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Wes and Company
I finley downloaded your mod last night. It looks great. I ran into two bugs last night and this morning. SLIC error In object MM2_everturn, variable "MM2_everyturn#tmpcity' and 'noname' are of different types. MM2_trymilitia variable 'MM2_trymilitia#tmploc'and No 'name' are different type. I was on turn 110 trying to build a city and the game just started to give me the slic error and would not stop until lock up the screen and made me reboot. Saw your post about the picture and I just change the picture UPUP117L. Will start a new game in a min. to see how it goes.
My computer info P-III 600 w/128 meg, Millennium G 400 32 megs. SB 128 sound card running WIn 98 second addition.
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David Murray
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Hey, did anyone go and visit that URL I posted? The AI proposed an ALLIANCE to me! I also had another civ ask me to stop research of iron working later in the game...not bad, not bad!
[This message has been edited by David Murray (edited March 25, 2001).]
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Timeline
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Sunshine State, USA
Nov 2000 time: 00:14
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quote:

Originally posted by David Murray on 03-25-2001 06:57 PM
Very sorry, Timeline, I noticed that you did after I posted--I had just forgotten, and was too lazy to edit my message.
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LOL, sounds like me.
quote:

Big deal, get over it.
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Just gets annoying when people report something that we already know about. Hey, it happens, no big deal. Yes, I followed your link, very cool! I like Diplomod alot. The thing I like best is the withdraw slic Dale made. Thanks a lot Dale! 
[This message has been edited by Timeline (edited March 25, 2001).]
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Just reloaded my save game and getting the below message.
"MM2_trymilitia variable 'MM2_trymilitia#tmploc'and No 'name' are different type". I did change the picture 117L.
Also I did the Debug thing before playing the mod.
Earlier today the game was playing great without any crashes. I then did a save so I could go with my wife and now can not reload the save game. My game is between 300 and 0 BC.
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[This message has been edited by joseph1944 (edited March 26, 2001).]
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Timeline
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Sunshine State, USA
Nov 2000 time: 00:14
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Updated Bug Report: Well folks, I have done some pretty extensive (and grueling ) tests on Bombarding and Counter-Bombarding, and here is my Bug Report:
Bombards, Cannons, Howitzers, and Catapults cannot counter-bombard.
Stealth Fighters cannot bombard other air units.
Fighters cannot bombard other air units.
Bombers cannot bombard other air units (they are probably not supposed to).
Scout Subs, Nuclear Subs, and Regular Subs *can* bombard other sea units (Are they suppose to?).
PTs cannot go into deep water (this may not be a bug).
I tested all the bombarding combinations I could think and everything els seems to work fine.
Suggestion: Changing the Self-Prop Gun obsolete to Robotics may not be a bad idea. The way it is now you lose it not long after you get it.
Question: Where did te werewolf sprite come from? Please don’t tell me it came from CTP1 . . . LOL. If it did, was it a unit you could build in the game??
Fact: I think, before the public release of Med Mod, we may need to consider two options:
Option 1: Lowering tech costs in the Renaissance Age through Genetic Age.
Or option 2: Altering the timeflow so that things go a tad (and I do just mean a little tad) slower in the Classical Age, a bit slower in the Renaissance Age, and a lot slower in the Modern Age.
Who knows, we may need to do both options . The way things are now, you do not even get a chance to get through all the techs (not by a long shot). I am planning on playing a forth game soon with the express purpose of testing out the timeline. I will play it on medium level, and if I can’t keep up with the tech on medium, then we know we have a problem.
I will keep you posted Wes.
[This message has been edited by Timeline (edited March 25, 2001).]
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Just reloaded my save game and getting the below message.
"MM2_trymilitia variable 'MM2_trymilitia#tmploc'and No 'name' are different type". I did change the picture 117L.
Also I did the Debug thing before playing the mod.
Earlier today the game was playing great without any crashes. I then did a save so I could go with my wife and now can not reload the save game. My game is between 300 and 0 BC.
Sorry for the double post.
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[This message has been edited by joseph1944 (edited March 25, 2001).]
[This message has been edited by joseph1944 (edited March 26, 2001).]
[This message has been edited by joseph1944 (edited March 26, 2001).]
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Huysmans_666
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Somewhere over the Rainbow ........
Jan 2001 time: 05:14
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Hi there,
Sorry for not letting you know anything about that pirates mod I've been working on, well it's going good so far but I want to make sure that all my wishes go into release one 
But I've bugtested the Medieval mod this weekend, and first of all I just LOVE IT .
At first its very boring, everything takes ages to build but once your past that it's great to take your 12-unit stack and go barb hunting 
Here are the errors I noticed and I'm very fussy so excuse me for that :
- First the Castle sprite error ! For normal games etc.
- I noticed that the extra militia you should get with city size don't work
- In 1 of my cities a repeated unit creation/death seqeunce including the sound ! very annoying... it's a fyrdman unit !
- With the discovery that granted me fyrdman all my militie disappeared and did not return except in one of my cities, which still holds one unit !
- Tried to save once, ended up at the desktop 
- I spyed on the united_states and then made a peace treaty, all my trade routes with america keep disolving ?
- Also after capturing 2 enemy cities (united_states ) I did not get militia in them !
- I like to build buildings but usefull ones of course, what does the city clock do for one and the harbor....it's very confusing..do these buildings have any use ?
- Withdraw doesn't work on water units ! I have a native american boats that makes the withdraw sound and animation but keeps standing where it is ! very annoying !
- Also, but that secondary.....All of the enemy's cities where poorly defended and when I look at my map...the barbs own half of the continents !
Is this supposed to ?
I also have plus points..... the barbs kick ass...coming at me with stacks of 8+ even 12.
It's great fun !
Oh and all this was in a custom size map 200x250 8 civs and very hard !
For all you people who are happy with a proposal...I had tons of these things ! Are they so rare with y'all ? 
Anyways....A lot of work needs to be done..but it's getting there !!!!!
See ya, I'm going to play now 
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Timeline
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Sunshine State, USA
Nov 2000 time: 00:14
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quote:

Originally posted by Huysmans_666 on 03-26-2001 02:19 AM
Hi there,
Sorry for not letting you know anything about that pirates mod I've been working on, well it's going good so far but I want to make sure that all my wishes go into release one
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Cool, I must have missed your thread for your mod, is there one? I would love to find out what it does. 
quote:

I've bugtested the Medieval mod this weekend, and first of all I just LOVE IT .
At first its very boring, everything takes ages to build but once your past that it's great to take your 12-unit stack and go barb hunting
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Yes, I found the same, however, I found that things seem to slow down again in the renaissance and modern ages.
quote:

- I noticed that the extra militia you should get with city size don't work
- In 1 of my cities a repeated unit creation/death seqeunce including the sound ! very annoying... it's a fyrdman unit !
- With the discovery that granted me fyrdman all my militie disappeared and did not return except in one of my cities, which still holds one unit !
- Also after capturing 2 enemy cities (united_states ) I did not get militia in them !
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Yes, WesW admits there is still much work to be done on militias. Mainly, there are holes in it everywhere. But these things, I would think, are good to know.
quote:

- I like to build buildings but usefull ones of course, what does the city clock do for one and the harbor....it's very confusing..do these buildings have any use ?
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For now you must refer to the Med Charts to see what most things do. You must also go there for government stats.
quote:

- Withdraw doesn't work on water units ! I have a native american boats that makes the withdraw sound and animation but keeps standing where it is ! very annoying !
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Here is a quote from the Modersnotes.txt for Diplomod
quote:

Call To Power 2\Med readmes\Diplomod extras
All through history, the seas have been a very hard place to patrol and keep control of. The seas constantly change. It's a big place out there (70% of our planet is water!). This is why withdraw will ONLY expel units that are on a land terrain. Anything on a sea terrain square (including planes in flight, units on transports, etc) will be ignored for this simple reason. Also, I saw a situation in V1.1 where the AI was trying to move a battleship through a straight between two islands I controlled, and everytime the battleship hit my border it got expelled. The AI was too stupid to move the battleship around my islands, but for 30 turns kept moving into my border. It will now be allowed to move that ship through my straight to the open seas on the other side. This also allows for pirates to get in and cause you troubles (like English and Portugese pirates kept hassling the Spanish Main).
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Makes sense to me. 
quote:

For all you people who are happy with a proposal...I had tons of these things ! Are they so rare with y'all ?
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Well, I would like to know what you mean about the castle sprite bug. If you mean about cities staying as castles and not changing, then I think there is a fix for this at Wes’s site.
Can’t hurt to report all bugs you run into, though.
Timeline
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Fighters cannot bombard other air units.
The F-15 does carry the M-61 Vulcan cannon and air to air missiles so it should be able to bombard and attack other aircraft. All older fighter should be able to bombard or attack also. WW II fighter aircraft should be able to attack other aircraft plus bombard land and water only. WW I fighter attack only and Bomber, bombard land and water with small attack value because they did carry anti-aircraft guns.
Bombers cannot bombard other air units (they are probably not supposed to).
You are correct. The B-52 gun was removed in the early 80s on the "G and H" model. The B-2 never had a gun. Since I have not been able to get that far in the game any other bomber such as the B-17 should be able to bombard other aircraft. They did carry a lot of anti-aircraft guns.
Scout Subs, Nuclear Subs, and Regular Subs *can* bombard other sea units (Are they suppose to?).
WW I and II Subs did have a 5" inch deck gun plus a 20 mm anti-aircraft gun. Remember torpedo is a long-range weapon for both older and new Subs.
Nuclear Subs do not have guns nor do they carry any anti-aircraft defenses. I believed in the early 70s there were some talk about putting anti-aircraft missile on our subs but it did not happen.
PTs cannot go into deep water (this may not be a bug).
PTs should be able to go into deep water.
Option 1: Lowering tech costs in the Renaissance Age through Genetic Age.
I like it.
Or option 2: Altering the timeflow so that things go a tad (and I do just mean a little tad) slower in the Classical Age, a bit slower in the Renaissance Age, and a lot slower in the Modern Age.
I like it.
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David Murray
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I have to agree with the ideas about slowing the game down and making advances a bit easier to get...but how about making the game last longer and keeping the advances as they are? I often find the years just whizz by even as I'm doing something mundane like building a road between cities or exploring...maybe if the game was slowed down there would be a lot more historical wars, trade, diplomacy, and not all the action would take place from Classical age onwards. There would be more chances to have naval wars and all sorts if the timeline didn't go so quickly for the first five thousand years.
OH! And please, please! Implement Frenzy Mod! Or a modified version of it! I can't stand this old AI regime, the one that only keeps its units in its cities...I would rather have it come out and fight than stay at home and fortify! And when I have multiple stacks on my home front bombarding, pillaging and harrassing me, I think less of international conquest. 
The AIs tend to love each other too much...I think the same-government slic should be removed. The only time that governments get along is when the governments are peaceful and democratic. Even then, though, they can often have problems with each other. The Monarchies of the renaissance periods battle constantly (France, Britain, rest of Europe). The Soviets and Chinese weren't always the best of friends, their relationship cooled when Krushchev denounced Stalin (the Chinese were rather fond of Stalin). Of course, there are examples of ideologies sticking together--fascism is probably the most notable--but overall, I don't think that slic is needed.
BTW good work Dale...the AI is making all sorts of proposals. Today, my allies gave me a gift of 100 gold completely off their own back--I didn't even have to ask. We also have a reciprocal exchange of advances going--so when I get a new advance, the Mayans ask me to give them the research. I do likewise. It's almost like what the science pact should have been. 
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David Murray
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Sorry, these were duplicate postings. I was having problems posting.
[This message has been edited by David Murray (edited March 26, 2001).]
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David Murray
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[This message has been edited by David Murray (edited March 26, 2001).]
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Timeline
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Sunshine State, USA
Nov 2000 time: 00:14
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Hello everyone.
quote:

LOCUTUS if you read this, GOOD LUCK man !!!! keep strong !
Hope you feel better soon !
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Same Here! 
I look forward to your mod Huysmans. Sometimes I think the only thing that is better about CTP2 than Civ2, are the graphics . That will all change with Med Mod of course , but still it will be great to have a little bit of Civ2 back into CTP!! 
quote:

