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Topic:   Medieval Pack 3.0 Format for Better Printing
WesW
King
Huntsville, Al., USA
b.02-15-99
posted March 28, 2000 04:31   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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Well, it's finally up!
The second beta for the Medieval Pack 3.0 is ready for play-testing. It is available at my homepage, listed in the link here. Below is the text from the Introduction page, which should be enough to get you started.

The only feature of the modpack not included in this beta is the new advances. This means that the units may seem clumped together, and the timeline will probably pass too slowly, due to the new trade goods.
Our play-testing needs to find out if the units stats are properly balanced, how well the new Wonders enhance the game, and whether everything works or not.
Please post any questions and/or comments about the mod here.
The site, and modpack, logo is of Neuschwanstein castle in Bavaria.

Introduction to the Medieval Pack 3.0
By Wes Whitaker

The Medieval Pack 3.0 contains a number of individual mods, which are fully integrated to provide a one-step installation process. This modpack combines those mods found in the Apolyton Pack with the Medieval mod 3.0, a customized version of Nordicus' New Trade goods mod, and three SLIC triggers from the SLIC group.

The Medieval mod 3.0 contains 4 new units and 7 new Wonders, as well as numerous smaller changes, and a totally reorganized readme structure to explain them. The SLIC triggers are explained in the Med 3 readme, while the new goods and their effects are listed in the Terrain sheet of the new Med charts spreadsheet.

I have devoted many hours of time to the new readme structure, in order to make it as concise and informative as possible. Users start with the Read 1st text, which briefly explains the reorganization, and tells you which files need to be read before you begin using the mod, and in what order to read them.
I have constructed spreadsheets which list individual unit and terrain stats, and an advances chart which is modeled on the one which accompianied the game. These are provided for users to print out for reference while playing the game. These files are best seen in the original Word and Excel formats that they were created in, but excellent HTML versions of them are provided for users who do not have access to these programs.
These charts allowed me to use the readmes for descriptions of general changes to the various parts of the game, to point out specific changes to unit abilities and Wonder effects, and to list odd changes that did not fit into any of the charts. The net effect of this is that the combined length of the new, recommended Pack readmes is less than half of that of CD's 4.2 readme. I believe that this new approach does an excellent job of providing the user with all the info one needs to understand the modpack, without being overwhelmed with details.

This modpack contains the efforts of many people, without whom it could not have been made. These people, and their specific contributions, are listed at the start of the Med 3 readme. Please take the time to read this, and acknowledge those people either in the Apolyton forums, or through personal emails. I know that your kind words would be appreciated.

This concludes your introduction to the Medieval Pack 3.0. I hope you enjoy.

Wes Whitaker

WesW
King
Huntsville, Al., USA
b.02-15-99
posted March 29, 2000 05:22   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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Well, I played a game for a few hours tonight, and either;
1) I am not that good of a player anymore (I haven't played the game hardly any the past few months), or
2) The AI has adjusted to the new changes much better than I have.

I am about at turn 140 or so, and I am dead last in *every* category!

It's clear already that the SLIC triggers cause you to change your build queues.
Btw, the militia units *do* exert martial law in my game. Anyone have any comments on this?
The goods changes seem to be an enormous help to the AIs.
Establishing diplomtic relations seems to be more crucial than ever, for purposes of tech trading. I fell behind in this, and now I can't catch up. The AIs continue to trade amonst themselves, and I am left out of the loop. It is also clear that there is plenty of room for adding new advances. The AIs are close to a 1000 yrs ahead of where they should be tech-wise.

In my unit changes for this edition, I reduced the bombard values of the naval units. However, the AI still sends its ships over to bombard my cities, even though it does almost no damage, and loses the ship to my counter-bombarding artillery.
I will try taking away the bombard land ability of pre-industrial age ships, and see how that works.
The AIs need to build land units, and launch ampihbious invasions. Have any of you noticed if the AI is doing that any more than they used to?

Btw, I built the Cohort, and it seems to make a big difference in battle. The AIs have had no problem gobbling up all the Wonders, including the new ones, so I am pleased with that. When the new advances are in to slow the timeline down, it should allow them more time to build units and city improvements.

Overall, the new changes seem to all be making the game better. I just wish we could get the AI to mount invasions.

