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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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Did anyone actually try out the new update yet? I'm getting the impression I forgot one messagebox when I sent the code for detecting war strategies to Wes, but oddly enough noone complained so far... Anyway, if there are any problems, you can solve them by adding the following lines at the top of MM2_SLC_Wouter.slc:
code: Messagebox 'MM2_GotHere' {
Text(ID_MM2_GOT_HERE);
}
I'm still working on the other triggers, there are some (hopefully) minor bugs in them and some other stuff came up but should be done sometime this weekend.
I will do some more testing with the AI files this weekend too, the new settings sound like they could make a big difference.
Thanks for fixing the URL to my webpage, Jani, I wondered why it took so long to load when I checked it but the address looked fine and I didn't have time to look into it at the time.
Timeline & Wes, IIRC the Brokerage isn't supposed to show up in your inventory, only the effect of the Brokerage will be visible. If the gold output of all your cities increases with about 30% you know it works.
Wes, as any nerd should , I know all about chmod (the command with which you set permissions), but I don't know exactly what you mean by 'octal'. But if Don or Markos & Dan can't help you out I'm not sure if I could help though, esp. not since I don't know the first thing about the Apolyton file server.
Well, actually I'm not sure what those settings do but changing them (to something very similar what you have) did improve the map. I also made the following changes:
FORESTWET 15
GRASSWET 60 # was 50, WS (2001-5-18)
PLAINSWET 20 # was 30, WS (2001-5-18)
DESERTWET 0
# This leaves 5 for swamp. was 10, WS (2001-5-18)
And I changed the map-settings in the new game screen so that I had maximum diversity. The amount of swamp that disappeared wasn't even all that enourmous but what was much more important to me is that it wasn't there in such big chunks anymore but much more spread out over the entire map. If you want to reduce the amount of swamp further, I'd suggest increasing the amount of grass or plains in the above settings and possibly in the settings you mentioned too. I have no idea what the limitations of those settings are either, but I suggest using some extremely high or low values for grass and possibly forest and see how that affects the map. Based on the results of that, you may be able to better judge what they do. I planned on doing this myself too at some point but I already want to try so many other things as well I have way too much ideas at the moment, can't even realize 10% of them due to lack of time
It would indeed be a good idea to see if Don has thoughts or files to share about this issue, as Peter suggests. I do know he uses fault.dll as map plug-in in userprofile.txt and for that reason I started to use it myself too.
The moment I heard of avatars I just knew you would use that pic as Avatar, Wes
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MrFun
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of Iowa
Nov 2000 time: 23:14
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Forgive me for posting something off-topic, but I'm desperate. Recently, I installed the official patch and Hack for Civilization: Call to Power (not Call to Power II). Then I installed We's Med Mod 4.0 pak. The game crashes now by the fourth turn. 
After encountering this problem, I uninstalled CTP I again, and repeated all the patch installations, and the Mod pak installation and the same problem - crashes.
I have followed his troubleshooting readme, and still have problems.
I have been seeking help for this serious problem, and unfortunately, my thread that I originally posted in Apolyton Community section was moved to the inactive Civilization: Call to Power forum section, where no one interested is likely to read it. 
I appreciate it if no one here lynches me for posting this in an irrelevant section of the forum. I would not normally do this, but Wes does not seem to have time to answer my e-mails, and I have not been able to locate the Med Mod 4.0 Public Release thread using the Archive search. Thank you for anyone's help.
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jadlakha
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quote: Did anyone actually try out the new update yet? |
I am using the newest update.
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Pintello
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Deltona, Florida
Jan 1970 time: 05:14
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Hi Wes,
I have been using the new files from Locutus' website. So far the game seems to be working beautifully. I am not far in the game and have not had to conquer anybody yet though, so I can't speak to how well the AIs are defending themselves. However, they do not seem to be a badly hit by the Barbarians as they used to be. This may indicate better city defence.
I am using Windows 2000 and so far I have never gotten an Elite unit even though I am sure I was the first person to discover some of the prerequisite advances. It this just bad luck or is there another reason for this?
I like the new units, at least the ones I have seen. I think you have thought out the benefits of the elite units well. They are enough to make a difference but not enough to unbalance the game. Good job there.
I have a question. Has the problem of reloading slic every time you load a saved game still there, or is that not necessary anymore?