Scout Subs, Nuclear Subs, and Regular Subs *can* bombard other sea units (Are they suppose to?).
WW I and II Subs did have a 5" inch deck gun plus a 20 mm anti-aircraft gun. Remember torpedo is a long-range weapon for both older and new Subs. Nuclear Subs do not have guns nor do they carry any anti-aircraft defenses. I believed in the early 70s there were some talk about putting anti-aircraft missile on our subs but it did not happen.
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Look at this:
quote:

Medieval Mod II v1.0 Main readme
Surface ships can no longer bombard other ships. This was done to keep them from destroying subs they stumble across. Sub-surface ships can bombard other ships, however. This makes diversifying your naval forces more important than ever. Defensive surface ships (those colored red in the Med charts), can attack underwater units to act as sub-killers. Note that air units can bombard sub-surface ships.
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*Laughing*, I was too lazy to look at the readme . Sorry about that!
quote:

PTs should be able to go into deep water.
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Yes, I think it is a bug that they can’t. I think they are supposed to.
quote:

Posted by David Murray
I think the same-government slic should be removed . . . I don't think that slic is needed.
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I totally agree with David here. I do not think the slic is needed, I think AIs will do fine without it.
Timeline
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WesW
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Florence, Al., USA
Jan 1970 time: 23:14
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NAVAL UNITS:
Surface ships can no longer bombard other ships. This was done to keep them from destroying subs they stumble across. Sub-surface ships can bombard other ships, however. This makes diversifying your naval forces more important than ever. Defensive surface ships (those colored red in the Med charts), can attack underwater units to act as sub-killers. Note that air units can bombard sub-surface ships.
The Destroyer can now carry 1 small land unit, and submarines can carry small land units as well. This gives you the ability to land special units onto shore from a warship (Destroyer), or undetected (subs.).
Battleships can now carry two Cruise Missiles.
The Missile Frigate is the earliest naval unit capable of bombarding air units. All earlier units are defenseless against air bombardment, except for aircraft-enabled Carriers.
The Carrier can carry Fighters, Dive Bombers, Bombers and Helicopters. The Aircraft Carrier has been re-named the Nuclear Carrier, and may carry all air units. Neither ship can attack other units.
All naval units with a ranged attack also have the flanking ability.
PT Boats, Submarine, Nuclear Subs and Morey Strikers do not have the explodes effect, nor do they have zones of control.
The PT Boat is a stealth-class unit, and can bombard water like a sub.
The above is the section on naval units from the Main readme. It covers several things Timeline asked about in his post yesterday.
Thanks for the counterbombard info. I found about a dozen units which needed to have that ability added.
Self-Propelled Guns don't go obsolete until Integrated Mobile Warfare, which should mean they are in use for 80 turns or so.
I am at about 1650 in my game, and have about 30 cities. I am about 50 to 75 years AHEAD of the timeline at this point. More importantly, the AIs seem to be keeping up with the timeline as well. As a reference, you should get Military Engineering about 1700, and Railroads about 1800. (I stole Military Engineering from an AI).
My terrain improvements are running about 40% commerce, 30% food, and 30% production. Keep in mind that your cities cannot get above size 16 until you get Sanitation in the mid-1800's if the timeline holds.
Mr. Fun, if you will notice, I have my own hosted site here at Apolyton, where you can get betas, public releases, etc. The public release is at least a couple of weeks off at this point, determined most likely by how the slic triggers progress.
We may need to adjust the Diplomod some if all AIs always love all other AIs. There needs to be a balance here. Militaristic types need to be more, well, militaristic towards everyone.
I have no plans to add the Frenzy mod to the Med pack. I have not played with it, but all reports say the same thing; that the game is challenging in some ways but quite predictable. I look at the Frenzy mod as more like a scenario that is fun to play every now and then, but it is not a real improvement to overall AI behavior.
It would be very difficult to have the AI conduct competent amphibious invasions when they can only transport one or two units at a time. And having them land at strategic shore positions is beyond the ability of any game's AI in this day and time.
I play my games on the level right below Impossible, and this is what I am adjusting the timeline to work on.
