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Downloaded the update and install it. The game crashes a lot starting around turn 30. I uninstall the game reinstalled it and it still crashes around turn 30. I set userprofile to "NO", change the Picture 117L. One crash to desktop no error message. The other were all Invalid Fault 0197:0041f86f. Maybe it is my computer? It's not a lot of fun all of a sudden, I like the game and I like the Mod, just can't play very far.
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WesW
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Florence, Al., USA
Jan 1970 time: 23:14
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I had no idea that people would be getting updates on floppies when they had to get the large graphics zips to begin with. Anyway, you will just have to use two floppies this time, due to the pics included with the texts this time.
Joseph, I don't know why you would still have the 117c pic in your files, but you need to delete it. The new pics have a corrected file in them.
The mod is being developed for play on regular-sized, or normal-sized, maps. Everyone needs to use this size for evaluating the beta. Once the public release is out, I will develop a version for huge maps.
The militia code always goes buggy on me in the classical or medieval age, so count yourself lucky if you have been making it further.
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Huysmans_666
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Somewhere over the Rainbow ........
Jan 2001 time: 05:14
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Hi Y'all,
Been a while since my last post but I'm busy with work so excuse me 
But anyways, gonna try this new update tomorrow a whole day of medmod playing...wow has it been this long ? 
I read a post a while back and it struck me......indeed there are a ****load of units which you just don't get.
Like arquebusier or somethin' they didn't show up on my build queue, is it a bug or are they just not yet in the game ?
The refugee bug adds a great deal of realism to the game I think, with all your armies racing through enemy territory is bound to spawn refugees which flee to the nearest city.
Excellent work on that one !
Now for a suggestion, could there not be a script which enable the capture of enemy units, like in WW2, the germans captured like 10000 russian tanks etc.
Could there be something like a one-in-100 possibility that a unit will be captured.
I don't quit see the good for such a trigger but its reality...and that is what we are goin' for ain't it ?
Maybe it's a stupid question to ask but...has anyone heard from locutus in the last two weeks ? Where's he at ?
Is that militia trigger working or not...I hear people which it did not work, I hear people that it did work.
Has there been any improvements to the trigger since two updates ago ?
the thing that bugs me the most is that I should have all these neat units and I can't build them ...... whoohoohoo 
WES : BTW : When installing the newest update winzip gives me a message that a certain sprite/tga already exists and shall be overwritten...is this OK or what ?
Dale : Is the diplomod and the withdraw script and the aircraft refuelling thing final or are you still working on that one ?
WES : Could you use one more slic builder..namely me ? I'm working... YES STILL working on a script for pirates and I thought maybe you could use it in the medmod ? Let me know !
Well gotta go...some work has to be done today ?
Shame that CTP2 can't be played on NT4.0, I have that installed at my work, then I could play all day long 
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WesW
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Florence, Al., USA
Jan 1970 time: 23:14
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Huysmans, I plan to put the pirate trigger into the mod as soon as you get it finished.
Btw, for those of you like Huysmans who only check in every few days, you need to take some time and at least read *my* posts since you left. It doesn't take all that long, and it will get you caught up on all the important events since you left. Huysmans is referring to the Elite units which I addressed a few days ago.
As for units, I would rather have a Trebuchet than a battering ram, but if you can send it to me or post it somewhere, I will be happy to take a look at it. None of the unit flags which Martin found in the exe that I have tested have worked. I have not tested the nullify or ignore city walls flags, but I did test the attack city bonus. I would have really liked to have had this one for mounted units.
I have not heard from Wouter either, so I don't know what he is doing.
The latest update replaces many of the old mod's pics, so hit "yes to all" when it asks if you want to replace them.
My apartment connection is 45k, and my parents' is 26k, so I will cry a tear or two for Jani next time I am at my parents'. 
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WesW
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Florence, Al., USA
Jan 1970 time: 23:14
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I just tried the militia move, and they do move now. I can't explain that one. Anyway, the AIs don't seem to be moving them, and that is what counts the most.
I just checked my current game, and confirmed that the AIs only build farms on grass, and mines on plains. That one is frustrating, since they should build things based upon what the city needs, on any terrain which can support the needed TI. They still do a much better job than in any of the Sid games, where there is no connection between improved squares and worker placement, but the settings in the strategies.txt should be handling this.
I guess the AI conversations thing is another bug due to the new diplomacy system in the game. I can't do anything about it. It should not be a big deal, however.
I thought I had gotten rid of the city sprite bug months ago. I play-tested it pretty thoroughly and did not have the bug re-appear. Jani, you may just be bad luck. 
The slaver thing is a bug, probably. I would not think it to be a big deal, either.
