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Topic: Medieval Pack 3.0 |  |
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Mad-Kat Chieftain Camarillo, CA, USA Apr 99
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posted May 03, 2000 03:30
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Great mod! Haven't played enough to evaluate anything though. What's with the 'Special' in the science tree? Is this deliberate, unfinished or a limitation of CTP? Love the new units and improvements. Makes the timeline feel far more realistic. Even as little as I've played I noticed the AI properly kissing my ass now after I wupped them for not getting off my land. They wanted peace next turn! A welcome change from the old AI that seemed oblivious to anything you did. Ha ha! Kneel before Zod! |
Nordicus King for a day; Fool for a lifetime Oct 1999
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posted May 08, 2000 18:05
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Wes, I finally installed your mod (and then spent yesterday customizing it to what I want--I'm so gawdamned picky --but I didn't have to adjust that much).  So, I look forward to giving it a go as soon as I finish the map. Also, I added all the Aip-Specific material (minus the units yet to be done) and it all went smoothly. Nice work, bud.M-K: Yeah, that would be from AAIPs--> I added some values so that all hell doesn't break loose if you are justified in using force to, say, get the AI's ass on your land.
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Milkman Chieftain Oak Harbor, Washington, USA May 2000
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posted May 09, 2000 10:01
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WesW, Had to post and tell u and everyone else who worked on the Medeival mods they are FANTASTIC!!!!!!! Playing against the AI is actually fun now. Love the new units and changes in the 3.0 beta. Loaded the 3.0 beta yesterday. No problems or errors have come up so far. Again thanks for all the hard work by all. Noticed u were working on a Modern Mod. I have a suggestion for that. Mechanized Infantry. Cant believe Activision left that unit out of the game. Have been modifying Machine Gunner unit to Tank movement rates, upping their production/support costs to just below the Tank, and making them available at same time. Not the same as a whole new unit though. Messes the AI up some on how to use it etc... |
WesW King Huntsville, Al., USA b.02-15-99
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posted May 09, 2000 12:37
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Thanks, guys. The 4.0 beta is almost ready to go. I am still waiting on a few gls, but that is about it. I have been working with some of the programmers I know here about improving the AI's behavior, ala the AAips. We haven't had any luck so far on other things, but we are now trying to find the settings which might get the AI to launch legitimate amphibious invasions. I will post any positive results we obtain, and post the files at my site. Other than this aip work, I don't expect there to be much adjustment needed to the current game settings. In the short games I have played lately, production values, the number of units produced, and the timeline all seem to be about right, at least up to the Industrial Age. |
Milkman Chieftain Oak Harbor, Washington, USA May 2000
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posted May 10, 2000 17:39
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Has anyone had problems opening the advance chart readme for this mod or is it just me? My wordpad just goes to 0% complete then locks up when opening it. OOPS, too little sleep and not enough coffee. Downloaded Word viewer and it works fine. Sorry for wasting the space here. [This message has been edited by Milkman (edited May 10, 2000).] |
WesW King Huntsville, Al., USA b.02-15-99
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posted May 10, 2000 22:20
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Milkman, or anyone else, is the Word viewer free? If so, what exactly can you do with it, and where can you get it? I want to put this info in the Read 1st, so that everyone can view the Advances Chart, which is crucial to enjoying the mod. It will also keep me from having to re-work all of the other readmes into HTML format, which takes quite a bit of effort. |
Milkman Chieftain Oak Harbor, Washington, USA May 2000
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posted May 10, 2000 22:31
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WesW, Yes, the viewer's for Microsoft Excel and Word are free. They do not allow u to edit a file, only view/ print them. Each viewer is between 2-3meg. They can both be found at the following site. http://officeupdate.microsoft.com/Articles/viewerscvt.htm Hope This makes your job easier. P.S. Im not a programmer but if there is anything i could do to help with the mods, please let me know. Have a basic understanding of the text files in CTP. [This message has been edited by Milkman (edited May 10, 2000).] |
DiscoveryOne Chieftain Atlanta, GA USA Feb 2000
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posted May 11, 2000 13:42
