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Topic: Medieval Pack 3.0 |  |
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MadWoodster Warlord A wierd and mad place called Southampton Jan 2000
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posted April 18, 2000 10:24
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Locutus, Is it possible to get the population, ie sum up each of the player's cities' population then multiply this by the current wage value and check if this is less than the player's money and if so warn them.WesW, Quick thing what happens if your city has got 9 units in it when another milita is added to it due to a size growth, do you not get the milita for that go or do you lose one of your 9 units or does the game crash??? |
Locutus Prince Apolyton Borg Hengelo/Enschede, The Netherlands Nov 1999
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posted April 18, 2000 15:51
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MadWoodster,Nope, sorry. You can't check wages with SLIC. But I think it should be possible (To Activision: *hint* *hint* ). I carefully studied all my SLIC-documentation and I couldn't see any way to calculate how much gold will be needed the next turn. So I'm afraid it's just not possible (unless Don has something interesting to say about this, he's supposed to have some SLIC-info no-one else has, but I wouldn't count on it). About the nine-units thing. I don't think I have actually tested that (not sure though, I've got a memory like a sieve ), but I'm sure I did have similar situations and there I just didn't get extra units (in this case, militias). So none of your normal units will be killed and the game won't crash or anything, but I'll check to be sure. Locutus |
Paul King Zwolle, The Netherlands Mar 99
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posted April 18, 2000 16:29
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You would not only need the wages paid but also the maintenance costs for the city improvements. |
WesW King Huntsville, Al., USA b.02-15-99
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posted April 18, 2000 18:45
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Several things to address here... I was apparently over-optimistic about my city founding changes. The grid the AI lays its cities out in *does* seem to be more efficient, but they still make a lot of bonehead decisions. It does seem to be an improvement, though, so I guess you take what you can get.I made some changes to the aips, pertaining to which Wonders the respective types go after. I tried to set it so that at least one type will emphasize each of them. I set the Clerics to go after Stonehenge and the Aqueduct, to offset Theocracy's food liability. I changed the effect of rivers so that they always add 5 food, and never any production. This should benefit cities which get stuck in rugged terrain, where the food means much more then the production would. Thanks to Tim for pointing this out, as well as the Cleric changes. I reduced the amount of science cost added for each advance discovered from 25 to 15. I haven't tested this yet, but some adjustment is necessary with all the advances added. The advances progression was really lagging by the end of the Ancient age, before recovering during the Renaissance. This should smooth things out. |
WesW King Huntsville, Al., USA b.02-15-99
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posted April 18, 2000 20:21
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I have decided to post the text files for the Medieval Pack 3.0. They should work fine with the old graphics. I will post the new graphics files when Morgoth sends in the updated sprites, and I figure out some tga glitches for the new pics. I also posted the, hopefully, final version of the advances chart. (Though it's also included in the text download.) I have not updated the HTML versions of the readmes.Btw, do you think I should divide the graphics package in two? It took almost 30 min. to upload the texts, and the graphics pack is more than twice that big. |
skorpion59 CTP Maps Webmaster Tulsa, Oklahoma, USA, (GMT -6) May 99
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posted April 19, 2000 04:49
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MW/Locutus,Boy, you're gone a few days and the whole world (Apolyton anyways) passes you by.  Nope, the wages thing can't be done. The main reason is because of what Paul said. You can't just multiply population by wages. You also have to take maintenace, crime(unhappiness) and the enemy into consideration. Because of all the variables involved, CtP doesn't even do this. At the end of each turn, Starvation(food), Maintenance(gold) and Support(production) are checked. There is 3 settings near the bottom of the const.txt file which you can set to specify the conditions in which these messages get triggered. You might try changing these to try to account for all the variables. Hit F2 and bring up the Civ Status screen. Click on the top Production button (grey cog ?), middle Gold button (gold G) and bottom Food button (piece of bread) to open each individual screen. For the rest of the game, the 3 new screens will stay open and be available when you hit F2. These screens break everything down so you know what you are getting and where it is going. If you will check these screens periodically, you should start to get a basic feeling for how the 3 const.txt entries should be modified. WesW, How big is the graphics file going to be, 6m-8M? Keep in mind, a lot of people outside the US pay a Per-Minute phone charge. If it was in small enough chunks, they could download at work/university, put it on floppies and take it home. ------------------ Don, CtPMaps (Hosted by Apolyton) |
