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Topic: my small contribution to CTP2 - fixmod |  |
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Dale Prince Melbourne, Australia Dec 2000
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posted April 08, 2001 18:36
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Herwin: Have you used the fixes I posted for Diplomod 3.3? If not that version has potential bugs in it depending on the situation. If you didn't use the fixes I posted use 3.4 from the DB.  ------------------ 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." |
herwin Settler Sunderland, UK Jan 2001
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posted April 09, 2001 09:38
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I grabbed 3.4, and I'm moving ahead with the experiment.------------------
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herwin Settler Sunderland, UK Jan 2001
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posted April 09, 2001 15:05
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Two 'fix' technologies popped up in the window of technologies available for research and then the game crashed.------------------
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kaan Chieftain Denmark Mar 2001
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posted April 09, 2001 15:55
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what was the year ?did you just finish hagnia sophia ? as im am now reviewing all the changes again it could take some time before a stable version is out. -klaus |
Martin Gühmann Warlord Berlin, Germany Mar 2001
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posted April 12, 2001 14:50
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I took a look into Fixmod 1.05 and there are also some problems with the last bugfix. For example aqueducts aren't now available for sea cities the effect is that sea cities can't reach the maximum citysize of land cities. That changes the rules of the game. The higher citysize buildings are available for for seacities. I think this bugfix should be something for a real mod, because the aqueducts must be replaced for not changing the rhules for example by a desalination plaint. But there is a second problem with the buildings. Most of the acient buildings that do something against unhappiness are disabled. For example the arena an acient varity of a stadion or the theater also modern cities have theaters. That is my critism of this bugfix in general. I think that was or is not a real bug that was fixed. In the first moment it seem unlogical that aqueducts can be build in sea cities, but aqueducts are only acient water pipes.Another thing is that are acient buildings are prerequisites for modern units. And these prerequisites are not removed, the effect is that seacities can't build the buildings that aren't ancient ones. -Martin |
kaan Chieftain Denmark Mar 2001
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posted April 13, 2001 07:16
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I was wondering when someone would raise that question :-)I have given it a lot of thought, and I know that I am changing the rules of the game, but I also changed the rules when I fixed the hospital building. the big question here is: Is the result of the change how Activision really intended ctp2 to be? In case of the hospital it is easy to determine because the great library clearly states that hospital increase max city size, therefore it must be an error when it doesn't. The reason why I started to look at this at all was that in ctp1 sea cities worked quite differently, here is what ctp1 great library has to say. quote:

A Sea Colony works like a city, but it is submerged beneath the water. Only Sea Engineers can build a Sea Colony. Sea Colonies cannot build Airports or any pre-Modern Age improvements. Only Marines, Storm Marines and Swarm can unload into a Sea Colony guarded by enemy units.
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Now ctp2 is not ctp1 so the changes could be intentional, here is what ctp2 great library has to say. quote:

Built exclusively by Sea Engineer units, Sea Colonies are Cities on the floor of the ocean. They have all the same aspects of traditional land Cities, except they cannot build any pre-Modern Age Improvements.
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Since ctp2 sea cities can't build Airports by default I think that they want the same functionality from sea cities in ctp2, but that is what I think. Great library clearly states that pre modern age buildings doesn't belong in sea cities.So I ask myself, is the result of the change how Activision really intended ctp2 to be? and the answer is: Yes. Another thing, I did remove all the prerequisites needed for sea cities to be able to build what they should be able to build and I don't consider this to be a major change in the rules, for example: aqueduct is needed for arcologies, aqueduct and arcologies are needed for aqua filter. if you remove aquaduct from both then arcologies can be build when discovered (most land cities will have aqueduct by then anyway, or at least aqueduct is cheaper to build first and gives about the same bonuses) and aqua filter still needs arcologies to be build (no change in gameplay). -klaus
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WesW apolyton.net/wes Huntsville, Al., USA b.02-15-99
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posted April 13, 2001 19:46
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One thing I noticed looking through the const.txt today. The GL is correct when it says that Granaries provide 5 turns starvation protection, and SIlos 10 turns. All cities have 3 turns of protection from the start due to a setting in the const.txt.Interesting trying to figure out the Sea Cities, isn't it? I didn't like the Ctp1 setup, where the city had to be big before it could complete any of the modern improvements in any reasonable number of turns. Remember that sea cities in ctp2 begin with several ancient improvements to help remedy this problem. |
kaan Chieftain Denmark Mar 2001
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posted April 14, 2001 11:23
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wes you are absolutely right about the granary/food silo problem, i must have had my head under my arm when i did that  Sea cities are a very annoying problem and im thinking of letting them go on as they are. I cant find the ancient improvements you are talking about, could you give me a pointer? -klaus |
Martin Gühmann Warlord Berlin, Germany Mar 2001
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posted April 14, 2001 12:53
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Klaus you are absolutely right about the airport. You can't build an airport at the floor of the ocean. But what is with the other improvements? The problem is that every Sea City should have the same aspects like traditional Land Cities, for me it means that a Sea City should react and behaves like a Land City. But you removed a lot of buildings for happiness, commerce and science. For example you removed arena, shrine and theater, that will cause a lot of trouble, because of unhappiness. An aspect of mods is to improve the game, to have more fun as without them (that's especially true for CTP2). Activision never finished CTP2, therefore it lies in our hands to do their work and we can now decide how Sea Colonies are really intended. There are two possibilities: On the one hand that is suggested by the Great Library or on the other hand the one how Sea Colonies now are with some changes about airports and forcefields. The first possibility will reduce the fun factor of your mod. The other possibility will make gamers enjoy your mod. You should rather fix the statement in the Great Library.-Martin PS: Here is a list of improvements that can't be built in Sea Colonies with Fixmod 1.05. Now we know it about which buildings we are talking: Academy Airport Aqueduct Arena Ballista Towers Bank Basilica Battlements Bazaar Brokerage City Walls Courthouse Food Silo Granary Mill Publishing House Shrine Theater University [This message has been edited by Martin Gühmann (edited April 15, 2001).]
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WesW apolyton.net/wes Huntsville, Al., USA b.02-15-99
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posted April 15, 2001 19:28
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Look at the Sea settler entry in Units.txt. Here is the paste from the altered Medpack text. SettleBuilding IMPROVE_COURTHOUSE SettleBuilding IMPROVE_GRANARY SettleBuilding IMPROVE_SHRINE SettleBuilding IMPROVE_HARBOR SettleBuilding IMPROVE_AQUEDUCT
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JC_Denton Settler Scunthorpe,Northlincolnshire,England Apr 2001
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posted April 20, 2001 11:17
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kaun do you think you could make it so that in hotseat mode you could enablepeople to people diplomacy?
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kaan Chieftain Denmark Mar 2001
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posted April 24, 2001 17:05
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hi folksim sorry that i havent been able to answer any of your questions, or do any work on fixmod but i have been doing a lot of schoolwork lately and unfortunatly it isnt over yet. i will check in from time to time but the projekt is still 4 more weeks. -klaus |