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WesI'll have those GL files done tonight, but I wanted to mention a weird thing I noticed while playing the game for a little while. At some point (Industrial Age, I think), I am getting cities with a Medieval graphic and a Futuristic Wall. It looks pretty strange, especially as the wall is circular while the city is a rectangle... Hittin' the GLs as soon as I get home! |
WesW King Huntsville, Al., USA b.02-15-99
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posted May 11, 2000 18:31
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Thanks, Milkman. This is a big help.John, that's good to hear. I will try and finish everything else up, so that when I get those, I can post the beta. I am in the Industrial age in my current game, and I thought there was something odd, but couldn't figure out what it was. Maybe this is it, though I have no idea what the problem would be. It has been so long since I played a game to the Industrial age that I am not sure what everything *should* look like anymore. Btw, Darryl (Gemini), seems to have finally gotten the bugs out of the SLIC, which I am very happy about. |
WesW King Huntsville, Al., USA b.02-15-99
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posted May 13, 2000 00:02
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The 4.0 Beta has been uploaded to my homepage! Hurray! However, it has yet to show up on the site.  Could someone explain this to me? It has happened before. Anyway, hopefully it will be up by the time you read this. There should not be any bugs in the mod, though I need some help with the dummy Wonder. How do you keep it from showing up in the GL? Right now, it is the duplicate Sphinx.Also, I left in the experimental aip settings I have been trying. We need to take note of any changes to AI behavior as far as invasions and launching attacks. I am trying to get the AI to launch attacks at targets further away from his territory than it would normally. I plan on this being the last major beta before public release. Depending on how the timeline runs, I may add a few more advances and/or Wonders (the 5 AIs I normally play against are still snapping them all up as soon as they become available), but at least 95% of the public release version is now implemented. We need to double-check the GLs to make sure they are all accurate as well. Users need to keep tabs on this thread, as I will announce any file updates here. I hope that many of you will give reports your experiences with the mod as well. (It would be nice to have a legitimate thread about CtP crack a 100 posts.) That's all for now. |
DiscoveryOne Chieftain Atlanta, GA USA Feb 2000
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posted May 13, 2000 00:41
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WesGot those last two GLs up to you just now; sorry about the misunderstanding.... Question: Before I actually download the new beta, do I still need to fix the Musketeers graphics problem, or has that been fixed? |
skorpion59 CTP Maps Webmaster Tulsa, Oklahoma, USA, (GMT -6) May 99
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posted May 13, 2000 00:44
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Wes, It is there, I just got it. Did you do a page refresh after you uploaded it? That is the only way you can see the new info.
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WesW King Huntsville, Al., USA b.02-15-99
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posted May 13, 2000 15:05
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John, you will not have to delete those files again, if that is what you mean. Unfortunately, there is no way that I am aware of for *me* to fix this problem once it is in a user's scenario structure. I could put a copy of the Musketeer's sprite in the scenario folder, so that it would over-write the Arquebusier, but that would still leave the tgas. I will put a detailed description of how to fix this in the next version of the Misc. readme. I don't think many people will have trouble with it.Don, I did try the refresh and all that. I posted the update to the intro file early yesterday afternoon, and when I signed off right after I posted here last night, *it* wasn't even up. |
Lord Jack Settler Denver, CO Jul 1999
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posted May 14, 2000 16:40
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I have played into the late industrial/early modern age for the first time since installing the Med Mod and I ran into a couple of new bugs. Most of they are beyond the scope of the Med Mod but I have not seen them before so I am wondering if perhaps something got changed in the Mod that affected the later game.1. My lone remaining iron clad from days of yore now gets the old trireme message when it tries to venture more than 2 tiles from coastline. I first got this message shortly after the introduction of the submarine. 2. My transports seem to be a bit buggy about unloading tanks..they won't do it. I try and unload and nothing happens. To get them off I have to retreat to a city and have them automatically unload. This makes it very difficult to carry out an invasion. 3. I traded for the technology that allows machine gunners and got the following message: "In object gem3Gunner,function_SetUnitByIndex: Value out of bounds". After receiving the message I was able to get back into the game and proceed as normal. My militias updated fine. Anybody have any thoughts ideas on these? (BTW, what kept me playing this far along the timeline was an incredible war with the neighboring Slav empire. We have been fighting back and forth over a group of islands that lie between our continents for about 1000 years. I have never had so much trouble taking and keeping cities from an AI. It's been vastly entertaining.) |