jed Settler
Jun 99
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posted April 19, 2000 11:57
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Hi, I liked Civ II, and I liked SMAC even more and Alien Crossfire best of all. I always avoided CTP because of the bad reviews, but decided to give it a go because I read about these mods which people seem to like.I plan to play a quick game with just the patches to get used to the interface, and then go straight to Med Mod 3. Is that reasonable, or should a CTP newbie like me wait for it to be play-tested some more, and start with the already-released mods? Also, I am curious what people like Paul, who also like Civ II and SMAC, think about the Med Mod 3 AI, and which game they prefer? |
MadWoodster Warlord A wierd and mad place called Southampton Jan 2000
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posted April 19, 2000 14:23
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Another half done job by activision then! Forgot about maintenance costs and crime and the like.Jed my personnal advice would be to jump right in with the Mod Med as it makes the game alot more realistic and the version donwloadable is stable. However, someone like WesW will give you a more accurate answer, probably as I'm typing this. |
WesW King Huntsville, Al., USA b.02-15-99
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posted April 19, 2000 19:14
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First of all, you *do* need a couple of tgas to use the 3.0 beta. I have posted them at my site, where the advances chart used to be. Just drop them into the Medieval scenario's pictures folder.Jed, I would recommend you play the tutorial, and a couple of games on a low setting up to the Renaissance age, just to familiarize yourself with the screens and tabs and such, and the new public works system. I still remember one guy that posted a few months ago, who said that he had been playing the game for a week, and he *still* couldn't figure out how to get his settlers to build roads.  |
Locutus Prince Apolyton Borg Hengelo/Enschede, The Netherlands Nov 1999
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posted April 20, 2000 12:03
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Wes, thanks for sending those militia-tga's (I was just about to warn you about the problem), they look good and so does the rest of the mod. I see you included the Space Marine Upgrade code as well, are you gonna leave it in or take it out in the final version? (You said you would only put it in the readme-folder). I like the new advances, when are the GL-files ready, that's my favourite part of new things?  quote:
 Originally posted by WesW on 04-19-2000 07:14 PM I still remember one guy that posted a few months ago, who said that he had been playing the game for a week, and he *still* couldn't figure out how to get his settlers to build roads. 
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LOL! I must have missed that one. jed, I understand that OCC (One City Challenge) is a very popular thing in CivII and just a few days ago someone remarked that OCC just doesn't work in CtP because the AI is just too good. That says it all if you ask me  Locutus |
TrainWreck20 Settler Austin, TX Jul 1999
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posted April 20, 2000 12:10
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I have recently downloaded the files for the Med Mod 3.0. Everything seems great until I try to build a forge, at which time I get an error when the program tries to get the picture for the production window. It does not crash the game, but causes a series of error messages.Is there no picture in the graphics download, or did I mess up the installation somewhere (quite possible with my track record)? Train |
WesW King Huntsville, Al., USA b.02-15-99
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posted April 20, 2000 13:39
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I guess that the Forge is another bug. I will add its tga to the militia ones at my site. These two items are things I added a week or two ago, and forgot about the tgas being necessary.Don, and anyone else, what size would the graphics files need to be to fit onto disks? |
Locutus Prince Apolyton Borg Hengelo/Enschede, The Netherlands Nov 1999
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posted April 20, 2000 14:38
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Wes, I don't know where you've been the last ten years or so but the last time I checked floppy disks had a capacity of 1.44 MB  But Don's argument of making the files small so people can fit them on disks isn't really that important IMHO. Most zip- (and other compression formats) utilities have the option to continue an archive on a next volume automaticly so the capacity of the disks is irrelevant. |
skorpion59 CTP Maps Webmaster Tulsa, Oklahoma, USA, (GMT -6) May 99
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posted April 21, 2000 03:23
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Wes,Yep, 1.44MB and Locutus is entirely correct. I use zip programs to span multiple diskettes all the time. However, being in the business, I can tell you most people don't have a clue how to do that. They are doing good to even figure out how to get a file on a diskette (or just move one on a hard drive for that matter). I try to think on the lowest common denominator but forget to sometimes. Fortunately, I can remember well how confused I was when I first started learning CP/M and then DOS.
