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Pilfur
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Yup, silly me. I hadn't installed the patch. Great work on these Mods! I'm now playing the MedMod2 as well.
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hexagonian
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Gnawing on your mind...
Jun 1999 time: 23:14
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I have sent a note to Mark to post the Cradle here at Apolyton.
Last night in my game (Very Hard, 12 civs, Raging Hordes), the Japanese gutted my empire at around turn 250, and I am happy with what happened. 
Several AI civs and the Barbarians kept military stacks outside of my cities for a good portion of the game. I could not get them to agree to leave, nor did I have the military strength to deal with all of them. I monitored the AI from time to time on the cheat mode - the AI did not lose any cities to the Barbarians. The Barbarians are a little more passive than I like, but it is the sheer number of them that makes it tricky to deal with them, because they will stack up and attack any weak stacks that venture outside of your cities. It becomes a challenge to decide what to build - improvements or military. The Barbarians did attack and take one of my cities in the early going with a large stack - I had to build up and retake the city, losing time in the process.
For a good part of the game, those AI stacks parked outside of my cities were minding their own business - in fact I was a little annoyed with the AI's passivity. I knew that if they wanted to, they could do me a world of hurt. I never started a war in the course of the game - but this Mod makes it difficult to do so, because of the healing limitations placed on units.
But, in the course of a few turns, the Americans took a city with a stack, and then the Japanese launched an assault on my internal cities with a stack. As a sidenote, I had a sizable force on the southern part of my empire to deal with 2 other civs who had been harrassing my units. By the time I got that force back up to the north, the Japanese had taken my two best cities, and the trigger that guts a city of improvements had wiped out a good portion of those city improvements. I took the cities back, but it was hopeless to rebuild up, and build a military to deal with all of the attacking civs.
What was also interesing to note was the distance the Japanese force traveled to get into my heart. The Japanese had parked a stack of 12 in my empire, and after taking a couple of cities, were in the process of sending an additional stack in my direction.
So yes, this Mod is hard on the harder levels... Isn't that what everyone wants?
The Mod is still available at my site, so if you want to, go ahead and download it from there.
Below is an exerpt from the readme, describing what I wanted to accomplish in this Mod...
?One of my main purposes in creating this Mod was to address the shortcomings of the AI. I worked from the principle that if the AI was not capable of exploiting a feature in the game, then I would (attempt to) severely limit what the player could do in that same situation. This would make the game more difficult, because the tried-and-true strategies of the past may not work as well.?
a. Global Slider Adjustments
- Base Wages are at 5 gold per worker instead of 4
- Gain/Loss on the Ration Slider is at ration per worker instead of 3 per slider click
- Gain/Loss on the Production Slider is at .10 instead of .15 per slider click
It is my impression that the AI does not use the sliders too much ? therefore, these adjustments will help level the playing field. This will make it harder to max out the sliders to catch up to the AI on harder levels.
b. There is also a happiness penalty for maxxing out your sliders. Basically, you gain more unhappiness for working/underpaying/starving your workers than if you treat them well. The standard rate is (-3) for unhappiness and (+2) for happiness, although there are different settings for certain governments.
c. Rush Buy Modifiers have been increased in the later governments. It will cost more to Rush Buy later in the game.
d. Healing Rate for Units has been greatly slowed down - It has been totally eliminated if the unit remains out in the field, and is at 5% per turn in a city.
e. AI Goody Hut Priority - Increased Barbarian attacks - Reduction of free stuff from Goody Huts.
f. AI Production Boost on the more difficult levels
g. AI Power Bonus and Siege Priority Boost - this is supposed to make the AI more aggressive and more willing to attack cities - there are also many tweaks in the Strategies.txt file.
h. Happiness issues have been modified with the following...
- Base happiness is now at 75 instead of 73
- Revolutions are at 68
- Pollution has been modified to affect happiness earlier in the game
i. City Population growth has been slowed - the first cap is at 12 instead of 18.