A lot of you guys keep complaining about the timeline being too slow, and about not having enough things to build. I would recommend that you build more commerce and fewer production tile improvements. The extra advances in the mod mean that you decide the style of play by the advances you choose to pursue. If you go for the ones that lead to improvements, you will have improvements to build. If you go after military advances, you might be stuck with no buildings to construct, which would lead to your falling behind in science. You guys are going to have to change the way you play the game, or you may get in trouble. To me, this increased decision-making is a good thing.
I will say that if you stay at peace with everyone, there will probably be times when there are no buildings to build. I just put this down to a chance to upgrade your forces, or go for Wonders. If you increase building costs, then you make it cheaper to go for units and conquer the world militarily.
I have been wondering what happened with the Pirate mod.
Dale, I also need to know how you have been coming with the air units trigger. If you are stuck with it, I need you to move on to some other things I have in mind. Email me if you are stuck so we can plan things out.
The militia bugs you report are being worked on. The trade route thing is new to me. Must be something with the game.
Militia units don't immediately appear in conquered cities. I have added an explanation of this to the Triggers readme so this will not be confusing in the future.
You must be playing with Raging Hordes (Mauradurs). I play with the next lower level (Raiders).
I keep telling you guys that you have to read the readmes, or else you will be confused about a lot of things. This will also let you better judge what is a bug (no counterbombard) and what isn't (PT Boats in deep water). Btw, Read the historical file on PT Boats.
Joseph, you need to get and install the city_sprites zip at my site to city the Castles problem. Unzip it into the same folder as the rest of the mod components.
Overall, good posts guys, now if you will just cover those readmes I spent so many hours on.
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Dale
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Sir! Why do you keep clicking on me?
Dec 2000 time: 15:14
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Here's the deep-down of why I implmented the regard cheat for same-govt AI's.
In the standard CTP2 settings, I worked out early on for Diplomod that an AI could possibly take a 250 regard point penalty for playing the way it does (ignoring proposals, not withdrawing, etc). To counter this I added in a 150 point regard cheat to try to alleviate this problem. I found this to neutralise AI's regard for other AI's and to occaisionally generate positive regard for each other. That's basically why I did it. There were some other AI gameplay issues involved but are hard to explain. You know how it is.
Since then I've gone further and softened through diplomacy.txt the regard penalty affects. This allowed for AI's to actually love another AI. Maybe I went too far. Playing is the only way to tell this. It's becoming more evident from players comments that maybe the 150 point cheat is too much. A few possibilities exist:
1 - To leave the regard bonus at 150 and let the AI play as it is.
2 - To decrease the regard bonus to say 50 so the effect is not so heavy.
3 - Elliminate the regard bonus and let the AI play with the softened regard settings in diplomacy.txt
BTW, just as a note I did not soften the AI's regard settings for the human player. In fact I actually increased some of them. IE global regard hit for breaking peace/treaties/alliances.
I leave it to you the players to decide, and Wes of course. 
If anyone wants to play around with it, the relevant line is
LogRegardEvent(player[0], player[1], 150, 0, ID_AIS_LOVE_AIS, 0);
It's in the section titled "Generate Positive Regard". Just change the 150 value to whatever you want, or comment the line out to try without a bonus for the AI.
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Rommell to a sub-commander outside Tobruk: "Those Australians are in there somewhere. But where? Let's advance and wait till they shoot, then shoot back."
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alley_cat
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Jerusalem, Israel
Mar 2001 time: 05:14
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I just sent the latest build of the GL to Wes, and suggested that he will post it in the next version of his text files so you people can test it and report to me or to Wes ant bugs you encounter.
At the moment the updated GL only contains proper records and entries of the advances (which is actually the most difficult part to work on in the GL).
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walkerjonny
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Rohrbach, Bavaria, Germany
Mar 2001 time: 05:14
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Hi all,
First:
Wes, Wouter & Co. - GREAT WORK you are doing there! Many Thanks for this!