------------------ Don, CtPMaps (Hosted by Apolyton) |
WesW King Huntsville, Al., USA b.02-15-99
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posted April 22, 2000 01:38
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I thought that you were referring to 1.44M floppies, Don, but I wanted to wait for your reply to be sure. If I were the split the mod into segments that small, there would be half a dozen of them, plus the text files, for that matter.Btw, I found out from Tim that you need some more tgas for the mod to work properly, so I added them to the "new tgas" file at my site. They are for the last 2 new Wonders, plus I added the ones for the Ironclad. I really hope this is the last glitch; it's beginning to get embarrassing.  Note that the gl texts are not made and/or updated for the mod, so that its info is usually incorrect. You need to go by the advances chart, which I hope everyone is able to print out. The tgas for the new advances are ready, and I will include them when I update the graphics pack with Morgoth's updated sprites. Also, a couple of the slic triggers don't work properly, namely the ones which upgrade the militias and add extra ones based on city size. Locutus said that he will work on these, so hopefully this can be fixed by the time some of the other aspects of the mod are fine-tuned. I am going to be adjusting the production improvements, to try and get the right balance ot the game. Also, I will be adjusting the costs of advances to try and get the timeline accurate. Let me know if the game seems to go too fast or slow in this regard, and any other comments about the mod. |
dbrowski Settler
Apr 2000
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posted April 22, 2000 15:53
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Wes, let me start by saying thank you for all your effort. It has helped transform an average game with potential into a really great game. Here are some observations after playing awhile(until about 1650AD I think), with the new advances.(1) after a slow start I really started flying through the advances. you may want to increase the sci needed to advance. I think that this is due somewhat to the forge(which along with the mill should be turned down to +25% production), but mostly due to the new terain values, which brings me to ... (2) the forest tiles have become way to strong in gold with the new values and the ability to mine them. I know in the terain readme you observe that with the original values oceanside cities were much stonger than interior cities, and I agree. this is logical, though, as nearly 100% of the major cities around the world are near an ocean, river, or other major body of water. With the new values it is hard to develop oceanside cities unless there are forests or mountains nearby. I would suggest returning the values for all ocean tiles and especially forests and jungles to their original settings(but still allow forests and jungles to be mined). Also why not have the "tropical grassland" tiles have 5 prod and only 10 food to differentiate them a little from grasslands.(They could still be farmed, of course.) These changes would (a) decrease the gold(and therefore science) a little and (b) return the pendulum back towards oceanside cities somewhat, while interior cities would still be superior to what they were with the "out of the box" settings.(I know I could easily make these adjustments on my own if I feel so strongly about it, but I really think it would help the overall game balance, especially the forest tile getting 20 prod, 5 food, and 10 gold, (after a mine) which is VERY strong in the early part of the game). (3) In the past, playing both the original game and CD's mod I am pretty sure that when you enslaved a foriegn unit it would send the slave to the nearest city that had the necessary garison units to watch over the slave(s). This is not always happening with this mod(i.e. I am getting a fifth slave in city with only 2 garrison units). I can't remember this function not working correctly when I was playing with the 2.1 beta you released a couple of weeks ago, so I wonder if it is related to the new militia triggers not working properly. I will certainly retest this when they are fixed . (4) I preferred the original way that Galileo's telescope worked. I guess if there is no way to make the A1 build scientists in the city where it is built, though, you might as well leave it the way you have it now. (5) I doubt there is any way to fix this, but the A1 is still not stacking their units outside cities making it embarrasingly easy to enslave unit after lone unit. (6) I like the adjustments on the pollution modifiers you made, but I would also go ahead and erase the pollution modifiers for the "futuristic" advances, such as cultural advancement 3 and physics advancement 10 which also will cause the negative pollution bug(if anyone actually makes it that far). This is all I can think of right now. Thanks again for your hard work. [This message has been edited by dbrowski (edited April 22, 2000).] [This message has been edited by dbrowski (edited April 22, 2000).] [This message has been edited by dbrowski (edited April 22, 2000).] |
WesW King Huntsville, Al., USA b.02-15-99
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posted April 22, 2000 19:45
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Let's see if I can reply to dbrowski's points one-by-one... (1)I am still adjusting the advances. I have made some of the Renaissance ones more expensive, and some of the Modern ones much more expensive. When exactly did you start flying through them, and how many cities did you have? I think everyone agrees (from emails) that the Forge added too much production. I am trying at setting the Forge, Mill, Factory and Refinery at 30% increase in production, rather than 50%, with similar adjustments to pollution and costs. (2)The terrain values were set over several months of testing and examination of AI behavior. The readme from the True Terrain 2, available here at Apolyton, explains this in more detail. There are some threads related to this as well from last year that chronicle the development of the settings. Most all major cities are on rivers and/or oceans. This is mainly because of the fertile river valleys and water trade routes. The original settings made Beach better than