I would also like to come in on Harlan's side about archers. I like the game the way it is, but it would be nice to have two different types of ranged units progressions. Say slinger to archer to longbowman/crossbowman, musketeer for one progression. You might could drop the slinger as both slingers and archer were contemparary. You could however may slinger a really cheap ranged unit with less ranged attack value. You could maybe pair it with the Warrior.
I thing another progression of ranged units could effectively be the artillary prgression. That would be Catapult, Seige Engine, Culverin, Cannon ( know you renamed it but I can't remember what to), Artillery, Self Propelled Artillery, ATA, etc...
I think the divergent ranged progressions would be there for the following reasons. It kind of reflects history. Catapults, Seige Engines, etc. have been around for a very long time. Even the Assyrians had them. While at the same time Archers of various types have been critical to the armies of history.
Back in ancient times military personal were broken down in to 5 basic types. Hand-to-hand combat, ranged infantry (archer, slingers, etc.), calvary military types (chariots, horsemen, elephants, camels, etc. Note: Yes there was an ancient camel calvary. The Arabs used them way before they ever become Muslims.), Artillery and Seige units (The Romans were the first to actually use catapults and ballistia as artillery units agains infantry as well as seige weapons. They also invented the crossbow. They called it a Scorpia.), and finally naval units.
Another reason divergent ranged progressions should be used is because when you get right down to it, Catapults and Seige Engines have very different funtions from archers. While the Romans used Catapults and Ballistia against infantry, they were useless against infantry as soon as they got close to them. Catapults and Seige Engines are stand-off weapons kind of like very long range weapons, archers are mid-range weapons. Long- ange and mid-range are valid weapons catagories even today.
I would give both Catapults and Seige Engines really good ranged attack but make them useless for hand to hand combat. With Seige Engine being more powerful than Catapult. I would not give good defensive value to artillery till Culverin come along, possible the Elite Bombard Unit as well. It wasn't till grape shot was invented that artillery did a really good job of defending itself without the support of large infantry formation.
I would also give the archer progression a much lower ranged attack than the Catapults and Seige Engines, but I would give them decent defense, but not as good as regular infantry. One possiblity is to give the archer and the longbowman the same ranged attack, but make the longbow better at peircing armour. I I remember correctly, that is one of the values that CTP2 allows for.
Also, here is something you may not have thought about. Modern infantry is actually a progression of the ranged infantry branch of the military, not the hand-to-hand branch. True hand-to-hand combat has gradually been replaced with mid-ranged combat supplemented by hand-to-hand combat when needed. Kind of like the Longbowman formation that the English employed so effectively in the 100 Years War. If there are any true hand-to-hand combat units left in todays militaries, they would probably be the specialized Special Forces units, not the standard infantry units we see today.
Just some thoughts there Wes. I am not criticizing you decisions in anyway. Like I prefaced this entire section with, I like the Med Mod 2 just like you have created it. My suggestion is more of an idea to enhance it even further than it is a criticism of what you have done so far.
I would also like to keep the possibility of buiding cities on mountains. It is not often, but sometimes this tactic has been very critical to maintaining the integrity of my civilization. Occationally a mountain city is absolutely critical to the stretigic situation you find yourself in. I would also mention that mountain cities even in ancient times have been viable. Just look at that famous mountain top city the Incas built. From all accounts it could even support itself food wise.
Here is an idea for a new advance. Call it terracing and let it allow the construction of irrigation on mountains and hills. This may require a new spite, I don't know, but it would be an elegant solution to the whole terraform or not terraform the mountain issue. Terracing prerequisites could be stone working and engineering or something like that. You can make it pretty expensive as far as PWs go as well. Maybe two to three times the cost of a mine on a mountain or something like that.
Well, I have said too much already. I will continue to play the game and keep you up to date as I go. I don't have as much time as a used to, but I still make time for it sometimes because that is often my best form of relaxation.
Regards,
Timothy Pintello
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preacherman
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Seguin/Texas/usa
Nov 2000 time: 00:14
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Wes, Started playing new mod, seem ok I am in the industiral age and have never seen a elite units ether mine or Ai's. so not sure it is working. I am playing hard level, 8 civs, reguler map. I started on a small continent with one other civ. He died by the 20 turn. One trouble I had is that 1/3 of my land was tundra or glacier. I had three goods on that cost line that I could not use. because 1) could not build roads to them 2) There is no production with that type of land and water. I would sugest that we be able to build roads on both and railroads on tundra. also that drilling platforms be able to be put on ice. The north Slope is more ice then anything eles and we are pulling most of our oil from there.