Lord Jack Settler Denver, CO Jul 1999
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posted May 14, 2000 16:42
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I have played into the late industrial/early modern age for the first time since installing the Med Mod and I ran into a couple of new bugs. Most of they are beyond the scope of the Med Mod but I have not seen them before so I am wondering if perhaps something got changed in the Mod that affected the later game.1. My lone remaining iron clad from days of yore now gets the old trireme message when it tries to venture more than 2 tiles from coastline. I first got this message shortly after the introduction of the submarine. 2. My transports seem to be a bit buggy about unloading tanks..they won't do it. I try and unload and nothing happens. To get them off I have to retreat to a city and have them automatically unload. This makes it very difficult to carry out an invasion. 3. I traded for the technology that allows machine gunners and got the following message: "In object gem3Gunner,function_SetUnitByIndex: Value out of bounds". After receiving the message I was able to get back into the game and proceed as normal. My militias updated fine. Anybody have any thoughts ideas on these? (BTW, what kept me playing this far along the timeline was an incredible war with the neighboring Slav empire. We have been fighting back and forth over a group of islands that lie between our continents for about 1000 years. I have never had so much trouble taking and keeping cities from an AI. It's been vastly entertaining.) |
WesW King Huntsville, Al., USA b.02-15-99
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posted May 14, 2000 17:57
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Jack, are you sure you have the 4.0 beta? The trading tech bug you described should have been fixed for the 4.0 beta. Note: The scenario icon is of Mt. Saint Michel's for the 4.0. If you still see the Japanese castle, you are using 3.0.I increased the carrying capacity of transports from 5 to 6 for this mod. This may cause a problem if that sixth unit hasn't been on board long enough to be unloaded when you want to unload the others. Or, it may be something else. Sometimes I can't unload things when I think I should be able to as well, though I figured I was just trying to unload them a turn too soon. |
TheBirdMan Prince Denmark Sep 1999
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posted May 15, 2000 08:54
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Hey Skorpion.You asked 2 weeks ago, how long time a turn took. Well - it changes from turn to turn. On a 240x480map, 14 civs - turn 229 took about 15 sec. for each civ. In turn 234 it took nearly 50 sec. for each civ. In turn 240 it may well have turned back again to 15-20 sec. per civ. I have seen this in many games - I just had in mind giving up a game when it was tooooooo slowwww - when suddenly it acted normal again. Therefore I'm now very patient before I'm leaving a game (if its fun). I have also noticed (or I think I have), that you can "distress" the pc to act faster if you are clicking on some of your citytabs or put the mousepointer to one of the edges to the screen. Don't know if it works - but it look like it does?! [This message has been edited by TheBirdMan (edited May 15, 2000).] |
WesW King Huntsville, Al., USA b.02-15-99
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posted May 15, 2000 23:10
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A short post before I forget about these things. The changes below will be included in the next beta, or the public release- whichever comes first.  I played into the genetic age in my last game (haven't gone that long all year), and noticed that the costs for sea-food improvements (seafood, get it? ) didn't make any sense. Ditto for the minig costs. Therefore, I have standardized their costs for the various terrain types. I also adjusted the cost of tunnels for a couple of types. These changes a detailed in the Terrain readme. Also, I gave the ability to Pirate to the Ironclad, Battleship, and, perhaps most deviously, the Sub. Actually, these should have been in there all along (Union blockade and Battle of the Atlantic). Oh well, give us time.  |
TheBirdMan Prince Denmark Sep 1999
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posted May 16, 2000 03:18
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Hey Wes.One little thing: I think that "Repeating Rifle" should be a pre for Oil Refining. I know that weapon knowledge and oil refining are much different advantages, but oil refining allows the destroyer. And I think the technique "repeating rifle" should be a pre to the destroyer?!? If I "sound" crazy (more than I nomally do)- well what about a new advance. Sea - no. 10, allowing both battleships and destroyers. Pre's could then be oil refining AND repeating rifle. Troop ship could be moved to sea 9 (Steel)?? ------------------ Woodstock was here! |
WesW King Huntsville, Al., USA b.02-15-99
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posted May 16, 2000 12:49