Forests with Beaver on it, for example, which is ridiculus to me. The reason for making forests/jungles and swamps equal to hills and grassland was to make more of the map useable, and I don't feel that they need to be adjusted. Especially with the way the AI uses terrain now. The 20-5-10 production of mined Forests is exactly the same production as a mined Hill, and the original settings of a mined Forest would give you 25-5-5, which is even more powerful, imo. (3)From my experience, the game doesn't count militias at all when it comes to slaves. It will not send slaves to cities with only militias in them, and militias do not suppress slaves either. (5)You must be playing on un-modified maps, with weak AIs. Believe me, the AIs have no trouble stacking either land *or* naval units, if it has enough of them. (I got attacked by a stack of *four* fire triremes in my last game.) (6) You're right about this, and I have removed these settings from the future advances. They will be in place for the next upload.Thanks for your comments. |
dbrowski Settler
Apr 2000
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posted April 23, 2000 10:53
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Wes, I guess there is no need to quibble over the terrain values, especially if it makes the A1 perform better, which is the most important thing. My point really revolved around the fact that most capital cities in the game are near lots of forest, usually with a river through several tiles. I noticed myself flying through the advances when I was able to get a couple slaves and a few mines and was getting 10 food, 20 prod, and 15 gold from 4 or 5 tiles in my first city.(Not to mention a trade good or two, marketplace, forge, etc.). Btw, a beach getting 10,5,5 is better than a forest(w/beaver) getting 5,20,10?As far as the slaves being sent to cities w/out necessary garrison. I also noticed that militias do not count as slave supressors, and a slave will not be sent to a city with only militia. My problem was, for example, I had 19 slaves in one city(where the max should be 16, given one militia and 8 garrison units). In the several turns that there was too many slaves, they never revolted, which could just be luck, but it seemed strange. I'll start another game and see how this works. You may be right about the "single units" roaming around an A1 city that I was at war with. I was playing on diety level, but had forgotten to increase the time slice numbers for the A1 turn length on my older computer, and I'm not exactly sure what you mean by un-modified map. Thanks for your help and your hard work in putting togither this mod. The game is(or will be when you get the tweaks out) a hundred times better than the original. |
MadWoodster Warlord A wierd and mad place called Southampton Jan 2000
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posted April 23, 2000 11:23
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On the slaves point: When I was last editting the const.txt file (think it was that one anyway) I'm pretty sure I noticed that the slaves per unit had been increased from 2 to 3, therefore you would be perfectly fine having 19 slaves to 8 units as you can have upto 24 slaves. |
MarkG Apolyton CS Co-Administrator Greece b.02-15-99
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posted April 23, 2000 11:41
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test, ignore... [This message has been edited by MarkG (edited April 23, 2000).] |
dbrowski Settler
Apr 2000
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posted April 23, 2000 17:07
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MadWoodster, I thought that at first too, but the number is set to 2 in the const.txt file located within the medievil scenario. The const.txt within the ctp_data folder has it at 3, but that shouldn't matter, should it? |
WesW King Huntsville, Al., USA b.02-15-99
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posted April 23, 2000 23:48
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The original setting had units suppressing three slaves each. CD changed this to 2 for his mod, which is what you found in the const.text. The computer still acts as though the setting is three when sending slaves to cities, which can cause trouble.Also, there is another bug in the mod, which involves the Colossus. I have added the necessary tga to the "new tgas" file at my site. Or, you can go into the pictures folder, and change cw051f to cw042f. dbrowski, I didn't mean to seem defensive in my earlier post, it was just a lot to cover and explain. |
WesW King Huntsville, Al., USA b.02-15-99
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posted April 26, 2000 02:02
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I have posted the pictures for the mod at my site. I decided to split up the graphics pack to make it easier to upload and download the smaller files, and so I could go ahead and let people get the tgas for the new advances. The current file should be the final version of the pictures folder, unless someone sends in some better pics for a few of the new advances.I have been busy fine-tuning the advances costs and the links between them, in order to get the timeline accurate. Paul has already sent in a number of the gls for the new mod, and he and some of the other guys should be getting most of the others ready in the next week or so. |
TheBirdMan Prince Denmark Sep 1999
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posted April 26, 2000 02:44
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Hey WES.I'm here again. Would you consider some little tiny changes in the units.txt? Make aircraft carrier able to load small_air, med_air and small_space. Make all aircrafts small or med. Triple the value the aircraft carrier can take before it's going down. Why? The aircraft carrier are more or less useless as it is now. With the changes, it's very valueable - specially when you play on very big maps as I do. Now I play on a brandnew Athlon 650 with a Woodoo 3000 graphic card and 196Meg RAM, the map size is 196x392, civs + babarians = 16). This size makes some real "lovely" maps!!! ------------------ Woodstock was here! |
WesW King Huntsville, Al., USA b.02-15-99
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posted April 26, 2000 20:05