Science wise I was able to keep up with the Ais by stealing it till I got my science up to speed.
I like the idea of a Terracing tech, I have found times that I need to build on a mountain weather for strategic or economically reasons.
Last edited by preacherman on 26-05-2001 at 05:19
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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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quote: Originally posted by jadlakha
I am using the newest update. |
Well, did you get the messages when AIs change to war strategies? Was there anything wrong with them when they were displayed? Were they displayed at all? Could you and everyone else describe how the AIs deal with the war strategies? Do they switch immediately upon the start of a war and stay in them throughout the war or do they wait a long time, switch in and out all the time, etc? Wes and I and maybe others would like to know so we can improve the AI further.
Ruarc,
They seemed to work normal for me, but I never tested them very extensively. I work with build queues a lot so I just select all my cities, open the build manager and add or insert the Granary to the list when it comes available again. I'll pay closer attention to it next time I play though.
Tim's post gives me an idea: why not replace the current archer by the slinger and add the current archer where you'd normally expect an upgraded archer (longbow, crossbow, whatever). It may not be completely historically accurate but neither is the current setup and with the graphics resources available a historically accurate setup will be difficult in any case.
Hi Radical, nice to see you back in the forums again. I agree on the counter-bombard feature, it does seem a bit too powerful, esp. if the AI bombards a stack of 6 siege engines with only 1 catapult of his own. Not a chance in hell he'll survive.
I think celebrating cities help somewhat in growth, so it may be good to keep that for what it is (I could be wrong though). If you're having a lot of celebrations, I'd advice you to starve or work your people to death, that'll teach 'em not to celebrate 
I agree on the Elite thing, it would be nice if they could be more easily recognized.
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jadlakha
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quote: Well, did you get the messages when AIs change to war strategies? Was there anything wrong with them when they were displayed? Were they displayed at all? Could you and everyone else describe how the AIs deal with the war strategies? Do they switch immediately upon the start of a war and stay in them throughout the war or do they wait a long time, switch in and out all the time, etc? Wes and I and maybe others would like to know so we can improve the AI further. |
To be quite honest, I am playing a peaceful game, I usually wait to go to war towards the industrial age or when I get tanks, because then I wont have to keep upgrading units. So I have not gotten in any conflicts, and the AI hasnt been very aggressive, theyve actually stayed out of my territory without me even asking them too(no treaties or such have been necassary). In fact the AI is just a peaceful as ever. I have been waiting for them to provoke me but so far nothing. I will have to provoke em once to see what they'll do and how well they will do. But the AI has done nothing to me. However the AI is diplomatically engaging, however like I said earlier, 95% of the time its for map trades. A few times I have been asked to stop researching something but thats about it.
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WesW
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Florence, Al., USA
Jan 1970 time: 23:14
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Just a quick post tonight ( I have not been feeling well these last few days)...
Mr. Fun, use the link to my webpage on the left to get the Medpack 4.13. It should not have the crashes you describe. And I do not know anything about emails you sent to me.
A proposal:
How about adding back the chances of getting an extra settler to start the game with? This goes to the AI more often than to the human, and it speeds up the game.
I have added a line in the Elite units' GL which designates them as such. I know of no way to mark them in the advances' entries.
The messages about AIs switching their PW percent, or gaining an Elite unit, should popup like the messages about starting wonders. This means you will be notified whenever they occur to anyone, not just the AIs you have contact with.
I will think about adding in the Ctp1 Archer as a new ranged unit, but I still think you could use the Chariot or Horse Archer to the same effect.
The terrace is a good idea, but the AI would not use it, so it would just be giving another advantage to the human.
What advantage do you gain when a city is very happy? I think you can disable these messages, btw.
I know I skipped a bunch of things. I will try and post a thorough answer tomorrow.
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Radical_Manuvr
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Maryland, USA
Dec 2000 time: 05:14
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Thanks for changing the GL for the Elite units Wes. After I submitted my last reply I thought maybe I sounded too negative. Just want to say I am very impressed by the mod and there's too much cool new stuff to list it all.