about the 'sience research slowing down' issue which some others posted there:
I recogniced on my games i've made with the mod that around 1600AC to 1900AC after i made tile improvements (mostly food and production improvements and some Trading Posts) and all aviable city improvements (especially Academy and University) that the sience production of the cities goes down (sometimes to 0) instead raisung up. This causes the long sience research. But why does this happen?
Thank you for your help!
regards
Ewald
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alley_cat
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Jerusalem, Israel
Mar 2001 time: 05:14
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I just sent the latest build of the GL to Wes, and suggested that he will post it in the next version of his text files so you people can test it and report to me or to Wes ant bugs you encounter.
At the moment the updated GL only contains proper records and entries of the advances (which is actually the most difficult part to work on in the GL).
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David Murray
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To GreatDane:
Insert the following slic into the end of the scenario.slc file and it will ensure that any AI you have a treaty of any kind with, will not attack you.
HandleEvent(BeginTurn) 'FAI_FRENZY_ADDON setup' pre { DisableTrigger('FAI_FRENZY level'); DisableTrigger('FAI_FRENZY_ADDON setup');}HandleEvent(BeginTurn) 'FAI_FRENZY_ADDON everyturn' pre { if (!IsHumanPlayer(player[0]) && FAI_INIT == 1000) { if (FAI_FRENZY != 4) { if (!HasAgreement(player[0], FAI_HumanNumber, 32) && !HasAgreement(player[0], FAI_HumanNumber, 33) && !HasAgreement(player[0], FAI_HumanNumber, 38)) { if (FAI_FRENZY == -1) { FAI_FRENZY = 4; } elseif (FAI_HateLevel[player[0]] >= FAI_HATE4_COEF) { FAI_FRENZY = 4; } elseif (FAI_HateLevel[player[0]] >= FAI_HATE3_COEF) { FAI_FRENZY = 3; } elseif (FAI_HateLevel[player[0]] >= FAI_HATE2_COEF) { FAI_FRENZY = 2; } elseif (FAI_HateLevel[player[0]] >= FAI_HATE1_COEF) { FAI_FRENZY = 1; } } elseif (FAI_FRENZY != -1) { FAI_FRENZY = 0; } } elseif (HasAgreement(player[0], FAI_HumanNumber, 38)) { FAI_FRENZY = -1; } elseif (HasAgreement(player[0], FAI_HumanNumber, 32)) { if (random(100) < 90) { FAI_FRENZY = -1; } } elseif (HasAgreement(player[0], FAI_HumanNumber, 33)) { if (random(100) < 50) { FAI_FRENZY = -1; } } }}
It was posted in the Frenzy Mod thread long ago.
Wes would be advised to take note--added to the normal Frenzy mod, I see no reason no to include it into MedMod. *winks*
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WesW
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Florence, Al., USA
Jan 1970 time: 23:14
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UPDATE ALERT: New text update posted.
This one fixes a lot of things, from Banks needing Bazaars as preqs to the counterbombard omissions. I have also adjusted the population pollution levels, which were much too high, to what I originally intended for them to be. This may help with the tech slow-down in the Industrial age. Dale's adjustments to the Diplomod are in, as is the Air units trigger. I cut the fuel for Bomber-types to two turns to fit in with the trigger. City Clock's and Television Stations cost more in upkeep- see the Main readme.
I recommend continuing your current games unless the timeline is already way off. Use cheat mode to reload slic. Just remember to push the pollution button until city pollution is present when you close cheat mode and press F2.
I note on sprites- The Horse Archer is using the Ctp1 Cavalry sprite until Morgoth's new sprite is ready. Same for the Siege Engine and Partisan.
Absolute Monarchy was something Harlan, Charles and I had some discussion on. I used Constitutional Monarchy in the Med mod I, and was going to use it here as well. Charles stated that Great Britain was the exception in going this route, and that the evolution of Firearms and the increased expense of fielding an army concentrated power in the hands of the kings in that era, resulting in such rulers as Louis "I *am* the state" XIV. These monarchies did not collapse until Republican revolution in America first, then France and finally the rest of Europe. Britain was the exception in all this with its gradual transition of power.
I adjusted Absolute Mon, and made some more comments in the Govern page to explain some of the stats listed there.
The new Great Library is in the mod now, so get an early start on Easter by hunting for errors in the advances section. I have already found a few- see how many *you* can find.
While you are there, be sure to check out the pictures. Some of them are inspired "Cavalry Tactics", and humorous "Sanitation and Contraception". Harlan did an outstanding job on them. Where is Harlan, anyway? Charles, too, for that matter.
Finally, I could not get the GL to load, so I re-inserted the Intro movie, and the thing worked, so I have left it in this time.
[This message has been edited by WesW (edited March 27, 2001).]
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