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Topic: Nordicus New Trade Goods v.1.0 |  |
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Locutus Prince Apolyton Borg Hengelo/Enschede, The Netherlands Nov 1999
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posted February 24, 2000 07:27
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I asked Nordicus about this yesterday and this was the answer I received this morning: quote:
 Yes, I'm planning on finishing the readme for it by the weekend, then send it in. Apparently, there's a bug in the New Trade Goods Mod--> when someone tried to look at his trade screen to view what was going where, it crashed and caused an error saying that something was 'not found in asset tree,' and the something turned out to be Walrus, or more specifically, a tga file of a walrus. Have you (or anyone) experienced this? Is there anything in the mod that you've found not functioning properly?
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So it should come in very soon, although with Nordicus you never know, he's usually doing at least 5 things at a time (he did tell me he changed that and was going one thing at a time for a change) Locutus
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pauli Chieftain herndon, va, usa Jan 2000
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posted February 24, 2000 12:15
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the only problem i've had with the new trade goods is that in the "buy" section of the trade screen, salmon are consistently displayed as lobsters. |
Locutus Prince Apolyton Borg Hengelo/Enschede, The Netherlands Nov 1999
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posted February 24, 2000 16:00
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I checked myself, I had problems with the walrus as well. Only in my case the game didn't crash, but walrus were displayed as emeralds, emeralds as sapphires and sapphires as emeralds. Strange how different people have different problems... |
ETB Chieftain Aiken, SC, USA Dec 1999
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posted February 24, 2000 23:06
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Well Pauli and Locutus, I guess you two win the prize. There is a bug in v1.3 with sapphires, emeralds, and walruses being mixed up. Another bug changes salmon to lobsters along trade routes. Both bugs have been identified and fixed. They are both subtle bugs, so everyone may not always detect them. If you want to, go to http://www.duesouth.net/~scbryan/ctp/ and download the four updated text files for the New Trade Goods v1.3 and see if they fix the bugs that you noticed. |
ticktock Chieftain
b.02-15-99
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posted March 03, 2000 16:11
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I downloaded 1.3 and have really enjoyed it! the graphics are well done and the variety is a welcome change. With the addition of Harlan's excellent leaders mod, the game has a much nicer feel. However I have noticed two things. 1.The original game over-valued sea square but tt seems that Nordicus has overcompensated in the other direction. In 1.3 the sea squares are not nearly as valuable as the land squares, especially in the early going. Having cities on the coast is a defensive liability and in this game being a port does not really add trade. This leaves no real incentive to build coastal cities. Whats more, inland cities with grassland can grow much faster, and hence larger. This kind of goes against the real world where the majority of large cities are on the coast(albeit more because of trade than food or production reasons). My only other beef is that forest lands have been de-valued a little too much. Forest squares are now the last place I'll put a worker. But, in truth, logging has always been an important industry. Anybody have an opinion on these? |
Nordicus King for a day; Fool for a lifetime Oct 1999
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posted March 04, 2000 09:36
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Chuck:Once again, thank you looking after things during my semi-retirement  Been working on the readme and I realized that I may need some help on it, esp. the installation section. But I'll email you later about it. I made two minor changes with the resources, so I hope these don't muck up your wonderful gl files too much! I appreciate all the comments and feedback. ticktock: Thanks for the comments  I didn't receive much feedback initially and so had to adjust everything however I saw best, for the most realistic set up; it was done originally for an earth map, and resource values had yet to be discovered by Timothy. But after he did, I decreased values accordingly. But I have looked into your two concerns, and I have to agree--forest production was too low and beach food values were too low as well. So, these have been adjusted. Thanks again. Markos: If everything goes well, there should be two versions available for posting sometime next week--a non-CD version and a Pack version--which will likely be put together over at Chuck's site.
Later, Tom.