MadWoodster
Warlord
A wierd and mad place called Southampton
Jan 2000
posted March 29, 2000 06:09   Click Here to See the Profile for MadWoodsterClick Here to Email MadWoodster  send a private message to MadWoodster Visit MadWoodster's Homepage!
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I played for a bit last night on the new mod and noticed it a lot harder to get any wonder I think while I got the Labrinth the computer had got 5 other wonders. Great idea making the Cohort have a negative effect as well, makes it more realistic. I'm currently doing a bit of work on the terrain to make it easier to move around a gigantic map. One suggestion I have is to reduce the number of advances both the human and computer has to start with and also the list of advances they can start with in the diffdb.txt file.
WesW
King
Huntsville, Al., USA
b.02-15-99
posted March 29, 2000 06:31   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 think it was Paul who suggested the negative effect for the Cohort. I had forgotten about that. I wondered why the Mexicans suddenly attacked me soon after I got the wonder.
WesW
King
Huntsville, Al., USA
b.02-15-99
posted March 31, 2000 05:24   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 started a new game tonight. I am at turn 124, where I decided to take a break, and do thorough evaluation of the AIs. I am playing on a normal-sized map, with 5 AI opponents.

Every one of the AI's PW% is set to 20, which made me *very* happy. Their wgf sliders are either set to the defaults, or they are giving max wages so they can increase prod. and/or cut rations. In spite of paying their people all they can, all the civs are strong in science. (I am tied for 4th right now on the advances chart, as far as I can tell.) Happiness is not a problem for anyone, either.
Worker placement for all the AIs seems set to max production, but a check of the civ screen shows that they are all storing between one-third and one-half of their food intake, which is much better than I ever recall seeing it. This is at 1140 AD, and some of the AI cities are size 8 and 9- remarkable.
Unit costs are lower than I have ever seen them, too. From 16 to 20% at full readiness. The expected percentage under the previous Med mods was 10% higher. In spite of the way the AIs are flying through the tech chart, they are all pretty much filling out their primary units lists, and getting some of the core units as well. I can't wait to see what they do when we add the new advances to slow the timeline down. Again, very exciting.

The only thing I saw that concerned me any was that there are so many different goods now, the AIs are not able to get multiples of more than two or three. Only one civ had more than two of any one good, and they are through most of the city founding stage.

For those of you how haven't gotten this mod yet; what are you waiting on?!
For those of you who do decide to get it, I would like for you to take about 10 to 15 minutes every 100 turns or so, open up the cheat mode, and check out how the AIs are doing. Specifically, check these things:

1)How are the wgf sliders set? What are they maximizing and cutting?
2)Check out the two or three biggest cities for each civ, note their size, and see if they have to use entertainers.
3)Open the screens tab, and see about what percentage the civ is storing of its food.
4)In the units screen, what production percentage is going to unit support at full readiness?

Note these things, and give a general summary like I have here. I believe that the more you understand the AIs, the more you will appreciate the difference these mods are making on AI performance.

DiscoveryOne
Chieftain
Atlanta, GA USA
Feb 2000
posted April 01, 2000 00:44   Click Here to See the Profile for DiscoveryOneClick Here to Email DiscoveryOne  send a private message to DiscoveryOne Visit DiscoveryOne's Homepage!
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Just so you don't think that I'm ignoring you and the Mod, I'll download and playtest it when I get back from vacation (about Thursday). I'm pretty worked about it!

------------------
"I do not pretend to know that which the less educated and less intelligent are certain of." -- T.H. Huxley

Herr Glockenspiel
Settler
Austin, Texas, USA
Apr 2000
posted April 01, 2000 21:14   Click Here to See the Profile for Herr Glockenspiel   send a private message to Herr Glockenspiel Visit Herr Glockenspiel's Homepage!
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Thank you for this. It is the modpacks that make C:CTP worth playing.
WesW
King
Huntsville, Al., USA
b.02-15-99
posted April 01, 2000 21:27   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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John, you're missing all the fun! Grab a laptop, and play on the beach.

Oh well, back to the mod...
I have a whole list of small changes, based on the effects of the reduced unit costs and SLIC triggers.
1)The militias are exerting martial law, which we didn't expect, but I find that I really like it, so I am leaving it in.
2)I made historical and gameplay gls for the ironclad, which I had forgotten to make earlier.
3)I would like to give militias their own special tga, so you could always tell which one they are when looking at the units tab.
4)I noticed that there seemed to be too many nobles and dips roaming around, and I found that the aips allowed the AIs to build 2 of these units at a time. I set this to 1.
5)I also reduced the priority of the scout troops core, since those units should not be needed.
6)I reduced that production cost of militia units to 5. This may not do anything, but when the units were killed, half their production cost may have been recouped, so I went ahead and made this change.
7)I made Archers obsolete with Engineering, when the Siege Engine becomes available. This may help the AIs update their units faster.
8)I increased the number of units allowed outside your cities by 5 to 10 for each government. With the increased numbers of units being built, it is necessary to station more of them as border guards. This allows you to do so without the war discontent becoming such a big problem.

