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Topic:   Medieval Pack 3.0 Format for Better Printing
Pintello
Warlord
Deland, Florida
b.02-15-99
posted June 01, 2000 14:00   Click Here to See the Profile for PintelloClick Here to Email Pintello  send a private message to Pintello
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Sorry about the tripple post. It wasn't intentional, though I suppose it is a good way to become a "Prince" more quickly.

Timothy Pintello

Locutus
Prince
Apolyton Borg Hengelo/Enschede, The Netherlands
Nov 1999
posted June 01, 2000 14:09   Click Here to See the Profile for LocutusClick Here to Email Locutus  send a private message to LocutusSend a Message to UIN: 52912776 Visit Locutus's Homepage!
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Well, it wasn't so important you had to say it three times, Tim But you have a point, I was about to suggest the same thing.

Edit: Cheater!

Wes,
Great you got that militia thing sorted out, that bugged me ever since I began working on this thing but I figured it couldn't be solved.

BTW, Birdman, you should empty your mailbox(I'm talking about your forum.dk account), all the mail I sent to you is bounced back with a 'mailbox is full' message.

Locutus
[This message has been edited by Locutus (edited June 01, 2000).]

WesW
King
Huntsville, Al., USA
b.02-15-99
posted June 01, 2000 21:41   Click Here to See the Profile for WesWClick Here to Email WesW  send a private message to WesWSend a Message to UIN: 84799350 Visit WesW's Homepage!
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I came to the site, saw the post count up to 121, and really thought there was a lot of interest in the thread. Little did I know it was Tim running up his post count. (You would have thought that he would have edited the third post to state his apology, but no...he had to make a FOURTH post. Oh well. )

Btw, I inserted the Cruise Missile fix this morning when I did all the other stuff. It was the first thing I did, and I had forgotten about it by the time I finished.

Pintello
Warlord
Deland, Florida
b.02-15-99
posted June 05, 2000 11:18   Click Here to See the Profile for PintelloClick Here to Email Pintello  send a private message to Pintello
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Hi Wes,

Your right, I could have edited the third post. It didn't even occure to me. Oh well, I will try to do that next time.

Regards,
Timothy Pintello

carlos
Settler
Sydney Australia
May 2000
posted June 05, 2000 21:30   Click Here to See the Profile for carlosClick Here to Email carlos  send a private message to carlos
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Wes; I downloaded the 4.0 Mod Pack from your personal website last week and can honestly say that THIS IS THE BEST GAME OF CTP I HAVE EVER PLAYED.

The year is 1620AD. I have just shaved into second place, still behind the Russians (as has been the case all game) and sneaking ahead of the Aztecs. The three of us are significantly ahead of the Mexicans, whom I have been slowly invading, and the 3 other civs remaining.

My slow invasion of Mexico (to my south) has dragged on for a couple of hundred years because I have had to constantly turn my attention northwards. The Russians have invaded twice as have the Italians - they no longer exist, by the way. The attack on Mexico was delayed until I wiped out the Italians altogether.

Some AI features of this game that have made it stand out;
1) AI forces manoeuvering to trap a lone unit of mine between themselves and barbarians chasing me. The AI did not stand, he did not run; he seemed to act in cooperation with the barbarians!
2) Sea-borne invasions and stacked naval vessels; lots of them.
3) Strong defences in AI cities. The Mexicans lost their second city after an 8-stacker went wandering across the countryside for no apparent reason; once I killed it, the city it had been in or near had only five units left to defend it, instead of the universal nine I have so far had to fight. I lost 35 units taking the first Mexican city; my suicidal hordes finally overcame the Mexican's tech superiority.
4) Wonders are almost impossible to get. The AI's 'discover' them before I do, and seem to easily have the production to secure them before I even get a sniff. I have built one (Sphinx) and captured 2 more; the rest have been out of reach. I regularly watch them built by my enemies, while I am unable to challenge.
5) Militia units do not always appear in captured cities. What used to be the Mexican capital still does not have any militia units in it, many years after it fell. I had this problem with an Italian city, moved everybody out, and when I came back a turn later the militia was there. This has not worked in Mexico City.
6) Militia units in cities that grow large enough to earn a second one do not upgrade together. Again, this may be a captured city problem; I took an Aztec city to stem that civ's growth, and when it grew above 12 pop only one of the militia upgraded from frydman to arquebusier; the other stayed as a phalanx.
7) I have been building nets as usual, but not using them. Before using this mod, the nets provided strong pop growth and at least some production; your amended sea values (zero production) mean that I cannot afford to wait for population growth. I have been putting mines in forests, which of course limits most of my cities to 2 / 3 / 4 max size. My biggest cities are captured ones.
8) Diplomacy. The Russians are allied to three other AI's, there are a few other alliances out there, but I am universally hated and unable to reverse this position.
9) Usually by this time (1620AD) I would have a very large pop and a huge tech lead. The game would effectively be over. Instead, I am STILL fighting for my life. The final push on Mexico is now gearing up, but I will have to divide my empire in two to be safe; the northern half to form a defensive line against the Russians, while the rest pushes south. My ex-Aztec city, my largest, will build troops as a base for future defensive / offensive ops, depending upon developments to the South-East.