The lag occurs whenever anyone gets a unit (long lag) or advance (shorter lag) from a hut. It must be something to do with adding units and advances to the mod. I guess we will just have to live with it.
Btw, I really like the new gov't settings. I had to conquer the Japanese in my game, and have 18 cities under a Monarchy. Revolts are a problem, though they can be overcome well enough. I raised the Revolution level to 65 for the next update, to make things even more interesting.
Other than the problem with plains and grass mentioned above, the AIs seemed to be doing an awesome job managing their empires. Buildings, units, TIs, trade and diplomacy; they all looked great.
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walkerjonny
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Rohrbach, Bavaria, Germany
Mar 2001 time: 05:14
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sorry, just my fault
Ewald
[This message has been edited by walkerjonny (edited April 23, 2001).]
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WesW
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Florence, Al., USA
Jan 1970 time: 23:14
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I think I found a solution to the plains and grassland problem. I have re-worked the strategies.txt to make the AIs use more specialists in their slowest growing cities. I had tried to take specialists out of the game for most instances, but I think this is the best answer to the problem. If I block the building of mines on plains, the AI will most likely not build anything at all on plains tiles. This is just how the routines work. I struggled with this type of thing in Ctp1, and never did find a good answer.
Jani, I have found that the lags are distributed evenly among all players in the game. This is a point I tried to make yesterday.
On another topic, I have been trying to get the AIs to stack slavers with their armies so that they can capture slaves when they win battles. I have not been successful with this, but it finally occurred to me that designated slavers were not normally posted in Roman armies, to my knowledge, and the Romans were the among the most prolific slavers in history. What I propose is to give the "victory enslavement" flag to offensive infantry and mounted attack units up through the Renaissance age. This should enable the AIs to employ what has been a strictly human advantage until now. Any thoughts on this?
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walkerjonny
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Rohrbach, Bavaria, Germany
Mar 2001 time: 05:14
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Wes:
Just an observation about the affect that making many improvements obsolete and replacing them with new one have to the gameplay:
Let's speak about production (it affects gold in the same way).
If you make the factory obsolete when you reach the advance that gives you the robot factory this causes a production lack and because of this it takes much longer to build the robot factory. The newer the technology is the stronger is the effect of that lack.
This happens not in real life. Normally you use the actual technology to build new industies and not the technology which was actual some thousand years ago. And in the most times new technologies are added to the actual ones to make them more effective.
Maybe it's better for the gameplay not to replace the most buildings with new ones but to add them (of course after overchecking their cost and effects).
A question: How can i enable the pollution effect?
regards
Ewald
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hexagonian
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Gnawing on your mind...
Jun 1999 time: 23:14
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RE: Slaves
The slaving problem is real - and getting the AI to use them in a military stack would be nice. The AI will use slavers to take them from cities though. If anything, adding the enslave ability to military units might end up making the human even more powerful, especially if there are Barbs in the game. Slavers will automatically become a non-issue too - why build a slaver when all you have to do is win battles, since the victors will always get a slave.
Here is a refinement to Wes' solutions, to at least help the AI get a leg up in this area.
A question - since a slaver normally sits on the back lines, it will get the slaves if the force wins the battle, but placing it on the front lines might not reap that benefit - your army may win the battle, but the slaver might get killed, and might not get a slave out of the deal (this will have to be playtested). So there is a balancing issue within Wes' solution that looks good.
Instead of giving offensive units the ability to enslave if victorious, give the slaver some military ability in the early game, so they will stack with a military unit - place them in the AI ranged unit build list. I would give them a range factor instead of a strong attack/defend - so they would not be the main bulk of the AI forces, since most of the AI priorities for building units are slanted toward offensive/defensive units. If your most powerful ranged unit is an archer, give the slaver the same attributes (but less hit points) and bump up the cost of a slaver over your ranged unit to compensate for its greater ability - and maybe make it available later on the tech tree. I would also remove its stealth ability.
This will be your military slaver unit. You will have to provide an upgrade for each unit, as you move into different ages though - and maybe phase it out altogether in the modern age - though if you have built slavers, before the phaseout, you will be able to still get slaves - but those units will not be able to stand toe-to-toe with the modern ranged units. In fact you can use the same sprite, but differentiate the tga files (by color), so a player can tell the difference between his slaver units while playing.
BTW, does anyone have the CTP1 and CTP2 slaver sprite/tga files to send to me?
This will have the effect of making slaving an option to a player without making it something that a player will have to do. Since the AI follows a scripted list, it may not have that option though, so all AI civs may end up with slaves. Will you, or the AI, be able to use Abolishionists though?
You can also retain the non-military slaver unit - placing its availability further on the tech tree.