- Aqueducts are now a food enhancement improvement (per Granary)
- The City Efficiency Improvements are now the Apothecary, Physician, and Bath House
j. There are now 2 types of Slavers. The Slaver works as a stealth unit, but it cannot be stacked with an army to capture slaves. There is also a Slavemaster, which does not have stealth capabilities, but can be stacked with an army to capture slaves. This is an effort to make slaving a little more difficult for the player, as the AI does not use slavers in stacked combat. Creating a military unit with slaving abilities will help the AI reduce the advantage that a human player has. In addition, the Chariot, Legion and Praetorian units will automatically enslave a defeated foe.
I believe that the combination of the tweaks above have given CTP2 a much-needed challenge to the player.
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hexagonian
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Gnawing on your mind...
Jun 1999 time: 23:14
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Just a report on my current Cradle game...
Very Hard
Huge Map
Raging Hordes
9 Civs
I just hit turn 400 - I have survived so far. My civ is 11 cities, which is also the size of a couple other civs too. Curently, I am running in 7th place. The Mexicans are way up on the power graph - with the strongest military and the best economy - despite my efforts to build city improvements at the expense of a full-scale military buildup. It is my hope though that I will be able to gradually catch up and surpass them with a solid economy and then use that economy to build a strong military. I have been able to build one Wonder so far (Temple of Zeus), and have yet to get a Wonder unit. However, I am aiming for Caeser...
There have been a lot of unprovoked attacks on my civ by other civs - at one time I was at a state of war with 6 civs. I have lost a city for the time being, I lost another settler stack to an unprovoked attack, and have been hit with attacks on other cities and units numerous times, but I have managed to defend them. With every attack though, I have to take time to rebuild my military and allow time for units to heal. I usually have to build up a force of 3-5 units to accompany my settler because I usually get a visit from either barbarians or other civs when my cities are built.
With all of the fighting, I have a large slave population, but due to the needs of maintaining a large garrison force in those cities with slaves, I am limited in bringing my military in prolonged offensive campaigns. I cannot have my cake and eat it too, it seems...
So far I have managed to take a Viking city, thereby cutting off an ongoing assault by them and have been rebuffed on several other city assaults with other civs.
I am enjoying the challenge - as far as I am concerned, this is how the game should of been released.
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hexagonian
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Gnawing on your mind...
Jun 1999 time: 23:14
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Well I do know that people read this thread based on number of viewers, so I will continue...
It is now turn 525 and I have moved up to third on the power graph. There is a logjam of 4 civs just behind me, and the Mexicans and the Ethiopians are running ahead of me. For a while, I thought I was in a good position to overtake everyone, but events have conspired to temper my opinion, at least for the moment.
To the east, the Thais, whom I have had a long running history of war/peace, sent a stack of Praetorians into my empire while I was at peace with them and managed to take one of my three best cities. The city was very well defended too, but I had not reached the Iron Age yet, so I did not have access to those powerful infantry units.
At the same time to the west, the Mexicans attacked one of my stacks and decimated it with their Praetorians. Fearing a two front war against powerful units, I decided to pull back my units and go after the Thai invaders (the Mexicans had not taken a city up to this point). I had earlier taken a city deep within Thai territory and was in the process of assembling my own counterstriking force. I sent my own stack to attempt to take another Thai city but was repelled by superior defenses.
At the same time, I consolidated my internal forces, made a beeline to Iron Working and Dictatorship and started building Legions. I also played some cat and mouse with the Mexicans. The barbarians actually proved to be somewhat of a godsend at this point in time. I was able to bypass their fortified positions (due to my vision allotted to the city radius) The Mexicans and Thais were not so fortunate, as the barbarians managed to weaken some of the incoming stacks.
After assembling my force, I marched on the city that the Thais had captured and was able to retake it. I had to rush buy an Apothecary, as the battles had gutted some of the improvements I had built earlier and the population was starving. The Thais had also done me a favor by liberating the large slave population there, thus freeing up future garrison units for more offensive-minded pursuits. I am in the process of cleaning out the rest of the offending Thai units and upgrading that city's infrastructure to its former glory.