Perhaps you could comment specifically; Wonders are dead. Diplomacy is dead. Working sea tiles is a waste of time until much later in the game, but I need coastal cities to have a fleet.

WesW
King
Huntsville, Al., USA
b.02-15-99
posted June 05, 2000 22:42   Click Here to See the Profile for WesWClick Here to Email WesW  send a private message to WesWSend a Message to UIN: 84799350 Visit WesW's Homepage!
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Excellent feedback, Carlos. I am happy to hear you finally have a game to sink your teeth into.
The problems you encountered with militia upgrades are interesting. I had similar situations in my latest game, and found no problems with the triggers. Perhaps Locutus will see this, and look into it.
Militia do not appear in captured cities until the next upgrade cycle. This is why they didn't appear immedieately after you captured a city.
As far as Wonders, I usually get one of the ancient ones, and maybe another sometime, but that's it.
In looking through the AIs, I have been seeing where the lesser ones have one or two of their best cities in permanent wonder building, since they can't get any of them either. As far as I can tell, if a city starts building a wonder, and someone else beats them to it, they won't shift to some other construction category. If they never get the opportunity at another wonder, that city is effectively taken out of the game, construction-wise. I am not sure what to do about this, either.
In the original game settings, sea terrains dominated land terrain, except maybe for mountains. My settings get things back to about how they should be, imo. This means that you are better off using grasslands and plains before coasts for food, with rough terrain fulfilling its traditional role of shield production. Now you sometimes have to make tough decisions regarding worker placement.
With Nordicus' new diplomacy flis, the atmosphere of your games is very dependent upon exactly who you are plalying against. If you draw war-like opponents, like the Russians, you can expect tough times. In other games, you may never have a serious war. I am working with Scorpion59 and Locutus on having pre-made scenarios with the finished verision of the Pack. These will either have pre-selected opponents, or else the player can pick his own (they are still working on this). This way, you can decide what kind of opponents you want to have.

Specifically, Wonders are not dead at all, they just are much harder to get.
Diplomacy is not dead either, it is just much more dependent upon your opponents and your power ranking.
With the new terrain settings, inland cities are generally more productive than coastal cities until later in the game, but, as you said, you need coastal cities for navies and establishing embassies (trading tech is an essential part of the game now)...hmm, decisions, decisions...

I enjoy answering posts like this from new players. It reminds just how far we have come over the months.

WesW
King
Huntsville, Al., USA
b.02-15-99
posted June 05, 2000 23:22   Click Here to See the Profile for WesWClick Here to Email WesW  send a private message to WesWSend a Message to UIN: 84799350 Visit WesW's Homepage!
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Since Carlos had so many good comments and questions, I figured that I had better describe my latest adjustments in another post...
I have been going back to my old haunts, the flis and aips, to try and see what I can do to get the AIs to perform a little better.
I have noticed that some of the AIs in my games recently have been building absurd numbers of troops. It finally dawned on me that these civs were getting into the aips' overflow unit build queues, and it was really messing them up. I have therefore gone into the necessary aips, and made adjustments to hopefully keep this event from screwing up the entire civ. I also gave the queues for naval and space units higher values than those of the the other unit types, since the AIs can almost always use a few more of these types of units.