I will wait a couple of days to gather more info, and post these changes on my site as the beta 2.1.

TheBirdMan
Prince
Denmark
Sep 1999
posted April 02, 2000 00:33   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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I'm taking a copy down now. Only changes of my own will be the map-size (128x256) and the number of civs (11 + babarians).

By the way - in your last release. Did you include some of the old stuff (Nordicus' Wastlands) or did I make some "mixing" by mistake? Personaly I like the Wastlands.

And one more thing: Be carefull for the Eglitarian Act. One big nation had this wonder for some time, when suddendly it got half the cities from the one with the AI-entity (when that one revolted). And short after itself turned into riots and revolt due to citylimit of it's government.

2 big nations crushed in no time. The Wastlands ruled - indeed they ruled. Crushed 2 other small nations totally.

WesW
King
Huntsville, Al., USA
b.02-15-99
posted April 02, 2000 06:46   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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Woodstock, do you mean Wastelands? Is this the Barbarians?
I am not familiar with this name, so it must be something from Nord's mod.
TheBirdMan
Prince
Denmark
Sep 1999
posted April 03, 2000 02:37   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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Yes, it's from the AAIPs, one of the first versions. I know that you took some of it out in the final release.... But somehow it's back again.

Well, it might be the way I install all mods - I don't use senarios. I simply copy all changes to their default folders.

But it's fun anyway.

And now to something quite different:

Timeline: Renaissance already in year 740, just as you already know.

Wonders: For the first time since AAIPs, I got first to a wonder. This was "Solomons Temple". I nearly got another: "Great Library", but-but-but. No, MISSED!

I don't even try to go for the wonders "first in the AIP list". The AI are just to quick - everytime.

Lord Sigma
Prince
Denmark
Sep 1999
posted April 04, 2000 14:48   Click Here to See the Profile for Lord SigmaClick Here to Email Lord Sigma  send a private message to TheBirdMan Visit Lord Sigma's Homepage!
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Great job, Wes. Your medieval mods and aips have mad ctp far FAR more challenging. Before winning was easy but now staying alive is a challenge .

However, i notice that Cavalry is not 3 0 2 4 which gives it the same attack and defense as knights but with faster movement. Was this intentional?

Also i recommend switching the musketeer sprite back to the original so the Arquebusier and musketeer do not have the same sprites.

WesW
King
Huntsville, Al., USA
b.02-15-99
posted April 05, 2000 02:15   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 uploaded the 2.1 beta tonight, so go right out and get it!
I don't have the new tga for the Militia units yet, but that shouldn't be a problem.

Sigma, Cavalry have a 3 to 2 edge over Knights in firepower, due to their guns.

[This message has been edited by WesW (edited April 05, 2000).]

MadWoodster
Warlord
A wierd and mad place called Southampton
Jan 2000
posted April 05, 2000 06:34   Click Here to See the Profile for MadWoodsterClick Here to Email MadWoodster  send a private message to MadWoodster Visit MadWoodster's Homepage!
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Shouldn't this 2.1 beta be called the 3.1 beta as I presume its the next version of version 3 of the Medpack, not another version of 2.1 which whe had a while ago.
WesW
King
Huntsville, Al., USA
b.02-15-99
posted April 05, 2000 06:58   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 did some checking, and Lord Sigma is right. I have the Arquebusier tgas in the graphics file left in from the Med mod 2.1, when I used those in place of the original Musketeer files.
Users need to go into the pictures folder, and manually delete the four files for unit number 22: CU022F, UPU022, UPU022B, and UPUA22.
When I made this change for the Med mod 2.1, I didn't realize that this would be a problem in the future. I have taken these files out for the next time I upload the graphics file, but that will not fix the problem for people who have downloaded prior versions of the mod.

Woodster, I called this the 2.1 beta because it is a minor update to the second beta for the Med Pack 3.0. (See my initial post in this thread.)
There will be at least one more major beta, 3.0, when I put in the new advances. I mean to do that next.