However, there still remains the Ethiopians, which are situated to my south. I have several southern cities that are isolated from my empire. At the same time that I was fighting the Mexicans/Thais, it has been reported to me by my spies that the Ethiopians have been sending a steady stream of stacks to the north. My sorthernmost cities have also confirmed that those stacks are making their prescence known outside of their walls. They also have the largest military, according to the powergraph, though I am now close to them due to my own buildup.
At this point in time I am at peace with them, but that will probably change...
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hexagonian
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Gnawing on your mind...
Jun 1999 time: 23:14
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Continued report from the front...
Interesting events have occured over the last 25 turns - I have embarked on a three front war.
To the East, I was able to cleanse the Thai presence from my empire and was able to mount a major offensive push against the Thais, but a miscue on the the homefront concerning the number of garrison units in one of my border cities caused the slaves of the city to revolt. It was a temporary setback, as I was able to recapture the city though.
To the West, I mounted an offensive push against the Mexicans. Led by Caesar, my armies were able to capture a city, and then I used the production from that city to build the Resurrection wonder. However, the Greeks came out of nowhere and took that city a couple of turns later with a stack of Legions/Praetorians. In the battle, Caesar was killed and my empire mourned his death. Originally, a group of reinforcements were on the way to that city to continue the push into Mexican lands - now it is their goal to retake what was rightfully mine.
To the South, I have also initated a war with the Ethiopians with an suprise attempt to take a small city with a roving chariot. At the same time I had begun to build a network of roads to connect my southern cities with the rest of my empire. I had to build 3 forts to allow me to build those roads. Troops on their way to the south have noted though that the Ethiopians have taken ownership of one of the forts with a stack of 12 units. My spy was able to steal Siege Weapons from them, but was later caught and executed for attempting the same thing at another Ethiopian city.
I have moved out of a Dictatorship and into a Tribunal Empire. I have noted that the Mexican and Ethiopians have lost units on the power graph, so it is my assumption that they have also moved on from Dictatorship into Tribunal Empire - losing the use of Praetorians, which they had build in great abundance. I had not built any Praetorians, so there were no losses to my forces. Hence I have the largest military on the map now. My leaders assure me that it is only a matter of time until I wrap this up.
****************************************
Based on my playing, I will be taking a close look at the use of all government specific units. To give an example, the main difference between the Praetorians (Dictatorship gov. specific Infantry) and the Legion (conventional Infantry) is one of cost. For large cities, the difference between the two is negligible. Right now the AI is scriped to build Praetorians as the best infantry unit available at the time, provided it is in a Dictatorship. The AI is not programmed to weigh the advantages of one over the other in terms of long term priority - although there may be some creative ways to handle this. I had envisioned the government-specific units as an option to build in smaller cities, when the need for military units is great and time is of the essence. The human is able to make that distinction. For others who are creating Mods, this is something to consider too.
Also under consideration is the possible need to ramp up the cost of units starting at a specific time.
I have also noted an error in the units.txt file for the Trebuchet unit. The enable advance should be GREEK_FIRE instead of SIEGE_WEAPONS. If you are using my mod, you may want to make that change.
I will be posting Ben's SLIC file here as an add-on file. I plan on incorporating it after running it through the game.
Last edited by hexagonian on 29-06-2001 at 20:26
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hexagonian
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Gnawing on your mind...
Jun 1999 time: 23:14
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Here's Immortal Wombat's POW slic code adapted to Cradle.
The same directions as for Diplomod...make backups of existing files and place new files in their respective folders.
The code works like this. When you win a battle with a Leader unit (those created by a Wonder) you will capture one of the defeated units and will be able to convert it into the least-advanced infantry-type unit of the timeframe you are currently in. This unit will be created in the tile that was occupied by the victorious army, with movement available to join the victorious forces or move in another direction, as needed.
A nice touch of atmosphere - thanks Ben
Attachment: powcradle.zip
This has been downloaded 7 time(s).