I also tinkered with the numbers of units-per-city on some of the primary queues, and raised the priority of ranged units above that of the other types, since most defense is taken care of by the militias.

The rest of the changes will probably not be noticed by anyone except very experienced Med Pack users, but I will list them anyway...
1)I adjusted settings so that trailing AIs will be more willing to trade tech with you. As it was, AIs trailing you will not trade tech unless what you offer is much better than what you want. This doesn't make much realsitic sense to me. If you are trailing, you should be eager to get anything you can, as long as it is comparable to what you are giving in return.
2)I shortened the tri bases for unit costs, and lowered the thresholds about 20%. Hopefully, this will keep the AIs from building armies that eat up huge portions of their production in support. (Peter and a few others may be the only ones out there who understand this.)
3)I added a setting to get the AIs to expand a little more. I will really adjust this particular setting for the large maps/ large civs verison of the mod. (Nordicus has said that he is not modding anymore, so I guess I will pick this job up and do my best with it.)
4)I also tinkered with the setting for how much of a continent has to be full before the AIs go into naval mode.
5)I deleted the "build no settlers" aip from the later phases of the war settings. If an AI stays at war for a long time, it stops expanding under the current settings, which is death.
6)I shortened the retreat phases of the war settings from 10 to 6. This should still be enough time to gather troops for the next push.
7)I shortened the no. of turns when the citywall aip is loaded, since the ais should have gotten Geometry by the 125th turn (or else they are toast anyway).

I plan to release another beta verison of the mod, since I have made so many changes since the 4.0 beta. I don't think that there will be much of any work for anyone else to do, other than play the mod, and provide general feedback like Carlos has done.

I had planned to have the public version of the Med Pack ready before now, but as you can see, there is still a lot that needs to be done to the AIs to adjust to the new goods values, and to improve upon them generally. Wouter and Don are also working on some stuff that will add another major enhancement to the game, and I certainly want for their stuff to be fully tested and implemented before we go public with this monster mod.

Morgoth, get back to that Mongol, and we can still get it in here too.

TheBirdMan
Prince
Denmark
Sep 1999
posted June 06, 2000 03:40   Click Here to See the Profile for TheBirdManClick Here to Email TheBirdMan  send a private message to TheBirdManSend a Message to UIN: 92691093
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Hey Locutus.

You are using my old e-mail.

New is max.reiff@get2net.dk.
[This message has been edited by TheBirdMan (edited June 06, 2000).]

MadWoodster
Warlord
A wierd and mad place called Southampton
Jan 2000
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For nukes, how about having two types. The first lot would be short range and expensive ones discovered with the first nuclear warfare advance and then further down the advance chart would be another nuclear warfare advance providing longer range and cheaper ones. (of course you could have about 6 types with various ranges and costs)

If a country is behind overall in tech but has one high ranking tech it may be willing to offer that one in exchange for a lesser one. For example it may have a high ranking arts advance and be willing to swap it for a moderate ranking military advance to upgrade its defense.

DanMc
Chieftain
Bournemouth, UK
Oct 1999
posted June 06, 2000 13:29   Click Here to See the Profile for DanMcClick Here to Email DanMc  send a private message to DanMcSend a Message to UIN: 71870897
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I know you're fond of getting a huge thread going, but isn't it about time you changed into a new Med Mod v4 by now

Anyway, I haven't got around to v4 yet - Istill haven't finished a game with v3!! (seem never to be at home anymore!). Still, at least winter'll be good for something (although we'll prbably be up to v6 by then, and THEN there's CTP2.......*head explodes*!!).

ANYWAY.....(getting back to the point - what was I going to say again??)

Nukes: Nice idea - a progression from "Big Boy" (Was that the first A-bomb's name?), through the multiple warhead varieties, and on to fusion bombs (do they cause pollution?).

You could also have some intermediate step before SDI too - perhaps some sort of missile interception (such as the USA is thinking about again), perhaps with a type of active defense against missiles only, and with a certain probability of success?

Tech Trading: If the AI wants to trade me Conservation for Steel I'd be more than happy! Still, I can't see that being too much of a problem ("Sure, have Steel - everyone else has it already and I need Conservation. Saves me digging it from the ruins of your capitol"!!!) Ouch.

