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WesW
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Florence, Al., USA
Jan 1970 time: 23:14
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I have been working on some things the last few days. Hex has been helping me with the Trade Posts, the slic guys are working on their stuff, and Martin just posted the unit flags from the exe which will give us some things to try out. See my post in the Help section thread about the units, and see if you can tell if any of the flags I listed actually work.
Charles has said he will try and get me the last of his GL write-ups this weekend, so the next update will be a major one.
In case I forget- when the next update comes, you will have to start new games, due to some changes I made in the units.txt.
One thing you can do in your current games- measure how changing to a government with different wage expectations affects your civ.
The early govs up to Democracy have a -1 (3) expectation, as does Communism. Dem, Fascism and Fund have a 0 (5) expectation, and the future govs have a +1 (7) expectation.
If the higher wages take more than the advantages gained in the gold and science coefficients of the more modern govs, then we have a problem.
To answer some of the questions in the first thread:
Rhuarc, there is no way I can debug a feature like hotseat that the creators of the game could not fix.
Tim, you should be able to use the Advances chart to tell when wonders and terraforming become available. I added the terraform info in the last update.
Joseph, you need to check your sliders (F1), or disband some unneeded units.
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joseph1944
Warlord
Napa, Ca. USA
Jul 2000 posted April 06, 2001 12:51
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 early 1800.
I just move this post over here so maybe someone can tell me what is happing. Some Unites even take longer than 400 turns. I only have a few cities w/advance production (Mill etc.), some Factory, I don't think I have anything newer than factory.
Wes hope you get well soon. You have been a big help over the last year. Yes it had been a year.
4-7-01
Since we were posting at the same time 9:39 PM pacific I will go check F-1. Thank you.
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[This message has been edited by joseph1944 (edited April 06, 2001).]
v
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[This message has been edited by joseph1944 (edited April 08, 2001).]
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I now have a lot of cities showing neg. gold production. Is that the reason it is taking so long to complete a units or improvement? I look at the slider and all is find. I'm in DEM. gov. and the year is in 1800 or early 1900 (did not look before I log on to apolyton).
On another subject where is that great big B-17 from CTP?
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preacherman
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Seguin/Texas/usa
Nov 2000 time: 00:14
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Joseph1944, You have to many unit. have you built banks,city clocks, and brokerages? if so disband them and you production will go up. You will have to play with your specalest to keep prod and gold up. but be carful because as you incress prodution you will run out of food. I have tride to play on very heard and I think it is imposable to do so. In my last game my city was putting out 535 in production and it was take me 45 turns to make a academy.
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preacherman
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Seguin/Texas/usa
Nov 2000 time: 00:14
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I have found several problems that may need to be addressed. On very heard level even by cheating not able to win. had one Ai gain 10 advances in less then 50 turns. I had embassy--ck his science I was 5 advances ahead him not to long after that he hits me with stack of 12 ironclads I cheated and made 2 12 stacks of ironclads made peace and check his science and he was 5 advances ahead of me. It started to take me 200 to 300 turns to build anything. In hard game I have absolute monarcy have 30 citys and happiness of over 80 (not sure how but polution got turned of). In any hard game I have played I have domanated the game by 0 AD. hard level is boring and very hard is impossable.
Trade: in very hard game goods that were in my city limits would not show up on trade board (two cities had gater and only one was on trade board). in hard game keep droping trade routes. You set it up next turn it is gone.
Lose of ironclads and SOL: Ironclad makes SOL obsolete. For ironclads the obsolete advance is set wrong. Go into MM2_unit and change the obsolete for ironclad to mass prod.
Militia: Lost them in some citys, seem to keep them in citys taken form other civs. The case of the dieing militia it only last for a while then goes away. That triger still need some work.
Absolute monarcy is only gov worth playing with. non of the others will let you build units and improvment while still having great science. I have found all others up to Dem are worthless. ether you can't build enough citys or your Prod will be to low or you fall behind in science. I don't know what other are finding but there is always one or two Ais who start war from git go and won't give you peace till you are so big they are taken out.This requires large armeys to survive.
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WesW
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Florence, Al., USA
Jan 1970 time: 23:14
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I am still waiting on stuff to come in, but I will lay out some of the changes now so that there will not be so much hitting all of you at once.
I fixed the Ironclad bug, so they will not be disappearing on you.
Governemnts: I lowered the production bonus for Absolute Monarchy, so that it is not quite so powerful. AM is a transition government, so it is more powerful than the ancient govs, but weaker than the modern govs.
I raised the conquest distress by one for all govs, and lowered the bonus for Dem and Virt Dem.
Once this next update is posted, I am determined to play into the modern era so that I can judge the science slowdown you all are reporting for myself.
Commerce: several changes here.
I added more commerce to the production TIs, to gradually increase income as the game goes along.
I also eliminated upkeep costs for gold improvements, other than City Clocks and TV stations. This way, there is no reason not to be build them. You can envision the upkeep as coming out of them before you collect their benefits.
Growth: I raised the max city pop available with an Aqueduct from 16 to 20. The overcrowding relief is not higher, however, so you will have to deal with the unhappiness as you see fit. This allows you to get the full benefit from 2nd radius TIs until you get Sewer Systems.