MadWoodster
Warlord
A wierd and mad place called Southampton
Jan 2000
posted April 05, 2000 07:59   Click Here to See the Profile for MadWoodsterClick Here to Email MadWoodster  send a private message to MadWoodster Visit MadWoodster's Homepage!
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Thanks for clearing that one up Wes
skorpion59
CTP Maps Webmaster
Tulsa, Oklahoma, USA, (GMT -6)
May 99
posted April 05, 2000 11:04   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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MW,

I thought the same thing and had a post half done before realizing WHY Wes called it 2.1.

I agree with you, it is actually V3.1Beta (but don't tell Wes ).

------------------
Don,
CtPMaps at Apolyton

Lord Jack
Settler
Denver, CO
Jul 1999
posted April 05, 2000 11:24   Click Here to See the Profile for Lord JackClick Here to Email Lord Jack  send a private message to Lord Jack
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Some minor feedback for you..Most are very minor, cosmetic suggestions and may not be possible.

One thing that you probably know already: When you disband a city the militia unit remains in that square and tied to that square. A minor issue really but an effective cheat if you just want to put a line of phalanxes (ancient maginot line?) along a border...

Another thing you probably know: All of the new wonders trigger the AI wonder movie. Personally, I'd rather not have a movie at all for the new wonders than have the wrong one.

Any way to change the message box for discovering advances via the Great Library so that it says something other than you have downloaded it off the internet?

Also, although I understand your upgrading of swamp-land value to match grasslands is there anyway to keep the movement restrictions of original swamp land? It just doesn't feel right when my horse archers go charging through the swamps at a gallop...

Finally, (and this is very minor) if you are going to have the Slavs as a nation your should replace the Hungarians with the Magyar, who are the dominant ethnic group in Hungary (with Slavs making up the next major ethnic group).

-Jack

Lord Jack
Settler
Denver, CO
Jul 1999
posted April 05, 2000 11:31   Click Here to See the Profile for Lord JackClick Here to Email Lord Jack  send a private message to Lord Jack
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BTW, I don't want to sound ingrateful to you and the other mod creators. You guys should be endlessly lauded for the amount of work you have done to improve this game. Activision, especially, should be eternally grateful because it's the efforts from you guys that have kept the sales of this game alive.
ajbera
Chieftain

Apr 99
posted April 05, 2000 15:39   Click Here to See the Profile for ajberaClick Here to Email ajbera  send a private message to ajbera
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Greetings all. I just downloaded the Medieval Mod 2.0 from the Aployton archives (thought I'd give that a try while WesW finished up 3.0 with the advances to space out the timeline) and I'm wondering if 2.0 has the same musketeer/arquebusier graphic redundancy as 3.0, i.e. do I need to delete the graphics files as detailed in the earlier post? Since I'm not certain what you mean when you say v2.1 anymore, I don't know if this is something that should concern me.
PS: Any ETA for an updated 3.0?
skorpion59
CTP Maps Webmaster
Tulsa, Oklahoma, USA, (GMT -6)
May 99
posted April 05, 2000 16:57   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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Ajbera,

It is for the V3 mod, not the V2 mod. (And I might add, precisely explains why it should be V3.x). Of course, my rambling about version numbers didn't have anything to do with that confusion, did it?

But don't (V3.x) let me influence (V3.x) you Wes (V3.x). Just because (V3.x)I want to (V3.x) rename YOUR (V3.x) mod, isn't a (V3.x)good enough (V3.x)reason. No pressure (V3.x)here, just (V3.x)take your (V3.x)time and think (V3.x)about this. (Watch the swinging chain, your getting sleepy now.....)

Boy, somebody sure has to much time on their hands today, don't they?

------------------
Don,
CtPMaps at Apolyton
[This message has been edited by skorpion59 (edited April 05, 2000).]

WesW
King
Huntsville, Al., USA
b.02-15-99
posted April 06, 2000 00:49   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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Yeah, yeah, so shoot me for not knowing proper file-naming nomenclature. I had thought about doing the Microsoft thing and using "Med mod beta 3.0.2.1", but I didn't know if that would fit in the space provided.
And here I was, feeling bad about you taking so much time trying to find me a web host. Oh well, I guess you owe me a few after all those sigs.

Ajbera, the Med mod 2.1, which is what is listed in the downloads section here, is where I inserted the Arquebusier files in place of the original Musketeer ones.
If you download this mod, then you will need to delete these files when you get the Med mod 3. An easy way to do this would be to just delete the entire Medieval scenario. This would get rid of the old, unneeded readmes as well. I think I will put this suggestion into the file description when I upload the new graphics.

Lord Jack, you bring up some good points. It's stuff like this that play-testing is for, so don't anyone think that something is too unimportant to mention. After we put this many hours into something (probably a few hundred for all of us combined), I know that I for one would like for it to be as near to perfect as possible.