Ocean Tiles: OK, beach tiles shouldn't be too powerful (shame for navies, but I completely understand and agree with the reasoning), but how do the revised values affect undersea cities? Do you just bump up the effect of undersea mines?

Dan

------------------
Just a thought......

Locutus
Prince
Apolyton Borg Hengelo/Enschede, The Netherlands
Nov 1999
posted June 06, 2000 15:03   Click Here to See the Profile for LocutusClick Here to Email Locutus  send a private message to LocutusSend a Message to UIN: 52912776 Visit Locutus's Homepage!
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But Wes, how could I not see this?

Well, I thought all the bugs were worked out, but I could do some more testing.
Can't promise it'll happen anytime soon though, this map/scenario thing is taking up most of my time right now (together with my personal live and study).

Birdman,

D'oh! I wasn't aware of that, I'll update my address book and see if I can dig up whatever you missed.

Locutus (aka Wouter)

WesW
King
Huntsville, Al., USA
b.02-15-99
posted June 06, 2000 23:12   Click Here to See the Profile for WesWClick Here to Email WesW  send a private message to WesWSend a Message to UIN: 84799350 Visit WesW's Homepage!
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Dan, you are mixing up the Pack with the beta version. I had planned on using this thread up until the public release of the mod, no matter how many betas we have. With the 150 post limit, we might not make it. (Who would have ever thought *that* would be a problem in a CtP thread?

As far as terrain values, I didn't mess much with the deep sea types, though I have recently gone through the improvements settings and made them consistent for the different types of nets, mines and undersea tunnels. Overall, I don't think that you will see much difference in the development rate of undersea cities.

As far as nukes, I don't use them in my games, and neither does the AI, for practical purposes, so I don't have any plans to adjust the settings for them.
I do know historically that much of the initial cost of their development, the Manhattan Project, was nicely simulated by the Civ2 wonder. Once the technique was developed, they were still very expansive to build and maintain, and are today. Third-world nations like Pakistan have spent huge sums of capital building their programs, money that is badly needed by their citizens.
As far as gameplay, I always found the presense and use of nukes to be a pain in the butt, so I am happy to leave them out of the current setup. If you guys want to customize your own games, feel free. I think that the Med mod still uses Gemini's pic of one of the Hiroshima bombs for the nuke, so you have one of the things you need already.
I can't remember if his WWii units were ever posted at Apolyton, or not.

carlos
Settler
Sydney Australia
May 2000
posted June 07, 2000 02:12   Click Here to See the Profile for carlosClick Here to Email carlos  send a private message to carlos
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Wes; Thanks for your comments. Some other "features" (don't say 'bugs', don't say 'bugs'!) I have found...

1) On all the attacks I have made, two stand out. I attacked two AI stacks, one of 3 ships and another of 4 land units, on two non-consecutive turns. In each case the battle played as normal, but the AI stack graphic was "shifted" one tile to the right. That is, where the graphic was DID NOT correspond to where the troops were. In subsequent turns I bombarded an EMPTY TILE and did further damage; I moved into the graphic tile and found no-one but THE TWO GRAPHICS OCCUPIED THE SAME TILE; I invaded the empty tile and the battle played as normal, with the graphic disappearing from the neighbouring tile immediately afterwards.
I assume this is a problem with my download or just the PC acting funny (AI's in the hard-drive )

2) I changed government from Republic to Democracy and all my spies committed suicide. Is this deliberate and if so, what is your reasoning?

3) I am still not getting militia units in my captured cities, regardless of how many cycles have passed. I am at arquebusier level and working towards musketeers; perhaps when the rest upgrade I will be granted the ones I am missing. I'll let you know.

4) Caravels, Galleons and SOTL can't bombard land. In the case of the first two I think you are historically right, probably also so for SOTL although it is a capability I want anyway. Am I going to have to wait for destroyers and battleships before I get floating artillery?

I take heart from your comments about diplomacy, and hope that now I have finally edged ahead of the Russians (by standing on the shoulders of dead Mexican giants)perhaps I can be more effective in this part of the game. I note that I was able to swap tech with the lowly English, before I was compelled to kill one of his roving arquebusiers. Maybe I'm just not much of a diplomat.

