a comrade and I cracked Sierra's Red Baron flight model code and modified the aircraft to fly better. We thought we had everything figured out and playtested it (so we thought) to death. But within 30 mintues of posting, a deluge of problems were reported.

Still, we weathered it. And since then, groups have built on what we did to improve the game far beyond what was released. Which is why RB3D is still a popular games three years after release.

------------------
Bluevoss-

preacherman
Chieftain
Seguin/Texas/usa
Nov 2000
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Wes Playing game in cheat mode. at each pause could hear sound for walking. seem to happen most with player 4 sometimes with 3. I/A/W flow chart should of had roads with wheel, not so. Why do zulas sound like horses?
Coflek
Chieftain
Seguin/Texas/usa
Nov 2000
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Just to report more or less the same issues...
Game crashed on 2380 BC(a bit earlier) but I tried the gigantic map, and barbarians are still not agressive enough. There are plenty of them, but they don't attack straight.

I built a settlers and went into a goody hut, barbs were there, and they didn't attack me next turn. Plus instead of goiong to the city 2 squares away, they left in the opposite way and dissapeared. All barbs were archers, and I found a stack of 6 once with a warrior, this time they killed it straight, but again didn't go to the nearby city. (barbs seem to stack regularly now)

Everything else seemed fine, science runs well, and new tile values are much better.
Great work, everyone!!!

[This message has been edited by Coflek (edited March 10, 2001).]

Chris B
Warlord
Canton, CT
Oct 2000
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Wes, I'm having a problem remnicient to the 1 i had with alpha. It still can't read the different governments and callls it a database error when I load. However, I didn't use modswapper. Modswapper works, but the only mod it sees is the standard game.
WesW
apolyton.net/wes
Huntsville, Al., USA
b.02-15-99
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I have been making some improvements to the mod, and fixing some minor glitches. Mostly, I added stats for the Wonder units (I can't think of another name for them right now), I seemed to have fixed the mountain city sprite problem, which no one had reported, and I altered the Intro readme to provide a warning about using Modswapper.

If you followed my initial advice regarding its use, you have made the same mistake I did, and you will need to get the originals download from my webpage. Please read the revised Intro at the top of the thread, and manually place the three files in the originals download in their proper folders.

On the downside, I have not been able to fix the "75 turn glitch", though I have noticed a few things, which may enable some of you computer-savvy guys to figure out what is going on.

1)The computer seems to stop running the game, and start searching the hard-drive for something as soon as the glitch occurs. This would suggest to me that it is not related to the pauses that occur when a goody hut gives an advance or unit.
2)If you load autosave, which puts to back to the turn where the glitch occurs, and use cheat mode to select the problem AI, or one who goes after him, and press End Turn, the game will cycle through with no problem.
However, when you re-assume control of player 1, the game will crash at the same point that it did before, meaning during the same AI's turn. The problem AI, I believe, is the one after the last color shown, meaning that whatever causes the glitch happens at the very start of the player's turn. This would suggest that the glitch is not dependent upon anything which happened in a particular turn, but rather upon the human being in control of player 1.

I have not tried playing as another player (2 or 3, etc.), though I did try out-commenting the scenario and diplomod slc's and re-loading slic in the cheat mode to see if that would do the trick.

If anyone has any thoughts, please state them, and those of you who can play the mod need to try tinkering with it, to see if you stumble upon anything which might help us.

David Murray
Warlord

Dec 2000
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Looks good so far, but why has it completely messed up entries in the great library? I hope that's going to be fixed sometime--I have no idea how to fix it.

Some more stuff I wanted to say but...er...I forgot.

"Sometimes I feel so inar...inar....inar...inarticulate."
[This message has been edited by David Murray (edited March 11, 2001).]

GreatDane
Settler

Jul 1999
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Regarding the 75 turn crash bug:

This may not be relevant but I will report it just in case.
I used the cheat mode to select the AI player as Wes suggested, and when I ended the turn, the game gave me the message about not being able to support the units.

Maybe the bug is related to this somehow, maybe not.

Anyway keep up the good work. This mod got me playing the game again.

Gooner
Settler
Peterborough, UK
Feb 2001
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Wes, I am not a programming expert, so what I'm about to suggest may be completely off-beam, but I'm going to suggest it anyway.

In my limited experience of programming languages there is normally some sort of debugging routine that you can use when stepping through a program - either a box on screen listing the current command line or some sort of text file that is generated.

I wouldn't mind betting that the guys at Activision had some sort of routine like this when they were writing the game - especially for the SLIC stuff.

I wonder if it's possible for somebody to either write a debug program or somehow coax it out of Activision? It would make the writing of mods a darn sight easier.

The mysterious crashes could then be pinpointed rather than at the moment trying to sort things out by trial and error.

If what I have said is completely ridiculous, forgive my stupidity.

WesW
apolyton.net/wes
Huntsville, Al., USA
b.02-15-99
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UPDATE ALERT: Well, not an update per-se, but very improtant. I found the cause of the glitch! It is one of the triggers in the scenario.slc. I don't know which one yet, I will test them out in the next couple of days by trial-and-error to see which one it is. I should have the rest of the texts updated as well by then to eliminate the other mistakes that I have found in the mod.
In the meantime, you need to open up the MM2_script.slc, and out-comment the MM2_scenario.slc line at the bottom. Those of you having trouble with the Diplomod can out-comment that one as well for the time being.
Mal the magnificient
Settler
Switzerland
Mar 2001
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At long last I've managed to catch up with the rest of the crowd and get this mod working before catching the same loop c2400BC. I think someone else has already reported the "Call to Power:Not responding" on the CTRL-ALT-DEL menu which seems to suggest some attempt to read the CD-ROM.

But then I'm not a tech so wouldn't know any better and haven't even got the ability to come up with an original username (Is it possible to change this or am I doomed forever to live with this ridiculous title)

So not being able to add anything new to the thread this is just a short thank you to you guys out there working so hard to turn this into an interesting game. I only wish I knew enough about it too help more.

One thing I have noticed though is that the Advance chart seems to be the game original and not the new one. Have I printed out the wrong document?

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