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MarkG Apolyton CS Co-Administrator Greece b.02-15-99
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posted March 05, 2000 03:32
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excellent nordicus, I'll be waiting for them... [This message has been edited by MarkG (edited March 05, 2000).] |
ETB Chieftain Aiken, SC, USA Dec 1999
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posted March 05, 2000 22:27
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Nordicus,Welcome back to Apolyton! And, you are certainly welcome - I was glad to do a little bit, but what I did pales in comparison to the amount of hard work that you have put into this mod, let alone for CTP the game. Anyway, your mod looks like it's real close to being finished. Your readme is shaping up just fine. To all readers of this thread, this may be your last chance to comment on any changes to the trade goods mod! Chuck
[This message has been edited by ETB (edited March 05, 2000).] |
Nordicus King for a day; Fool for a lifetime Oct 1999
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posted March 09, 2000 05:36
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Hey, guys...Hey, thanks. Nice to be back, Chuck. Think I'll post the readme above a bit later. Tom. |
Nordicus King for a day; Fool for a lifetime Oct 1999
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posted March 09, 2000 07:28
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Okay, I included the latest readme above. Also, I thought Timothy Pintello's comments were worthy of posting (as usual) here below. quote:

Hi All,This whole thing is looking really great. I especially like the HTML that helps you see everything at one look. That is something that has been needed for a long time. I have been using Nordicus's Trade Goods Mod for some time now and I can tell you it adds a great deal of depth and difficulty to the game. Seems the AI actually knows what to do with this stuff. I have changed the huge map size so that is about 1/3 larger than it used to be. Since I have done this, I have only had 1 game that I may be winning, but it is too early to tell. Using the Med Mod and the Trade Goods in conjuction with the larger map makes a truly difficult AI to play against. I beleive this is a combination of the greater amount of production and somewhat greater amount of gold now in the game and the fact that the AIs now have a chance to spread out before they start competing with you and each other. I am playing this on Emporer Level. Regards, Timothy Pintello
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Locutus Prince Apolyton Borg Hengelo/Enschede, The Netherlands Nov 1999
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posted March 09, 2000 16:28
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Looking good, Tom. And I totally agree with Timothy. Your trade goods (certainly in combination with other mods make the game and the AI a lot better). |
Nordicus King for a day; Fool for a lifetime Oct 1999
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posted March 11, 2000 09:08
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Hey, thanks, bud.  Whatcha been up to lately? Anything good? Oh, I have updated the readme on the first page. I probably won't post the Pack version of the mod--it's basically the same, just for the Apolyton Pack instead.
Tom.
------------------ "There can be no maximum of creation without a concomitant maximum of destruction, no supreme good without supreme evil"--Heller, paraphrasing Nietzsche. "The more passion for the argument, the less evidence for it"--Russel. "If you don't agree with me, you're in denial." |
Nordicus King for a day; Fool for a lifetime Oct 1999
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posted March 14, 2000 21:05
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Okay, the readme's up to date.Just some testing to do and we can stick a fork in this one. |
Nordicus King for a day; Fool for a lifetime Oct 1999
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posted March 17, 2000 13:36
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Alrighty. She's done. Should be posted soon.
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MarkG Apolyton CS Co-Administrator Greece b.02-15-99
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posted March 20, 2000 20:03
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posted on Apolyton!New Trade Goods v1.4 (Non-CD Version) New Trade Goods v1.4 (Apolyton Pack)
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Nordicus King for a day; Fool for a lifetime Oct 1999
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posted March 20, 2000 20:29
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Great! That was quick. Thanks, Markos.Tom. |
DiscoveryOne Chieftain Atlanta, GA USA Feb 2000
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posted March 22, 2000 00:13
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Congratulations on a job well done!Glad to have you back, guy!
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MadWoodster Warlord A wierd and mad place called Southampton Jan 2000
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posted March 22, 2000 09:16
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One thing that seems to have slipped through discussion here is the grasslands movement down to 50. Are grasslands really that much easier to move through than plains?Also any news on when this versions will be combatible with WesW's Medieval Mod. Thanks for all the great work being put in here to make playing experience more enjoyable. |
Nordicus King for a day; Fool for a lifetime Oct 1999
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posted March 22, 2000 20:01
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Hey, DiscoveryOne (John? that you? in there). Yeah, nice to be back--whatcha been up to, man? Great work on those gl files--had a look yesterday.MW: Hi. Yeah, plenty escapes discussion round here  But the reason for that is because of the addition of movement penalties for other terrains. Attempting to balance it a bit. Using bigger maps probably did influence a bit, however, because of increased time taken to move around--but I have default grasslands set as 33 for my games. It's pretty easy to change back--let me know if you have any more questions. Later, Tom.
------------------ "There can be no maximum of creation without a concomitant maximum of destruction, no supreme good without supreme evil"--Heller, paraphrasing Nietzsche. "The more passion for the argument, the less evidence for it"--Russel. "If you don't agree with me, you're in denial." |
Hanibal Chieftain Akron, Oh USA Mar 2000
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posted March 23, 2000 07:21
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I've downloaded your 1.4 version of trade goods and I've gotta say: I LOVE IT! Makes the concept of trading goods more than just give me a beaver so I can make 20 gold instead of 10. Now the goods actually seem to represent something. This is something I feel was long overdue, in fact something like this should've been included in the out-the-door version of the game. But oh well, don't think we need to go there.Anyway, I just wanted to say thanks Nordicus for all the apparent hard work that's gone into this. P.S. I do have one gripe though; now I can't seem to beat the dang AI like a drum anymore. Seems like loading the Trade Goods turns the AI into Bill Gates or something.  |
ticktock Chieftain
b.02-15-99
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posted March 23, 2000 23:02
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Nordicus! Thanks a ton for responding to my post! Sorry, pretty rude of me to post and not check back. I guess I got tied up on other things. Anyway, I'll download the new version and try it out. I must say again that this mod really improves the game tremendously, thanks for all your hard work! |
Hanibal Chieftain Akron, Oh USA Mar 2000
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posted March 24, 2000 04:14
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I'm currently in the process of gathering together a group for a PBEM that uses the Apolyton pack version of Nordicus' trade goods on a "naked game" map. (No this isn't a recruiting post I believe I've just about got the group together already). This is just to let Nordicus know his mod is about to get another field test. I understand it's already been tested extensively (at least in single player mode) but I don't know how much PBEM testing it's gotten yet. Nordicus: don't be suprised if you get an urgent HELP! message from me now and again. I might not be the most qualified person here to field test your new toy but I'll do my best. Wish us luck.Before I forget: Are the two versions of the Trade Goods (Non CD and Apolyton pack) mutually exclusive (i.e. if you have one can you still use the other)?