About the militia left after disbanding, I don't know what to do. I think Locutus, who made the triggers, has looked at this already. I guess we will have to leave this up to the honor of the players. Btw, you can add such a line directly by using the cheat menu. The militias are the last units in the list.

I will look back into the Wondermovie. This goes back to trying to fix the Modern mod, when I put them back in to see if it was the mysterious problem.
I will have a look at the internet message as well.

Are there many people who are a little disconcerted about the "Tropical grasslands" movement? I remember at least one other person mentioning this as well. It's easily changed in the terrain text.

The Slav question is part of Harlan's graphics mod. I would rather have a few changes made to this area as well, but it just never seemed to be a big enough problem for the time it would take. If you, or anyone, wants to, you might want to take a poll, and put together some new civs, or your own combo of the existing ones.

Locutus
Prince
Apolyton Borg Hengelo/Enschede, The Netherlands
Nov 1999
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About the garrisons, I'm still working on the trigger to give all cities without garrisons new ones as soon as a new type comes available. This trigger will at the same time kill *all* garrison units, so units outside cities will be killed as soon as new garrisons are available and a line of units would be destroyed soon enough.
MadWoodster
Warlord
A wierd and mad place called Southampton
Jan 2000
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I have just uploaded my own version of terrain.txt this is for use with the latest version of WesW's medieval mod (beta 2.1 of version 3) and gigantic maps.
It speeds up the movement on almost all terrains, although you'll notice that roads terrain movement are now terrain dependable and no longer a fixed amount on all terrains.
It is available from here: http://www.soton.ac.uk/~ajw898/ctp/terrain.txt
and the read me file from: http://www.soton.ac.uk/~ajw898/ctp/readme.txt

as most browsers will just bring it up, you'll need to go to file and click on save as to save it. All ideas, questions and problems welcome but please read the readme file first. Thanks to all those who have put work into the Trade Goods and Medieval Mods especially Pintello, Nordicus and WesW.


Note to moderator feel free to take one of my post count as this is a replica of the post I made on the trade goods topic, I feel this post is worth mentioning on both.

WesW
King
Huntsville, Al., USA
b.02-15-99
posted April 07, 2000 19:26   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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My proposed new advances chart is now available at my website!
It is a Word document, zipped to a 16k download.

There are about thirty new advances, spanning from the start of the game until the Industrial Revolution, plus the new Repeating Rifles advance in column 10.

In addition, what does everyone think about a new improvement, the Forge, which would be an ancient age Mill, available with Iron Working?
With the new trade goods, some cities will have production outputs large enough to make this improvement desirable in the early game.
NOTE: Is it possible to make improvements obsolete?

Also, I have a couple of new Wonders in mind.
1)Socratic Method, available with Philosophy.
It would help science, and perhaps some other things as well.
2)Newton's laws, available with Physics.
It would perhaps increase production, and maybe science as well.
As you can see, I haven't really gotten around to developing these yet, but I think these two achievements deserve mention in the game. I will go back and look at John's list again as well.

DiscoveryOne
Chieftain
Atlanta, GA USA
Feb 2000
posted April 08, 2000 01:56   Click Here to See the Profile for DiscoveryOneClick Here to Email DiscoveryOne  send a private message to DiscoveryOne Visit DiscoveryOne's Homepage!
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I kind of like naming Wonders after singular objects, whereas these are things that everyone would discover eventually. On the other hand, these might be things that one civ could get before the others. You'll recall that I had this problem with the Cohort Wonder.

I prefer either "Plato's Academy" (in which case you should change the "Academy" Improvement to "School" or something similar) or "Aristotle's Lyceum". Maybe (?) "Socrates' Wisdom"? The latter I would call "Newton's Principia".

I'd also hesitate to increase production with Newton; his work was really the beginning of non-applied science. DaVinci would probably be more what you're looking for, I'd think.

Everything looks cool on your new chart, although of course I would prefer some more variation with the religions...but that requires some extensive graphics work. I also notice that Symphony seems to be a dead end. Perhaps you could add a Wonder there to make a reason to aquire it, such as "Beethoven's Fifth Symphony"? Perhaps you might need to change the name of the Advance then. An Improvement like Opera House (adds to happiness) might also be neat there.

You know, Activision needs to hire you....

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"I do not pretend to know that which the less educated and less intelligent are certain of." -- T.H. Huxley
[This message has been edited by DiscoveryOne (edited April 09, 2000).]