The year is 1712AD and only now am I in first place according to the powergraph. Not by much either. I'm third on tech and will build no more troops for as long as I can help it, while I improve my cities instead. I am transferring the remnants of my "Army Group Mexico" to somewhere deep in the heart of the Aztec empire, just to slow him down, and am contemplating the same sort of 'Dieppe' raid on the Russians once I can build muskets and cannons, maybe in 100/150 years from now.

Paul
King
Zwolle, The Netherlands
Mar 99
posted June 07, 2000 02:45   Click Here to See the Profile for PaulClick Here to Email Paul  send a private message to PaulSend a Message to UIN: 83134477 Visit Paul's Homepage!
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2) Spies committing suicide when switching from Republic: this is supposed to happen (at least as far as I know). Spies are only available to Republican governments.
TheBirdMan
Prince
Denmark
Sep 1999
posted June 07, 2000 03:54   Click Here to See the Profile for TheBirdManClick Here to Email TheBirdMan  send a private message to TheBirdManSend a Message to UIN: 92691093
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Hey Wes.

You wrote: I have noticed that some of the AIs in my games recently have been building absurd numbers of troops.

I have seen the same, fx AI building lots and lots of legions (later on arq.. (can't spell this) and the musketeers.

But don't change that too much. The AIs are actually using them in stacks of 6-9, sometime mixed with archers/mounted archers.

I do have real problems with those AIs - and I like it.

I have not yet seen big stacks of arq/bombard or musket/cannons mixed.

And just for your info: I have not changed anything to your settings for those units!

This game is being better and better every time a new "major" mod are released.

------------------
Woodstock was here!

skorpion59
CTP Maps Webmaster
Tulsa, Oklahoma, USA, (GMT -6)
May 99
posted June 07, 2000 13:44   Click Here to See the Profile for skorpion59Click Here to Email skorpion59  send a private message to skorpion59Send a Message to UIN: 92173697 Visit skorpion59's Homepage!
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Carlos,

When the militia upgrade fires off you will get the militia in your captured cities.

Slow down, turn your speakers up or find out what advance triggers the upgrades. When that advance is found, let your computer sit idle until you no longer hear units being killed off. While this shouldn't matter, it does. I found this out while working on maps. When you clear the terrain and don't wait for all the units to die off, it can come back to haunt you. If you fly through the turns, you won't give the computer time to make the upgrades.

Perhaps the trigger could fire off a message letting you know it has started and then kill the message off after it has finished?

gemini
Warlord
camrose,ab,canada
Aug 1999
posted June 07, 2000 16:17   Click Here to See the Profile for gemini   send a private message to gemini
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Hey Skorpion59,

In the trigger add catchup(); so it will synchronize unit deaths with the games internal status. That may solve the problem if people are going to fast through thier turns and causing the trigger not to work correctly.

Big Dave
Prince
Texas, USA
Apr 99
posted June 07, 2000 19:33   Click Here to See the Profile for Big Dave   send a private message to Big DaveSend a Message to UIN: 1947967
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When will v. 3.0 be out of beta?
Thanks!

Big Dave

WesW
King
Huntsville, Al., USA
b.02-15-99
posted June 07, 2000 21:11   Click Here to See the Profile for WesWClick Here to Email WesW  send a private message to WesWSend a Message to UIN: 84799350 Visit WesW's Homepage!
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Carlos, regarding your no.1) I guess this is a bug in the game. It happens to me sometimes. You just have to remember, or reason out, where the units *really* are.
Nos 2 and 4 are explained in the Med 3 readme.
In fact, I would recommend that anyone who gets the modpack re-read the readmes after a game or two, since there is so much info in them.

Dave, I am not sure when the mod will be out of beta, though there is no reason not to get it now. We are just play-balancing, and there are no bugs or anything in it that would mess you up. Btw, I am happy to see you are thinking about playing the game again.

carlos
Settler
Sydney Australia
May 2000
posted June 08, 2000 01:37   Click Here to See the Profile for carlosClick Here to Email carlos  send a private message to carlos
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Wes/Skorpion/Gemini; Thanks for the comments.

Wes; A few further "tips and tricks"..