[This message has been edited by Hanibal (edited March 24, 2000).] |
MadWoodster Warlord A wierd and mad place called Southampton Jan 2000
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posted March 24, 2000 06:59
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Thanks for that info Nordicus I was just wondering on why you had done it, I've only really just started looking into how to modify the game instead of just downloading the brilliant packs you and Wes among others make. I wonder what would happen if I made plains movement 67, oh well me shall go try it over the weekend. |
Nordicus King for a day; Fool for a lifetime Oct 1999
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posted March 26, 2000 13:51
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Ticktock: Hey, np. Thanks for the nice comments  But even though I did a lot of work, it really was a group effort--if not for Gemini (Darryl), ETB (Chuck), Paul van den Belt, Timothy Pintello (and the rest of the guys), it would not be nearly what it is or as good....Hanibal: Hey, sounds cool. Nah, it hasn't been tested at all in multiplayer--I'm looking forward to the comments about how that goes. Yeah, if there's anything, just post here or email me (the quicker way). No, if you use files from one, you cannot use files from the other. The Pack version has CD's stuff as well as others', including the new Age--Industrial Age--and such. MW: Hi. Not sure--let me know that goes, I'm curious now. Regards, Tom.
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MadWoodster Warlord A wierd and mad place called Southampton Jan 2000
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posted March 28, 2000 06:49
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It seems things work exactly as expected. If you give a terrain 66 for movement then a unit with 100 move can move 1 squares a unit with 200 move can move 3 squaresif you set this value to 67 then a unit with 200 move can only move 2 squares. In case I've confused anyone remember that CTP uses a x100 system so 100 move is actually 1 normal square movement. |
MadWoodster Warlord A wierd and mad place called Southampton Jan 2000
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posted April 04, 2000 09:59
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I've uploaded the results of my experiment to http://www.soton.ac.uk/~ajw898/ctp/terrain.html Along the top is the movement allocated to a unit (this includes movement of 50 which is an interesting option) and along the side is the movement allocated to the terrain (this starts at 4 as this is my proposed space movement and goes up to 250, after this all moves are 1 unless you have a unit with a movement >500) If anyone wants more values added to this please let me know and I'll see what I can do. I'm currently working on a version of Nordicus' trade goods for use on gigantic maps where movement needs to be higher and will uploaded when it is finished. [This message has been edited by MadWoodster (edited April 04, 2000).] |
MadWoodster Warlord A wierd and mad place called Southampton Jan 2000
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posted April 06, 2000 06:51
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Any ideas what the flag GOOD_CAN_DIE does, as far as I can see there is no way to kill a good, am I missing something or is this another redundent flag, also what does: ENV_FREIGHT do as this seems a wierd flag to have in as does: ENV_SCORE as I wouldn't have thought terrains added to your score. thanks |
MadWoodster Warlord A wierd and mad place called Southampton Jan 2000
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posted April 06, 2000 07:23
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I have just uploaded my own version of terrain.txt this is for use with the latest version of WesW's medieval mod (beta 2.1 of version 3) and gigantic maps. It speeds up the movement on almost all terrains, although you'll notice that roads terrain movement are now terrain dependable and no longer a fixed amount on all terrains. It is available from here: http://www.soton.ac.uk/~ajw898/ctp/terrain.txt and the read me file from: http://www.soton.ac.uk/~ajw898/ctp/readme.txt as most browsers will just bring it up, you'll need to go to file and click on save as to save it. All ideas, questions and problems welcome but please read the readme file first. Thanks to all those who have put work into the Trade Goods and Medieval Mods especially Pintello, Nordicus and WesW.
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Pintello Warlord Deland, Florida b.02-15-99
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posted April 06, 2000 10:46
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Hi Madwooster,I think the "good-can-die" trigger may have something to do with the fact that if you terraform the terrain square the good is on the good will disappear. Also, if you pillage certain types of tile improvements it will also destroy the good under it. Regards, Timothy Pintello |
MadWoodster Warlord A wierd and mad place called Southampton Jan 2000
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posted April 07, 2000 08:52
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Thanks I notice that there are a few without this flag such as Water volcano Diamonds and Crab Grassland Tobaccoare these on purpose or just accidently left in? |