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So, Woodstock's moving up in the world. Now, just why do you need this very expensive machine? Hmm...  Btw, I changed the size of Bombers and Stealth Bombers from large to medium, which should allow Carriers to take them. I had re-worked all of the sizes of the air units for the Modern mod, which included a new, WWII-era carrier. When I re-release the Modern mod, which will now be called the Medieval mod 4, I will have all of this sorted out in a way which should please most everyone. |
skorpion59 CTP Maps Webmaster Tulsa, Oklahoma, USA, (GMT -6) May 99
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posted April 27, 2000 13:19
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TheBirdMan,With an A650, on a game like that, how long does it take the AI to cycle through the other Civs? Maybe its time to upgrade. I have a 333 with 128M memory and it takes the AI 5 minutes to take its turn in the later stages of the game. This was with 24 to 30 Civs. I dropped playing on gigantic maps pretty fast.
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dbrowski Settler
Apr 2000
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posted April 28, 2000 14:19
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I've played about 6 or 7 games up to the modern era and then opened up the map to see what's up. In any of these games I have never seen the A1 build a mine on a forest/jungle tile( this may be why I noticed myself catching up somewhat after being able to lay down several mines on forest/jungle w/river that is common around the first couple of cities). Has anyone else noticed this, or is my computer just too slow to allow the A1 to build these? |
WesW King Huntsville, Al., USA b.02-15-99
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posted April 28, 2000 15:13
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Getting the AI to mine forests and jungles is the main thing I want to work on when I get with the fuzzy logic guys here. The AI knows how to mine these types, but the only time I have seen it do so is on tiles with resources. I believe that if the code variables are adjusted properly, the AI will start mining them normally, which will be a huge improvement to the game. |
curtkath Settler Outremont, Quebec, Canada Apr 2000
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posted April 28, 2000 23:03
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I was wondering, how eager are the AI's at seeking out and exploring ruins? If I send out enough speedy units, seems I always grab them all, well worth it despite the occasional Barbars. Is there a way to add other goodies to ruins, such as a boost in public works/reputation, or maybe there's just a trade resource underneath. I love arhcaeology, got a dead city fetish. |
curtkath Settler Outremont, Quebec, Canada Apr 2000
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posted April 28, 2000 23:06
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Hmph, archaeology, I mean; geez, glad I never did that on a research paper! |
curtkath Settler Outremont, Quebec, Canada Apr 2000
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posted April 28, 2000 23:12
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Oh yes, I also mentioned other ruin options because, fun as they are, I never really thought finding new advances was very realistic; unless it were, say, the recipe for mummification, or the secret of Damascus steel. Just nitpicking, am I. |
WesW King Huntsville, Al., USA b.02-15-99
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posted April 29, 2000 00:16
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I don't know if other effects can be added to the Ruins or not. I have been trying to get the bugs out of the dummy Wonder I am trying to use. I finally set it up to become available with physics9, and obsolete with Stone Working. If someone has a better way, I would be happy to hear about it.I also had one of the new Wonders crash my game when I built it the standard way, instead of buying it with the cheat mode. I have no idea why this is happening, but I have replaced the Null movie I had set up with the movie of the original Wonder that the new ones most closely resemble. I think that I will just keep it at that. |
dbrowski Settler
Apr 2000
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posted April 29, 2000 15:41
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Wes, I finally got around to deleting the files from the pictures menu that will restore the correct graphics for the muskateer unit.All of the pictures were correct, but the actual sprite that you move around the map was still the same as the arquibruiser. Did I do something wrong, or is there another file to delete? |
WesW King Huntsville, Al., USA b.02-15-99
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posted April 29, 2000 22:53
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Dbrowski, you need to change the sprite (the sprites folder is right next to the pictures folder) from Gu22 to Gu52. If it tells you that Gu52 is already present, just delete Gu22. Sorry I forgot about this part. |
dbrowski Settler
Apr 2000
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posted April 30, 2000 20:23
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Wes, thanks for the reply, the sprite is correct now. In fact, the militia trigger also worked properly after I discovered Flintlock in my current game(including multiple militia in large cities). The trigger was still not working for the Frydman and Arquebusier, though, and I haven't reached Repeating Rifles yet, so I'm not sure on the next miltia upgrade, either. |
WesW King Huntsville, Al., USA b.02-15-99
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posted May 01, 2000 00:40
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I'm glad that fixed the problem. The militia trigger works properly for the first civ to get the unit upgrade advances, but not for anyone else. Thus, none of the AIs will have their militias upgraded to Mouseketeers. |
delijoe Settler
Mar 2000
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posted May 01, 2000 14:27
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quote:
 Originally posted by WesW on 05-01-2000 12:40 AM Thus, none of the AIs will have their militias upgraded to Mouseketeers.