1) I figured out part of the militia problem. While I am not getting them in captured cities until I move my tech to the next step in the militia upgrade cycle, I have found that cities of 2 militia do upgrade together. My thinking that they do not was based on the sprite standing tall in the city tile when I highlighted the small unit graphic in the city screen; only one graphic gives the correct militia sprite while the other shows some other unit sprite in the city, if their is at least one other unit also there. In fact the two militia units are the same, it just doesn't look that way.

I found this by ordering a militia unit to move. I got a green tracking line for it (which of course I shouldn't have) and the other (non-militia) unit moved instead! All's well, if a little screwy.

2) My "show me" slic message after being bombarded now consistently points to one part of the map, regardless of where the attack took place. No matter how many bombard messages I get, I am always directed to the same spot, where there are no troops.

3) Speaking of slic messages; The city growth happiness levels are too high by one point. "congratulations, you have one more population in City X, and current happiness is reality plus 1". Have you noticed this?

4) When I get the slic message about starvation, "do you want to end your turn now or they will starve", the 1 point of population in question is already gone. The warning comes too late.

5) I need a new tech chart as the one I have (that you drew) does not show flintlocks allowing musketeers, it shows gunpowder instead. Where is the latest one?

I would like to encourage a public release as soon as you're 90% happy. Tweaking the details can go on forever and this mod is (imo)a huge improvement on the original CTP. I understand you have a few more substantial changes to make but, like every artist, the hardest thing is to know when to walk away. You have an excellent piece of work here, contributed to by many people; I'd love to see it being used by hundreds rather than just dozens.

MadWoodster
Warlord
A wierd and mad place called Southampton
Jan 2000
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Couple of points:
The happiness shown on the screen Carlos mentioned in point 3 is the old happiness not the updated happiness, not sure if this can be fixed.
Also with bombards unless you have a state of the art graphics card it never shows you the bombards once you get into the game a few thousand years.
Locutus
Prince
Apolyton Borg Hengelo/Enschede, The Netherlands
Nov 1999
posted June 08, 2000 06:36   Click Here to See the Profile for LocutusClick Here to Email Locutus  send a private message to LocutusSend a Message to UIN: 52912776 Visit Locutus's Homepage!
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I posted here last night (right after Don had posted) but then my internet connection crashed, apparently my post died in the crash as well.
Anyway, gemini could well be right, adding CatchUp() at the right spot in the update-triggers could solve the problem. Whenever I have time to test this, I'll have a look at this as well.
Paul
King
Zwolle, The Netherlands
Mar 99
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Macwoodster, I don't think the happiness thing can be fixed. I mentioned this once to TP when he had just released Powerslics and he didn't know of any solutions.
Big Dave
Prince
Texas, USA
Apr 99
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Thanks Wes. Actually I've just re-installed Windoze98 and I'm going to re-install CTP for my wife. I'll probably play some since I've never checked out your mod and it sounds interesting. I also want to see if the Modpicker utility fixes some of the issues I have with CTP.

Which brings me to the point of this post. As I posted here will I need to install the 1.21 hack if I use Modpicker? Please reply to the original thread just in case the other poster is interested, too.
Thanks again!

Big Dave

skorpion59
CTP Maps Webmaster
Tulsa, Oklahoma, USA, (GMT -6)
May 99
posted June 08, 2000 16:13   Click Here to See the Profile for skorpion59Click Here to Email skorpion59  send a private message to skorpion59Send a Message to UIN: 92173697 Visit skorpion59's Homepage!
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Wes,

Since the Nuke is not a conventional unit (it doesn't use attack/defense strength & doesn't respond to the SLIC 'CantAttackUnit' function), it is a problem for the work Wouter and I are doing. While looking for a fix for this, I have come up with a new unit which is a blast to use. You might want to consider it for the next version of your Mod.

I use it as an ICBM(long-rage) Non-nucleur, Chemical Weapon. Just dupe the Nuke in units.txt and remove the 'Nuclear_Attck' setting. With this setting removed, the ICBM(Nuke) now becomes a conventional unit. It uses the attack/defense powers and best of all, the AI will use it. By changing a couple of parameters, you can send it across the map to hit whatever city you want. All the people in the city are killed but not the city or its improvements and no tiles turn dead. I have tried counter-bombard and active defense as well, with some pretty interesting results.