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Historically, Destroyers were developed a little before the rifles I have in mind in the Repeating Rifles advance. I guess we were seeing a similar problem, though, since a few days ago I decided to make Oil Refining, rather than Explosives, the second preq for Steel. This means that once you get Explosives, you can go for the land Artillery, or the naval Destroyer. Both are now necessary before you can get Steel. In my last game, I got Steel without having to get Railroads, which just didn't make sense to me. |
WesW King Huntsville, Al., USA b.02-15-99
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posted May 16, 2000 14:20
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Woohoo! 100 posts! Let's keep it going. I would like to hit 150 by the time we go public. |
TheBirdMan Prince Denmark Sep 1999
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posted May 17, 2000 03:48
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More to Skorpion (and other that may be interessed) about time/turn. I know this belong more to "Normal maps vs. huge maps" - but this started here.....As I guessed, now on turn 243 it takes less than 60 sec for ALL the other civs to take the turn. 2 turns between turn 235 and 242 took a little more that 15 min each(!) the rest between 7-12 min each. See - sometime you have to be patient. Q: Does this happens because the game goes in a kind of loop for some turns????? Or is it simply due to the pc is thinking???? |
MadWoodster Warlord A wierd and mad place called Southampton Jan 2000
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posted May 18, 2000 09:34
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First great work WesW the mod just gets better and better.My second point is slightly rude but could you implement some of the ideas that you just posted in the CTP2 suggestions list eg the chariot instead of the mounted archer and increasing the strengths of tanks. Also if you used a multiplier on all units factors would it give you more flexibility on setting them. I remember on the archer front you wanted to give 1.5 well if you multiplied all values by 2 you could then give them 1.5 x2=3 though I realise this would take time to go through and update all values. |
WesW King Huntsville, Al., USA b.02-15-99
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posted May 18, 2000 11:29
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Woodster, I guess those two unit suggestions were from the Diodorus post that I pasted in. Myself, I am satisfied with the current Mounted Archer. Besides, I don't make sprites, so it's out of my hands anyway.  As for unit values, I would think that the difference between 1.0 and 1.5 would be the same as that between 10 and 15. If anyone knows better, I would be happy to hear it, of course. That one time has been the only one where I have felt squeezed by the numerical options. If I changed it, we would also have to change all the gl texts as well, so you are talking about several man-hours of work. |
MadWoodster Warlord A wierd and mad place called Southampton Jan 2000
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posted May 19, 2000 11:05
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Oops, me forgot that they had already implemented a x10 thing so therefore ther eis no problem, I just got confussed. As for the unit point fair play I'ld like a Chariot but as I can't draw I'll have to wait for some one to draw me one. |
TheBirdMan Prince Denmark Sep 1999
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posted May 22, 2000 02:09
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Hey Wes.Think the Ship_of_the_Line gets obsolute too quick (only managed to build two). I know this varies as how the advances are obtained (hard work/exchanges/ruins), but still...... Think a second pre should be added to "Steam Engine"?! ------------------ Woodstock was here! |
WesW King Huntsville, Al., USA b.02-15-99
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posted May 22, 2000 19:37
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The era of dominance of the SotL and Ironclad can be pretty short in the game, but that was what happened historically as well. From what I remember, SotL were developed at about the start of the 18th century, and were obsolete by the middle of the next century. The Ironclad's era was even shorter, lasting only a few decades until the Armored Cruiser and Destroyer came along.Btw, I noticed in the gl folder that the Med Pack has almost 700 gls written specifically for it (non-Apolyton Pack gls). And on average, each of them has probably been modified once or twice since its creation. This is just to let you know the amount of work that has gone into that aspect of the mod. Over the weekend, I forgot to bring any of my printouts to my parents house when I brought my computer, so I ended up relying on the GL to answer any questions I had about the game while I was playing it. I believe I was able to find everything I needed to know this way (though it would have been easier with the charts handy). Considering all that has been added and altered to the game by this Pack, this is a major achievement. Since at least half of the gl work has been done by people other than myself, I take my hat off to Paul, John, Chuck and the others who have contributed in this area. |
DanMc Chieftain Bournemouth, UK Oct 1999
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posted May 28, 2000 12:52