Last edited by hexagonian on 30-06-2001 at 20:37
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7EA
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Denmark
Jul 2001 time: 06:14
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This is a great Mod.
Thank you (and the other mod makers) for making ctp2 worth playing.
I have some questions:
Is the diplomat supposed to be able to steal advances and plant nukes? It doesn’t say so in the Great Library. Is this just because you didn’t update the Library information for the diplomat or have I installed the files wrong? Also, I can’t use the icon menu to hold receptions, the icon is missing (the one with the handshake), I have to use the orders menu.
I am experiencing something like that with the prophet too.
And by the way, it doesn’t look like I’m getting any gold from converting cities like in ctp1. Is this different in ctp2 or is it a bug?
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hexagonian
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Gnawing on your mind...
Jun 1999 time: 23:14
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quote: Originally posted by 7EA
I have some questions:
Is the diplomat supposed to be able to steal advances and plant nukes? It doesn’t say so in the Great Library. Is this just because you didn’t update the Library information for the diplomat or have I installed the files wrong? Also, I can’t use the icon menu to hold receptions, the icon is missing (the one with the handshake), I have to use the orders menu.
I am experiencing something like that with the prophet too.
And by the way, it doesn’t look like I’m getting any gold from converting cities like in ctp1. Is this different in ctp2 or is it a bug? |
Yes, the Diplomat has a 20% chance of capturing an Advance and it has a 10% chance to plant nukes. I had left the Diplomat pretty much as it was in the default game - the main chance was the enable advance. So I never really looked at the GL for that unit other than changing the line of text for the enable advance.
Consider yourself an exceptional player if you can get to the point to build nukes. Not from the point of AI competition but from a timeframe standpoint. My base setup makes the game run through the Modern age - or so I'm guessing. I'm at 550 turns and have not reached the Medieval Age yet. The game can be made to run faster, but you will have to reduce the cost of advances and increase the gold input. I had added a lot of Ancient advances (about 45-50) and reduced the gold intake, so this will slow your movement through the ages. The template is there though to make your own alterations.
Regarding receptions, I had not playtested the default game too much, (starting to mod only a month after I got the game) and had never thrown a reception, so I never really looked into it.
As for conversion, I know where to look in CTP1 for the amount of gold that I got from a conversion, but I'd haven't done it yet in CTP2, so I just cut and pasted the code for the conversion ability for the prophet.
After getting the game last November, I am finally playing the game instead of testing it to see if my Mod would make the game crash. I have a great deal more respect for those who actually create games.
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hexagonian
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Gnawing on your mind...
Jun 1999 time: 23:14
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quote: Originally posted by Frog_Gamer
I have had a small problem with the mod when I wanted to resume the game last nigth. It kept on saying that it could'nt find sprite XXX in the database! and crashed out. I tried starting a new game with the scenario Cradle, then go to the game and got the same message. Not being very patient by nature, I scrapped the whole thing and started a MM2 game.
Good work |
Did you start up a new Cradle game - then load your saved game? This activates the Mod and the coding needed to play your saved game. Unfortunately, if you do not do this every time you load your saved game, the game file is corrupted and becomes unplayable. (its in the readme file)
If you didn't do this, then the messages that you are getting are consistant with the problems that occur if you do not do that.
I have not set up this mod with Modswapper, mainly because I have not gotten a huge response from players - if that changes, then I will be doing that. Does Modswapper allow you to skip this step to load saved MM2 games?
A little more info on the Slavemaster
The slavemaster has the same strength as the earliest ranged unit (slinger) but it costs almost double in production. You only need 1 per stack to get a slave - having more in a stack will not give you more slaves. Generally the bulk of my ranged units are slingers, augmented by a Slavemaster per stack.
As you get further into the military unit tree, units such as Chariots, Legions, Praetorians and the early Wonder units can all enslave, making the slavemaster obsolete from a cost standpoint.
Last edited by hexagonian on 04-07-2001 at 18:07
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