Pintello
Warlord
Deland, Florida
b.02-15-99
posted April 11, 2000 15:55   Click Here to See the Profile for PintelloClick Here to Email Pintello  send a private message to Pintello
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Hi Wes,

Will you be including The Patent Office as a wonder that increases production or science in the Industrail Age?

Timothy Pintello

WesW
King
Huntsville, Al., USA
b.02-15-99
posted April 11, 2000 19:57   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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Looking over the present Wonders, and reviewing John's list, I have a few new proposals. These proposals replace those I made earlier.
I didn't realize that the Forbidden City increased regard by 25%.
1)How about bringing back the Lighthouse, which would increase ship movement by 1, and allow all ships to cross deep water? These abilities will be more important than previously due to the increased science in the game. Available with Mapmaking, obsolete with Ocean Faring.
2)Plato's Academy, which would increase science by 10%. I don't see any reason why there can't be two wonders in effect at the same time which have the same effect "Solomon's Temple". Available with Philososphy, obsolete with Age of Reason.
3)I propose changing the effect of Galileo's Telescope to that of increasing science by 10%. It's current effect of increasing the effect of scientists would seem to be useless most of the time. Myself, I don't remember *ever* seeing the AI using scientists.

Tim, the Patent Office increased the effectiveness of specialists by 100%. I don't plan to change this. However, I am not putting this wonder into the Med mod 3.
I pretty much cut off the Med mod 3 at the beginning of the Industrial Age and the Steam Engine. The Ironclad and the new Repeating Rifles advance were put in after this point in time, but they were special instances.
[This message has been edited by WesW (edited April 11, 2000).]

Pintello
Warlord
Deland, Florida
b.02-15-99
posted April 12, 2000 13:21   Click Here to See the Profile for PintelloClick Here to Email Pintello  send a private message to Pintello
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Hi Wes,

I looked at your new advances chart, they look good. Being someone with a BS in Mathematics, it is nice to see math finally getting its due in a Civ game.

Wes, about the Patent Office, I didn't remember what it was suppose to do, I wasn't trying to suggest a change, I was just wondering if it was going to be in this mod. Sorry if you got a different impression.

I like your current new Wonders. The additional ones you suggested are also nice. I don't think there will be a problem with concurrent Wonders with the same effect either. After all, with the new changes it is so hard to get any of the Wonders, I seriously doubt that a player will be able to get both Wonders with the same effect, unless it is an AI. At least in my games, the AIs seem to be better in Production and Science and I have yet to figure out a strategy for overcoming that limitation. I am still working on it and as an eternal optimist, I am still hopeful that such a strategy is possible.

Regards,
Timothy Pintello

WesW
King
Huntsville, Al., USA
b.02-15-99
posted April 12, 2000 23:09   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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Thanks for the comments, Tim.
I was hoping to get some comments about the chart, and math in particular. It was amazing to me when I realized how much math had been ignored in the civ series. I mean, advances in math went hand in hand with most all of the seafaring advances that were made, and math also enabled the advances in other scientific fields, and even some of the philosophical movements were influenced by math.
I was also happy to get in the arts to go with the sciences for this mod. Especially since it deals primarily with the Renaissance era. Previously, I had asked for opinions on whether the name should be the Renaissance or the Age of Discovery. I chose Renaissance because I felt that the new advances would set the tone and feel of the mod, though they are the last part implemented.

The mod keeps getting nearer to completion as well. Someone asked a few days ago when it would ready for public release. I am sorry about not answering right away, I got distracted during my next post and forgot to answer that question. Anyway, it will most likely be sometime in May.

I have added the advances to the text files, and started a game, which seems to be running fine. I haven't posted anything new at my site because I am waiting and/or working on a few things from both the text and graphics portions of the mod. I hope to have the new advances added to the Aips, and a few other things finished by the end of the weekend.
With the help of Peter Tiggs' paper explaining the flis, I have made some changes to how the AIs place their cities, and the early indications are that they have made a significant impact. Before, placement was fairly good, for an AI, but now it may be quite a good bit better. This will be something for us to keep an eye on.

I hope to get together with everyone I know here who might can help with the fuzzy logic code, and put our heads together to find answers to some fundamental AI problems that have dogged us since our AAip work. If we can solve even one of them, it will be a big boost to the game.

Actually, I *am* going to post the latest, verison of the Advances chart. The biggest changes are moving Pikemen to Mechanical Clock, and implementing the Forge.