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You meant musketeers didn't you? I wouldn't want to see britney spears units in the game 
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Morgoth Warlord England Jul 1999
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posted May 01, 2000 15:42
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Wes Will probably take to next weekend to finish of the ironclad sprite. Done most of the movements but having a few problems putting in the movement waves and showing the smoke disappearing (It's all to do with the mask effects). Basically means a bit more fidling than I'd anticipated and I guess I probably used about 4x the amount of time trying to find a way around it. If you want I can send a sprite with all the scenes (just no waves) to see if you like it? |
WesW King Huntsville, Al., USA b.02-15-99
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posted May 01, 2000 22:53
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The Mouseketeers was no typo. That's what I always call them to myself.Tom, send in what you have for the Ironclad, and keep working on the waves. If you can get this worked out, and Locutus can get the SLIC triggers working properly, we will be set to put everything together for one last beta. Most all of the gl texts have come in these last few days, and the rest should be finished soon. Great work, guys! Since I am the hub of the Med 3 machine, so to speak, I have had the honor of seeing firsthand how everyone involved has not only fulfilled the tasks that I have asked of them, but how time and again they have gone on and done more than I have asked of them. Many times, one of them has written me to say that he had been looking through the Great Library or the mod readmes, and checking their info against what was actually in the game files, and had found mistakes or inaccuracies. And oftentimes these mistakes would be in areas that I had not even asked them to work on. There are many other types of examples as well. All of this shows, to me at least, how everyone involved with this mod takes pride in his work, and how he wants this mod to be the best, most thorough and professional piece of work that we can make it. You might not agree with all of the changes made in the mod (there are so many, it would be almost impossible *not* to disagree with a few of them), but I don't think that anyone will be able to say that it wasn't put together with pride and excellence. I have spent an average of about three hours a day, seven days a week for the last eight months working on various mods for CtP. Sometimes I ask myself why, and a large part of the reason is because of the teamwork, comraderie (please don't make fun of my spelling) and friendships that I have developed over the course of these last eight months. Internet friendships are different than the flesh-and-blood kind, but they can still be pretty special. |
WesW King Huntsville, Al., USA b.02-15-99
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posted May 02, 2000 23:48
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The new sprites are now posted on my website! Morgoth, working on a weeknight, finished up the Ironclad, so this should be the final version of the sprites. If Tom gets the new Horse Archer sprite done, I will incorporate it into the main download, and also post it separately so those of you who get the current file don't have to get the whole thing again. Tom usually doesn't have time to work on these files during the week, so this is just another example of people making the extra effort to get this mod out. The sprites are very good, as always, so take the time to view them out for yourselves, and tell him how much you appreciate his efforts.The current pictures file should be the final version of that portion of the modpack as well, so those of you who haven't gotten it in the last few days can go ahead and do so now. John sent in a better pic of the Astrolabe yesterday, and I will bundle it with the Horse Archer if and when that file gets made. Note: When you get these two files, please read the text accompanying them, which tells how to delete the files from the 2.1 version of the mod which cause the Musketeer to show up as the Arquebusier. This just leaves the text portion of the modpack, which I hope to have done by the end of the weekend. This week has been hectic, and will continue to be so, therefore I can't say exactly when I will get that part done. In the meantime, turn off the Wondermovies, and you should not have any problems. The next version of the texts will be the 4.0 beta, so wait until you see 4.0 before getting them again. The pics and sprites are called 3.0 because that is the number of the final, public version of the modpack. | |