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Hi everyone!  Downloaded v3.0 a while ago, but have only just got around to playing it! It's going to take a fair while to learn the advance chart though! I seem to be storming down one branch of it after the later advances, and have ignored things like Drama (Theatres? Who needs 'em! I don't care if they're unhappy - just build those horse archers dammit!! ) Just something I've noticed though - I disbanded a city, and the garrison unit remained there - I even moved it (causing it to die), but it just re-appeared. It's even been upgraded in the with the others! I'm not sure if this needs to be addressed as a slight problem, vis-a-vis the "Wall of Beef" problem caused by the cow. You could just build and disband cities across a mountain range for a pretty effective "Maginot Line" -type effect (although thinking about it, the Germans just went around it when they invaded, didn't they! Damned efficient, those Germans! ) Anyway, it's quite a testament to everyone's effort that this is the only negative point I have to make. Congratulations, and keep up the good work! (Ugh! Can't believe I just said that! Anyway, you all know what I mean!) Dan ------------------ Just a thought...... |
DanMc Chieftain Bournemouth, UK Oct 1999
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posted May 28, 2000 12:53
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AAAACCCHHHHOOOOO!!!!  [This message has been edited by DanMc (edited May 30, 2000).] |
gemini Warlord camrose,ab,canada Aug 1999
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posted May 29, 2000 00:50
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That's kinda funny in a strange way haha!!! Anyone else experience this problem when disbanding cities????? ------------------ Gemini |
skorpion59 CTP Maps Webmaster Tulsa, Oklahoma, USA, (GMT -6) May 99
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posted May 29, 2000 03:39
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The Garrison will eventually disappear. The reason it does this is because the Garrison is not supposed to move. Unfortunately, giving a unit a movement of zero still lets it move. So... both the AI and human player would end up moving the Garrison. To get around this, the Garrison is automatically disbanded and a new unit created in its place whenever it moves. During the auto-upgrade process, the SLIC checks to see if the units are in a city. If not, it is deleted and not recreated. It might not be pretty but it works and adds a whole new dimension to the game.
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Forster Settler Columbus, GA Oct 1999
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posted May 29, 2000 11:59
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I've just finished reading this entire board, and now I have a question. What exactly needs to be downloaded to use the mod? Are any previous mods out there that need to be downloaded first? Are there other mods that can be downloaded that will work with this mod, but are not necessary?
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Paul King Zwolle, The Netherlands Mar 99
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posted May 29, 2000 13:46
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You can find the latest version of the Medieval Mod at Wes' site. Just click on the homepage icon in one of his posts. You will find three zip files there with the text files, the pictures and the sprites. You also need the 1.21 hack. That can be found here at Apolyton. [This message has been edited by Paul (edited May 29, 2000).] |
WesW King Huntsville, Al., USA b.02-15-99
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posted May 29, 2000 15:36
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I have been making a few minor adjustments today... 1)I took away the Warrior's ability to pirate (I don't know why this was there in the first place.) 2)I also reduced the fuel for the Helicopter from 35 to 14, which gives it 2 turns worth, like the Interceptor. In Civ2, the Helicopter had several turns worth of fuel, but it suffered damage when it did not end its turn in a base or city. In Ctp, it does not receive this damage, so you ended up with an untra-long-range unit. Attack choppers are essentially modern versions of Dive Bombers, and this change will have them acting as such. 3)I also increased the movement of Triremes from 2 to 3. Finally, I have been tinkering with the aip settings in the Default, Gather and Takecity files, to try and get the AIs to be more aggressive militarily. I also adjusted some of the special attack settings. The AIs are building large armies in my games, and usually have large tech leads on me as well. However, they seem unwilling to use their grould forces much, even against each other when they have land connections.Finally, I would like for those of you with some undrstanding of the Aips to review the Aip comments text, which CD wrote. Specifically, do you think his understanding of these settings is correct: 4)double seige_priority = 405000.0 for all except siege_off.aip = 0, and takecity.aip = 415000.0. Determines priority assigned to conquering cities. 5)double attack_troops_priority = 405000.0 for all except takecity.aip = 415000.0 Determines priority assigned to building attack_troops? 6)double bombard_priority = 407000.0 for all except takecity.aip = 415000.0 Determines priority assigned to building bombard troops?