Pintello
Warlord
Deland, Florida
b.02-15-99
posted April 13, 2000 11:25   Click Here to See the Profile for PintelloClick Here to Email Pintello  send a private message to Pintello
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Hi Wes,

I look forward to testing your new FLI enhancements. They sound like they may be very interesting indeed. You may finally force me to give up and move down to king level with that one.

Timothy Pintello

WesW
King
Huntsville, Al., USA
b.02-15-99
posted April 14, 2000 02:50   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 made several miscellaneous changes tonight.
1)I finally figured out how to end the movies for the new wonders. I ended up *creating* a movie called NULL, which referenced a null avi. Anyway, the movie screen pops up for a second, then disappears.
2)I found the ps script for the internet message, which TP had changed for the PowerSLICs, but I could not find the actual message anywhere. If anyone knows where to look, let me know. Otherwise, you will continue to get your Great Library advances off the *ancient internet*.
3)I added a new age, the Medieval Age (long overdue if you ask me ). I also changed the advances that moved you into most of the other ages, to accomodate the new chart.
4)I undid some of Harlan's civ changes. I re-inserted the Native Americans, Canadians and Aussies, and removed the Hungarians, Sioux, and Iroquois.
5)I added the Lighthouse and Plato's Academy wonders, and changed the effect of Galileo's Telescope to an increase in science of 15%, which is also what Plato gives. I increased the cost of the Telescope 50%, which seemed about right. I also changed the effect of Solomon's Temple from +10% science to +10% production, which fits in with history and Solomon's building program.
6)Last night I changed the movement cost of Tropical Grassland from 1 to 1.5. Does this seem more realistic?
7)Locutus sent me the new SLIC code for an addiitonal militia trigger. This one places militias in cities that have lost theirs for some reason, and removes militias in cases where the city was removed but the militia remained. He is working on a trigger that will give cities additional militias based upon size. We are using multiples of eight, up to 4 militias, for the time being. Any thoughts in this?

I still have to incorporate all these new things into the aips, and re-do the readmes. By the time I get this done, the remaining graphics from Morgoth, and the last trigger from Locutus should be in, so what may be the final beta should be up in the next week or so.

I believe that this batch of changes contains all of the ones I have in mind for the mod, except perhaps for some fli adjustments. If there are any other changes anyone wants to see, or any that I have forgotten to implement, now is the time to let it be known.

Morgoth
Warlord
England
Jul 1999
posted April 14, 2000 13:23   Click Here to See the Profile for MorgothClick Here to Email Morgoth  send a private message to Morgoth
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WesW
Will see what Ican get done on the graphics front this weekend otherwise I have a week's vacation straight after easter so will complete then.

Did you try out the Militia TGA I sent or did you get another version from anyone else?

Paul
King
Zwolle, The Netherlands
Mar 99
posted April 14, 2000 15:51   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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For the advances from Internet/Great Library you can use this trigger:

alertbox '116InternetDiscovery' {
if (HasAdvance(g.player, ID_ADVANCE_COMPUTER)) {Text(ID_INTERNET_DISCOVERY);}
else {Text(ID_GREAT_LIBRARY_DISCOVERY);}
Button(ID_BUTTON_CLOSE) {
Kill();
}
Button(ID_BUTTON_LIBRARY) {
Kill();
LibraryAdvance(discovery.type);
}
UseDirector();
}

(Replace the original in ps_scr.slc and add a text for GREAT_LIBRARY_DISCOVERY)

If you have discovered Computers it will give the Internet message; otherwise it will give the Great Library message.

Edit: is this better Wes?
[This message has been edited by Paul (edited April 15, 2000).]

WesW
King
Huntsville, Al., USA
b.02-15-99
posted April 14, 2000 22:33   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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Thanks Paul. I found the Internet message, and created a similar one for the Great Library. If you don't mind, Paul, could you delete the code from the post? It is messing up the thread, at least in 800x600 resolution.
Locutus sent in the last trigger today, the one which allots additional militias based upon city size. (Is that guy a machine, or what? )
Morgoth, get your stuff done when you get time. I still have plenty to do, and I am going to do some play-testing before posting this verison (see below). Btw, did Katy ever finish the Mongol?

Anyone keeping up with how many changes are in this mod? I lost count at about, oh, 500 or so.

I hesitate to mention this, for fear of scaring people off, but when I tried to load a saved game after making last night's changes, I received the infamous "invalid page fault" crash. I went back to 4000BC, and it would go one turn, then crash. The more recent saves wouldn't even go one turn.
I started a couple of new games, and they worked fine. I played one of them to 1075AD.
The only signifcant changes I made in the batch that night were adding the two new Wonders, and changing the effects of the other two. This might be important info if these crashes start occurring again.