When Wouter and I are finished, I am going to dive into this some more. In addition to the Chemical Weapon, via SLIC, I am looking into an ICBM Missle and/or getting the AI to use Nukes.

Anyway, I have been having so much fun with this, that I thought I would pass it along.

WesW
King
Huntsville, Al., USA
b.02-15-99
posted June 08, 2000 23:54   Click Here to See the Profile for WesWClick Here to Email WesW  send a private message to WesWSend a Message to UIN: 84799350 Visit WesW's Homepage!
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Big news! The 5.0 beta has been posted, and is ready for download!
When you go to select your scenario version, you will now have a choice of either the Medieval mod 5.0 beta, or................you can choose to create a flat-map! This is the work Don alluded to in the previous post. The flat map game uses all the files of the 5.0 beta, and incorporates SLIC triggers created by Locutus, and developed by Don and him.
There should not be any crashes cuased by the flat-map code, though, as Don mentioned, they are still testing it to work out some bugs, and of course having as many people as possible play-test it is the best way to ferret out anything that has not been discovered yet.

So, there it is; you can either play the standard game, or check out the new version. When we run out of posts here, I will start a new Medieval Pack beta thread.

Note: the sprites and and pictures components have *not* been updated, so those of you who already have them do not need to get them again.

PS- I strongly encourage everyone to re-read the readmes for the mod, even those of you who have been playing it regularly.
[This message has been edited by WesW (edited June 08, 2000).]

TheBirdMan
Prince
Denmark
Sep 1999
posted June 09, 2000 01:59   Click Here to See the Profile for TheBirdManClick Here to Email TheBirdMan  send a private message to TheBirdManSend a Message to UIN: 92691093
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Got it!

And in 7 hours: Have 3 long days to play.........

skorpion59
CTP Maps Webmaster
Tulsa, Oklahoma, USA, (GMT -6)
May 99
posted June 09, 2000 02:22   Click Here to See the Profile for skorpion59Click Here to Email skorpion59  send a private message to skorpion59Send a Message to UIN: 92173697 Visit skorpion59's Homepage!
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Let me add, the Flat Map in Wes' Med Mod *IS* working (but could use some more testing). My previous post was in regard to an added feature which has NOT been included.

Since Wes posted the 5.0 Beta, I will get some realistic flat-map maps together for posting and use in the beta.

Locutus
Prince
Apolyton Borg Hengelo/Enschede, The Netherlands
Nov 1999
posted June 09, 2000 11:07   Click Here to See the Profile for LocutusClick Here to Email Locutus  send a private message to LocutusSend a Message to UIN: 52912776 Visit Locutus's Homepage!
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If you have any comments/questions/etc. about flat-map support, please post here en not in this thread, TIA.
Morgoth
Warlord
England
Jul 1999
posted June 09, 2000 12:32   Click Here to See the Profile for MorgothClick Here to Email Morgoth  send a private message to Morgoth
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Wes
Saw your note about the Mongol - sorry just haven't had time to do anything there.

Just sent you an AVI for a WWI tank - you may want to consider whether to build that in to another mod. Will probably try a biplane next or some Missiles (I saw Skorpion59's note earlier so they may be useful).

Probably won't complete any sprites till the end of the month - having to work a lot over the weekends.

WesW
King
Huntsville, Al., USA
b.02-15-99
posted June 09, 2000 19:56   Click Here to See the Profile for WesWClick Here to Email WesW  send a private message to WesWSend a Message to UIN: 84799350 Visit WesW's Homepage!
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And this concludes our broadcast day here at the Medieval Pack channel. We hope that you have enjoyed our programming thus far, and will continue to view our work. Thanks go out from me to all of you who have made this broadcoat possible.

Our programming will continue in a new thread, the Medieval Pack beta 5.0.

MarkG
Apolyton CS Co-Administrator
Greece
b.02-15-99
posted June 10, 2000 02:52   Click Here to See the Profile for MarkGClick Here to Email MarkG  send a private message to MarkGSend a Message to UIN: 2865183 Visit MarkG's Homepage!
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thank you Wes
everyone, please continue here ../../Forum7/HTML/002209.html
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