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David Murray
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Well, I didn't mean to sound rude. 
I think the idea that there should be any bonus at all for same-government civilizations is wrong--theocracies hate each other because they don't believe that any other religion is God's religion that their own, Monarchies battled it out for control of the world in the medieval age, democracies constantly have disagreements, and so on. Maybe it should be enabled for certain types of governments only--fascism, virtual democracy, etc. But why bother?
If only the real world was a peaceful as CTP2...I don't want to see war become the be-all and end-all, but almost all of our major historical events have been wars or the results of wars...and personally, I don't know about you guys, I don't find "diplomacy" with a pre-programmed pile of drives, screws and cream-colored casing very fruitful. I much prefer to experience the wonderful emotion, intellect and cunning of a human...so perhaps too much effort goes into tweaking things that don't really need to be tweaked, and yet war is still inconsequential in CTP2.
As for milita...they are a good idea in principle...but in practice they give free units and undermine the need to manage defenses as efficiently as offensives...so if they are in at all, in my opinion they should have severely marked-down stats to represent the fact that local militamen aren't as well trained as trained troops.
[This message has been edited by David Murray (edited April 04, 2001).]
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I did go back and look at the post. It was Wes that told us to change the sprite from UPUP117C to UPUP117L. So now the big question again is what do I do now? I would like to continual the game from here and not start over.
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WesW
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Florence, Al., USA
Jan 1970 time: 23:14
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As far as new units, I need a sprite for the Partisan unit. Gemini made an unanimated Partisan unit for his WWII units pack, to give you an idea of what it should look like. The unit would have to have different facings, plus walking and attack animations. Death and acknowledgement (or whatever the initial animation is called when you place a unit using cheat mode) animation is optional.
Harlan didn't want me using his WWII units if I had any other choice, due to their lack of animation, and I agree with that, especially regarding infantry units. It's better to use a unit that is similar to what you need rather than one which is incomplete.
Tom (Morgoth) has his Mongol unit mostly done, and Harlan told me that Tom had told him that he would make a Siege Engine. The Apolyton Pack unit I am currently using is good enough until Tom gets the Seige Engine done, and I can use the Apolyton Pack Horse Archer, currently slated for the Nomadic Horseman, until the Mongol is done.
After that, the Paladin unit would be nice, with the animations mentioned for the Partisan. An early 20th century rifleman unit would be nice as well, to replace the Brown Marine from the WWII scenario currently being used.
As far as putting the mod in a self-extracting file, we tried that with the Ctp1 Awesome Aips, and found that Mac users could not use those types of files.
With the current setup, there should not be any problems, since you open up the Call-to-Power folder for extraction, and there is no reason for people to move around folders within the game itself.
I wanted militias for Ctp1 to prevent the common occurance of undefended AI cities, especially isolated ones. There are flags in Ctp2 which are supposed to prevent this, but there are also flags specifying that settlers should always be escorted, and we know that often they are not.
Anyway, once the code was in, I found that it eliminated the drugery of building that initial defensive unit when the city is founded. This helps the game move faster too.
I debated making them weaker than regular units, but that would mean they are a liability when you need 12 units in a city for a big battle. Besides, it you are attacked by a decent force, the militia unit is not going to be able to hold out without regular units to help, so I don't think that they take any strategy out of the game. You ordinarily leave a unit or two in all your cities for martial law and barbarian defense anyway.
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Locutus
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ACS CTP1/2 Manager & Civ4 Co-Manager
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Hengelo, The Netherlands
Nov 1999 time: 06:14
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I just sent the below email to Wes and I thought y'all might be interested in this as well. By changing the file scenario.slc as described below you should be able to fix the problems with the militias. If after this you'd like to continue with your existing savegames you should open the chat window and type /reloadslic, as I explained numerous times before (both in this thread and elsewhere).
quote:

Wes,
Sorry for the late reply, I've been having some problems with my computer (again) and I had to deal with some real-life issues as well (again). Anyway, it's almost 2.30 AM over here and I'm tired as hell so I'll keep this short. I haven't done much with the MedMod lately due to the aforementioned issues. However, I worked on it yesterday and today and I now know approximately where the bug with the militias is located but I don't know exactly what the problem is yet. As a temporary fix you can add the line 'capturedIndex = 0;' to the eventhandler MM2_EveryTurn, right after the line 'i = 0;'. I didn't test extremely thoroughly but this should fix the bug of all militias disappearing from Theology onwards. However, this does have a drawback, as you'd expect from a temporary fix: now conquered cities don't get militia's after a random number of turns but as soon as the city changes size, whether this happens 1 or 200 turns after the conquest. Since this is a much less annoying bug I suppose this is acceptable for the moment, tomorrow and this weekend I'll work on finding a real fix for the problem and fixing any other bugs in the existing code.
Wouter
PS During testing I finally had the chance to try the mod out for the first time and it rocks! I hope I resist playing the game just for fun and focus on actual testing 
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alley_cat
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Jerusalem, Israel
Mar 2001 time: 05:14
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I'm not so sure that Multiplaying in the Mod will work, unless both players will have exactly the same versions and files of the Med Mod.
Don't know...
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Let people hear what they want to hear
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Thank for the help, I was able to correct the other problem.
I hope I say all of this correctly. I’m in the year 1630 or so, and this is happing. I made the discovery to build Ironclad and Ships of the Line. I put the Ironclad in the building queue and later when I made another discovery (and not sure which discovery) the Ironclad and Ship of the Lines dropped out of the queue, and now I can only build Gallons. I know that in CTP 1 when you made a Discovery that deleted a unit, it was dropped from the queue, but in CTP 2 it was not dropped. Is the cost of everything supposed to be high? (30 turns to build a Granary)?
Well it is now 7:33pm pacific, and now I have a bigger problem. The Cost to build new Unites or Improvments is still the same but the time to build them has gone way up. A granary now take 100 turn to build, a unit 400 turns, a wonder 1,800 turns, I know you wanter to slow things down a bit but this is kinda crazy. The discovery time is still the same, between 5 and 10 turns for a new discovery. I'm in the year 1780.
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[This message has been edited by joseph1944 (edited April 06, 2001).]
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