Paul
King
Zwolle, The Netherlands
Mar 99
posted April 15, 2000 07:07   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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Are the saves that crashed games that were started before the changes? I know that CTP saves some information with the game; loading a game that was started with different game files might have caused the crash. Does CTP also crash when you load a game that was started with all those new files?

quote:

Originally posted by WesW on 04-14-2000 10:33 PM
Locutus sent in the last trigger today, the one which allots additional militias based upon city size. (Is that guy a machine, or what? )

Well, I'd say half-machine, half-captain-of-the-Enterprise.

Locutus
Prince
Apolyton Borg Hengelo/Enschede, The Netherlands
Nov 1999
posted April 15, 2000 07:11   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'm downloading the latest version of your mod now and will try it out with all the SLIC code installed. We'll see how that goes.

quote:

Originally posted by WesW on 04-14-2000 10:33 PM
Locutus sent in the last trigger today, the one which allots additional militias based upon city size. (Is that guy a machine, or what? )

Actually, I'm a human-machine hybrid

Locutus

Update: damn, Paul just beat me to it
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Resistance is futile
[This message has been edited by Locutus (edited April 15, 2000).]

MadWoodster
Warlord
A wierd and mad place called Southampton
Jan 2000
posted April 15, 2000 12:18   Click Here to See the Profile for MadWoodsterClick Here to Email MadWoodster  send a private message to MadWoodster Visit MadWoodster's Homepage!
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If anyone playing this game ever finds it boring do what I did by accident:
I was leading in most areas using a slightly modified version of WesW's 2.1 beta relase when I had a fair amount of money I increased my wages to 6, however a few turns later I ran out of money, didn't notice it and 3/4 of my civilization revolted, now I'm bottom in most things but still have a slight lead in science. Making a come back slowly but surely. p.s. any way of having a SLIC checker for this thing silimar to the hunger one, as I doubt I'm the only one who has done this by accident. But it is a good challenge to see if I can come back.
Locutus
Prince
Apolyton Borg Hengelo/Enschede, The Netherlands
Nov 1999
posted April 16, 2000 15:33   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, the new SLIC-code works fine on the latest beta so that's one worry less for me. I can now devote my attention to flatmap-support again (unless something else needs my attention of course).

I must say though, with my large cities having several garrison/militia units defending them I don't feel a real need for defending it with other units (apart from frontline and other key-cities of course). Maybe the AI-files should be adapted to make sure the AI doesn't over-defends it's cities now? All these units mean support-costs will rise considerably and keep the AI from building offensive armies and wonders & improvements and such.

MadWoodster,

If you mean you want some code that warns you when your treasury gets below a certain amount, sure that's possible. (Doesn't that exist already?) But if you want something that warns you when you end your turn if you will have to lower your wages the next turn, that probably not possible.

Locutus

WesW
King
Huntsville, Al., USA
b.02-15-99
posted April 16, 2000 19:31   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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Thanks, Paul. (No more scrolling)
I started a third new game, and have had no problems. I guess the previous game *did* crash because of some incompatibility with the changes, so I am not worried about it anymore.

Anyone know where the text is that adds costs to advances based upon how many previous advances you have discovered? I need to find this and lower it.

I added all the new stuff to the aips, and tailored them to the respective personality types somewhat.
Clerics will go for Theocracy, as usual. I also have them going for the sea advances, the better to spread their religion. They will go for defensive infantry, and the Hagia Sophia.
Slavers will go for sea advances and defensive infantry as well, and the Emancipation Proc.
Warriors will go for offensive infantry and mounted units, and the Cohort and Sphinx-type Wonders.
Scientists will go for Theology, with its Academy and defensive infantry, then go for other defensive inf. and the University. They will go for Plato's Academy and Galileo's Telescope.

I got the non-HTML readmes finished tonight (they didn't take nearly as long as I had feared). I also made some changes to which advances increase and decrease pollution, based upon info in the "bugs" thread here. This change should get rid of the Gaia Theory bug that eliminates pollution when the advance is discovered.

I forgot- Yes, Morgoth, I used your militia pic, and it works great. The white background makes it very easy to spot.

I don't know if the multiple militias will cause problems late in the game, or not. None of my games have had cities big enough to get more than 3, so I guess we just have to play-test.
[This message has been edited by WesW (edited April 17, 2000).]

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