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WesW King Huntsville, Al., USA b.02-15-99
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posted May 29, 2000 19:26
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Me here again... I don't know about the rest of you, but I am still having *serious* problems with pollution disasters in my games. Today I have made a whole series of changes to try and get this under control once and for all. I cut the pollution from Refineries in half, to 60%. I reduced the cost, production and pollution of Airports and Robotic Plants by about 40%. I also cut the costs of Recycling Plants and Eco-Transit by 1000 each. These changes are detailed in the Improvements section of the Med 3 readme. Also, I increased the threshold at which disasters occurred by 20% across the board in the pollution text. In addition, I made some changes to the construction and gw texts. These changes are detailed in the Misc. readme.I hope that these changes will allow players to enjoy the game more, and allow for the usage of more of the improvements, now that their side effects are reduced. Myself, I never built any of the pollution-causing production improvements other than the Factory because their adverse effects seemed to out-weigh their benefits. Perhaps this will now change. |
TheBirdMan Prince Denmark Sep 1999
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posted May 31, 2000 00:45
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Hey Wes.Don't know how you are doing. I'm using your mods - have a very big map - many civs. I like those disasters - specially the flood - and I have not been able to get even a little tiny flood. Even though I have reduced the limits in the pollution.txt...... ------------------ Woodstock was here! |
WesW King Huntsville, Al., USA b.02-15-99
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posted June 01, 2000 11:39
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Woodstock, do you remember if the pollution file you adjusted was the original file, or one in the scenario section? The Med Pack doesn't even have a pollution text in it. I ask because I seem to remember that Nordicus included a customized pollution file in some of his stuff for use with large maps. Myself, in my current game I was supposed to have the first flood disaster in 1836, before I altered the settings above. I may still have it in a few turns.On to other things... I have made a number of other changes to unit abilities today. 1)I got the game to always put the militia unit in front of any ranged units that are helping it defend a city. I tested, and found that the only time it did this before was with the Arquebusier and Musketeer, which happened to be the only militia units with a ranged attack. I therefore gave the other militia types a ranged attack, and the game started using them as intended. This ranged attack is only .1, going by the standard values, so it should not affect the battle's outcome, though the game may place these units behind other infantry in the battle. 2)I gave back the Ironclad the ability to bombard land. 3)Mobile SAMs can no longer bombard land and water. I don't know why they had this ability in the first place. 4)Battleships can now carry two missiles, and the Stealth Sub can now carry small land units (covert units), like the regular sub. 5)The Swarm can counter-bombard. 6)Artillery and War Walkers may now be built in sea cities, in order to give added defense. 7)I increased the size of some of the modern and post-modern land units from small to medium, as I only want covert units to be small. If anyone knows of any other changes they would like to see made, or knows of any reason against making the changes above, please let me know. |
Pintello Warlord Deland, Florida b.02-15-99
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posted June 01, 2000 13:55
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Hi Wes,If the Cruise Missle fix described in a different thread in this forum test out correctly, you may want to include that in the Med Mod 3 also. That way, if someone wants to use the Cruise Missle later in the game they will be able to use it as intended. Regards, Timothy Pintello |
Pintello Warlord Deland, Florida b.02-15-99
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posted June 01, 2000 13:56
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Hi Wes,If the Cruise Missle fix described in a different thread in this forum test out correctly, you may want to include that in the Med Mod 3 also. That way, if someone wants to use the Cruise Missle later in the game they will be able to use it as intended. Regards, Timothy Pintello |
Pintello Warlord Deland, Florida b.02-15-99
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posted June 01, 2000 13:57
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Hi Wes,If the Cruise Missle fix described in a different thread in this forum test out correctly, you may want to include that in the Med Mod 3 also. That way, if someone wants to use the Cruise Missle later in the game they will be able to use it as intended. Regards, Timothy Pintello | |