There was a suggestion in the forums to disband a slaver every time it took a slave, which was something that I was hoping to see implemented. Anyone have any success in doing this?
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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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He guys, I'm back again (don't even ask ), hopefully with very good news. It's getting rather late over here and I have an important exam in 7 hours (rule number 1 in making exams: always get at least 4 hours of sleep the night before ), so I'll keep it short for now.
I think I found the cause of the militia problems that many people are experiencing (the no-upgrade thing, not the movement thing). It appears to be a bug with the savegames (now, where did I hear that before? ). The only way to solve it is to reload SLIC every time you load a save-game (open the chat window with the '-key and type /reloadslic). This may be a bit annoying but since you normally don't load games all that often, it shouldn't be that much of a problem (unless you're one of those people that saves the game 3 times a turn and loads it again if the outcome of a battle isn't quite what you expected ).
I hardly had time to test it yet, but it seems to work on my system (but I never had much problems with the militia, apparently because I play most of my test games in a single session). Let me know how it goes on other systems.
Oh, BTW, you can continue to play your existing games, even after the bug occured. Just reload SLIC and wait until your cities change size and the militias should reappear again (in that particular city).
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As some of you know I been having a lot of trouble playing the game. So I called Activision Tech support and they asked me to send my Direct X info. Below is their ans. Maybe this will help some people out there to play the game. (Tech support will help if you ask). (And btw I sent the info. to the only address that I had and it went to st_swithin. She answer me with her non-Activision addresss and said if I needed to reach her send e-mail there (Wes if you need it?)).
Hello Joseph,
Thank you for taking the time to write our customer support department. I
will try to assist you with any problems/questions you may have regarding
our products.
From the description of your problem, it seems like you are having problems
with your video card or sound card not having drivers which are 100%
DirectX-compatible. Please make sure you do in fact have DirectX-compatible
drivers for your video card AND sound card. You should contact your
video/sound card manufacturer or go to their websites to get the latest
DirectX-compatible drivers.
Also remember to close all background tasks/programs before running the
game. In Windows, press CTRL-ALT-DEL and close everything except SYSTRAY and
EXPLORER. In addition, before you run the game, make sure you set your Video
Settings to 16 bit high color, 640x480. To change the desktop, right click
on the desktop and select properties. Then click on settings. Change the
desktop settings to 640X480 and High Color 16, and then reboot the system.
It would also be a good idea to make sure you have the latest versions of
DirectX installed on your computer, you can download the latest version from www.microsoft.com/directx
If the problem persists, I will need you to send me your DirectX info in
order for me analyze your system properties and further assist you with your
problem.
Go to your Windows START Menu / RUN / and type DXDIAG. A DirectX Diagnostic
Tool menu will pop up, there should be an option at the bottom to to save
all information. Save that [DXDIAG.TXT] text and attach it to a reply email
and send it back to us. (Also if you know your motherboard brand and model,
please include that information in your reply too.)
Please write back if you have any further questions or concerns. IMPORTANT
NOTE: Also please include entire email in any future replies.
Kenneth Chia
Activision Customer Support Representative
support@activision.com
Customer Support Phone: (310) 255-2050
(Mon-Fri 9am - 5pm Pacific Standard Time)
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[This message has been edited by joseph1944 (edited April 24, 2001).]
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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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Time for a more elaborate response... (just noticed that last night's post was my first post in this entire thread :eek 
I'm sorry to hear people don't like having to reload SLIC everytime they load a savegame (he, I don't like it very much myself either!), but I'm afraid there's simply no way around it. To my knowledge it's not possible to reload SLIC automaticly, but even if it could there could be all kinds of side effects I wouldn't want to have to deal with.
If there's enough people who want it or if Wes requests it, I could make a trimmed down version of the code that only creates a militia in every city and never upgrades or anything, could probably even make it so that it wouldn't take more than changing a single in MM2_scenario.slc to switch from the current version to the reduced one.
In any case, I still need people to try this out, to confirm that it indeed works for everyone, esp. the people who had problems with it before. I'm gonna try it out some more tonight and also try it on hex's mod to see if the same problem exists there as well and if so, if it can be solved in the same manner.
On a different note, I too found the movement bug now, never noticed it before but I could have overlooked it. I will see if anything can be done about it but I wouldn't count on it too much. The SLIC code catches any movement orders that are given to Militia units and cancels those. Apparently the orders given through the keypad are in some way different from the mouse orders, but I don't know if I can catch those too. It might seem more logical to catch the actual movement event instead of the order but that causes all kinds of ZOC problems, as you'll all remember.
Anyway, I'll have more to say later, but for now I have a bus to catch...
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