I also gave a food bonus to commerce TIs, to prod the AIs into building them. Hexagonian helped me out on this one. This should help the AIs improve their science performance.
Note: the old "wonder" units are now called Elite units, since they will be granted by chance when you obtain the necessary enabling advance. Check them out in the Special page of the Med charts if you have not already done so. I think Gedrin is getting back in the game to write the slic code for this one, as well as a Refugee trigger, where a percentage of a city's pop flees to other cities in the civ if their home is conquered. Details are yet to be worked out.
I will make an Elite concept for the GL once Charles gets it back to me.
Diplomacy and AI behavior:
I increased the priority of AIs trading advances, at least I hope.
I eliminated the penalty for incursions into another civ's territory. This should help you scout along coasts without ticking everyone off. Now you are only penalized if you break a no-trespassing agreement.
I also changed the values so that the AIs should be building more food, as well as commerce TIs, and therefore fewer production TIs.
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Very good. We will be waiting. Wes can the B-17 be added to CTP 2 or is there a problem with it?
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Pintello
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Deltona, Florida
Jan 1970 time: 05:14
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Hi Wes,
Is there any chance you could post the changes you have now, the government fixes, unit fixes, AI fixes, TI fixes, etc... now and then post another update when you receive the expected Slic code and what have you from other people. That way we could playtest the current changes independent of the new Slic changes. This may help us get a clearer picture of the effects of your current changes without adding the complexity of the changes to come?
Yeah, I know, I am full of BS. Yes, you found me out. What I really want is to just get my hands on all the changes you have already made. My other arguement are valid though, right. 
Timothy Pintello
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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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quote:

Originally posted by Pintello on 04-10-2001 05:01 PM
Hi Wes,
Is there any chance you could post the changes you have now, the government fixes, unit fixes, AI fixes, TI fixes, etc... now and then post another update when you receive the expected Slic code and what have you from other people. That way we could playtest the current changes independent of the new Slic changes. This may help us get a clearer picture of the effects of your current changes without adding the complexity of the changes to come?
Yeah, I know, I am full of BS. Yes, you found me out. What I really want is to just get my hands on all the changes you have already made. My other arguement are valid though, right. 
Timothy Pintello
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HAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA
That's the best thing I've heard all day! Such a subtle way of asking too. 
Wes, I think this boy deserves an emailed copy of the changes. hahahaha
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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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WesW
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Florence, Al., USA
Jan 1970 time: 23:14
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UPDATE ALERT: New text update posted.
Alright, so Tim tricked me. He's devious that way (which is a surprising quality in a Baptist Deacon).
Anyway, since I didn't get in any of the stuff that Dale, among others, is supposed to be working on, I will post what I have.
Martin, I hope you saw my request in your documentation thread. If you can find that stuff from the strategies.txt, it may go a long way towards improving AI behavior.
It's weird, I thought we would be winding down now, but new possibilities seem to be popping up every day.
If someone can find a way to convert the mod's non-Ctp2 unit pics to the Ctp2 background without blurring the unit image, we can have all the pics matching. That thread keeps progressing. I just need to see an example of someone's work who meets the standards I have set for the mod.
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Huysmans_666
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Somewhere over the Rainbow ........
Jan 2001 time: 05:14
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Wes, There's supposed to be an update but I can't find it anywhere and your homepage still says 27 march version and is not downloadable ?
Some things I noticed, maybe already adressed but I don't have time sifting through 240 messages so excusez moi if I print anything which you already know.
1st : in the year 1999 I got a feat of wonder for building so many orbital labs, but I didn't even have the tech that gives me the damn things so I think I got this feat because I was building public schools.
This needs to be fixed.
2nd. : The AI rarely...should I say NEVER EVER terraforms, the AI build farms on top of grasslands but it builds mines ontop of plains.
This gives situations where an AI doesn't produce food but production is very high. Cities in 2139 where still only 4 large because of this.
If the AI balances this so that it terraforms a portion of the plains to grasslands for farming.
It totally unbalances the game, because AI's with lots of grasslands have large cities but no mines thus production, AI's with lots of plains have great production but no food.
Can this be solved, because some AI's are to easy beatable this way !
Well, that's it for now....bye bye
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alley_cat
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Jerusalem, Israel
Mar 2001 time: 05:14
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...which is from mydocsonline, or from somewhere else?
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Let people hear what they want to hear
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I just try to download Wes file for the 2nd time this morning and it would not work.
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Just install the new text and started a new game. As soon as I hit the CTP 2 flag to start a game I'm getting a DB error SPRITE_MECHANIZED_INFANTRY not found in sprite database. I than hit the OK button, it goes away and the CTP 2 button is still in the status bar at the bottom of the screen. I hit it and the game go through the startup process and give the normal start. I'm still getting the slow change of turn for other civs. Userprofile and profile are set to NO. The pictures UPUP117L is still OK.
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WesW
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Florence, Al., USA
Jan 1970 time: 23:14
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I forgot that, after installing the update, you will need to use Modswapper to load and save the original game, then close modswapper, open it again, load and save the Medpack II, close modswapper, then start the game as usual. This will get rid of the database error Joseph reported, as well as update the Great Library.
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