I was trying to actually finish a game whether I got bored with it or not but I ran into a lockup problem. I'm not sure if it is due to the mod, my PC or CTP2. It seemed to lock on the barbarian turn/when the end turn progress indicator near the date was all red. The indicator would stay red and the end turn button stayed dark, not allowing me to go further. It started occurring every other turn when I got into the 1400s. The autosaves were no good and I'd have to save the game myself and go back 2 saves to continue. Finally even that wouldn't work. I may have missed a solution to this on the board if so, just let me know. Maybe it's just my PC.
I think I read something about granaries disappearing from the build list. I noticed that happening as well. It may have occurred when I got the geometry advance though I am not positive of that. I will try to check more often next game to see if I can provide better guidance.
I have not seen any messages about AIs changing public works or war strategies.
I thought I read that we didn't have to reload SLIC anymore to solve the militia problem, but some of mine were not being deleted when the city got to size 4. I had a lot of interruptions, I didn't play straight through and didn't try reloading SLIC to see if they would disappear.
As far as I know I was playing with the latest updates...downloaded all files from Wes' site on Wednesday and Locutus' text file2 on Friday.
Wes, if you'd prefer I just email you instead of posting here for bugs/possible problems I find just let me know.
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WesW
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Florence, Al., USA
Jan 1970 time: 23:14
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Martin sent me an updated citymod2 today, which has the new Palace city style, as well as an improved look for some of the other styles. It does not add the city-expansion trigger from BlueO's mod- I am going to add that in the second public release of the modpack. The city styles are really neat now, with the Egyptians having their own style (I cannot think of anyone else who built like the Egyptians, though I am sure some other people walked like them. ) Did I mention that this is National Bad Pun Day here in the US?
Anyway, Wouter sent in the new triggers to kill enslaving units on turn 500, and the trigger to make the Arquebusier and Bombard Elite militia units.
I will try and figure out the problem with the hosted site here, and make new uploads for everything sometime tomorrow.
I have added the Ctp1 Archer to the mod, calling it the Bowman. It has stats comparable to the Swordsman and the Archer, and it costs about the same as the Heavy Swordsman, with whom it becomes available with at Iron Working. (Btw, there will be no more units added to the game at this late of a stage.)
I have pretty much re-written the Terrain and Tileimp readme, including the latest changes to the map settings, terraforming costs, and adding some things I forgot to mention from weeks ago.
I enabled farms to be built on deserts, plus green and brown hills and mountains, though at half their normal effect.
Glaciers can have roads, but not railroads or maglevs. Tundra can have all of them.
Deserts can be terraformed with Conservation now, Hills with Nano-Machines, and Glaciers with Gaia Theory.
When you found a city now, a militia unit is created, and it is never disbanded. Wouter had it disbanding at size 4, but I changed that to size 99, since disbanding caused a number of problems.
What do you think about giving everyone 1 Arquebusier and 1 Bombard unit in each of their established cities when they discover Gunpowder, instead of having them Elite units as they are now? We could modify the disbanding code to get rid of all existing militia units first.
I have also not heard anyone's opinion on increasing the chances of a second settler unit to start the game with, at least bringing the chances back up to what they were originally.
Is scientific research still bogging down in the post-Renaissance ages? I lost the renaissance age game I had going a couple of weeks ago, and I have not made it back that far since then.
That is about the only thing that needs to be worked out before we can go public.
I still need a Rifleman pic on a black background to use as a militia pic. If one of you who knows how to use the screen-capture function on the game's GL could sent me the pic, even if it is still on the Ctp2 background, I could make it into what I need.
Radical, I do not know what would be causing your game to crash.
I tried adding something to the end of the Elite units, but I forgot that you would have to add that to the unit build lists, all the slic triggers, and who knows what else. Once people play the mod a couple of times, or more importantly become familiar with the GL or the Medcharts, they will learn which units are Elite.
I forgot: Thanks for the report about the Cavalry sounds. I corrected it. I also worked on the other sounds so that there should be no more problems. I will try and work out a system so that people can download and use the ctp1 sounds for those units when the public release is ready.
I don't know why the counter-bombard flag would allow units to counter more than once a turn. If this turns out to be a problem, I will have to remove that flag from land units.
Last edited by WesW on 30-05-2001 at 15:35
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