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jackazzstudent is offline jackazzstudent
Chieftain
dallas, TX USA
Jan 2001
time: 23:14
  Old Post 21-06-2001 01:23
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I've encountered another small bug. When wonders such as the temple of karnak and aristotle's become obsolete, the shrine and academy do not appear for building in the queue. It doesn't seem to be able to "take away" the benefits of the wonder.

Adam

Dale is offline Dale
King
Sir! Why do you keep clicking on me?
Dec 2000
time: 15:14
  Old Post 21-06-2001 03:52
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AI Personalities.... Support Apolyton, buy GURPS/ Alpha Centauri

Guys:
I've been fiddling with the personalities of the AI's through SLIC and couldn't find anything to change the base personality of the AI. Basically, if an AI starts with a military personality it can't be changed throughout the game. However, we already know that strategies and diplomatic stance can be changed throughout the game. On my system I've modified my SLIC file so that whenever the AI thinks about changing it's diplomatic stance it has a 1 in 8 chance of changing it. The AI doesn't think about changing it's diplomatic stance every turn, so I believe this will work out fair for it.

I started my first test game and have contact with 3 civs. The Americans I found first (mental note: change NonRandomCivs!!!!) and they started out with a neutral stance in our diplomacy. After about 50 turns in the game, the Americans declared war on me and regard for me crashed to hostile. Eventually I was able to beat them into a cease-fire, but diplomacy was always angry and heated. I'm up to turn 200 and for the last 20 turns the Americans and I have had "friendly" diplomacy. His regard for me has gone from hostile to neutral (and rising) and we currently have a peace treaty.

Pretty profound effect eh?? So what does everyone think on an AI behaving like that? BTW, I had similar results from the other civs I had contact with.

SMIFFGI is offline SMIFFGI
Settler

Jun 2001
time: 05:14
  Old Post 21-06-2001 03:52
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a few realistic ideas + bug report Support Apolyton, buy GURPS/ Alpha Centauri

Hey just a couple of things

Bugs: Abolitionist when fails a messages says something like

blablablabla then "{unitrecord} (unit.name)" blablabla

if u know what i mean and u probably know this but Aid Uprising is really buggered

Hey i have to say the Medieval pack is the best mod pack i have seen for any games, plus with little bugs especially for the first version i have a couple of sensible suggestions as u say u have run dry on ideas.

1. U should add the combat engineer, to ur mod (the one that was unused) its on Apolyton downloads and it has all but death animation.

2. I think u should add the AI entity from ctp1 and make the movie seperate download with Stonehendge one

3. It would be good to see babarian leader and gold reward for capturing him logic in the game (just an idea)

4. And last of all this is quite a radical idea but..... it would be good to see an age before Ancient age with maybe 2 or 3 new city designs for all untill civs have own design (like current Ancient Era) in this age u could put relitivly simple Advances and few city improvements or units available until ancient era. U could include such units as Tim Stevens stone thrower (predecessor of the Bowman.

thanx for reading this (if u have)
i am new to the ctp2 editing but done some simple stuff like add new units in ctp1, so any replies to this would be appreciated just to know someone is listening




P.S How come the AI nevere neaver builds any navy (on civ2 the AI went out thier way to do this resulting in huge powerful navys)
this is not ur mod but generaly ctp2

WesW is offline WesW
CTP1/2 Modification Site Admin
Florence, Al., USA
Jan 1970
time: 23:14
  Old Post 21-06-2001 09:25 Visit WesW's homepage!
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quote:
Originally posted by Dale
I'M BACK! And I'm bad!

You know, for the first time last night I actually played a game of CTP2 with all the MedPack2 settings running. Usually I had just played with some. Anyways, this pack is great! The first game I changed the sliders, founded my first city, hit end turn then got the "YOU LOSE!" movie since my city had revolted. I gotta remember not to use the maxed out sliders like in the normal game. The 2nd game is a lot more challanging though.

Anyways, development news:
- I've been notified of a bug in the diplomacy settings I sent off for my last update which needs urgent fixing.
- The 150 turn personality change that Wes mentioned.

Will get them off ASAP.


Was that Revenge of the Nerds 2 or 3? I think it was 2.
I can't believe that you have never played the mod, after all the work you did for it. Anyway, I think you may get hooked on the game again once you see how the mod plays, just check and be sure you have a good map to play. I have started taking about 15 minutes to make sure everyone has ample room to expand. It used to take an hour to get a good Ctp1 map, which shows how pleased I am with both the new map settings and AI behavior.

The experience you related with the Americans sounds exactly like what I want.
If other civs were changing personalities periodically, like they do historically, it will add an element of uncertainty and suspense to the game that often is absent when you get peaceful civs as neighbors.

Edited quote below:

Hey i have to say the Medieval pack is the best mod pack i have seen for any games.

Thank you.

1. U should add the combat engineer, to ur mod (the one that was unused) its on Apolyton downloads and it has all but death animation.

And use it as what? The concept didn't work for whatever reason. That is why the unit was not included in the game.

2. I think u should add the AI entity from ctp1 and make the movie seperate download with Stonehendge one

About this time last year I asked Tom Davies to make a Terminator unit, like in the movies, which I was going to link to the AI Entity for Ctp1. I thought it could be the coolest unit in the game. However, since Tom bugged out on us, it appears to be a dead issue, like some of the other units that we needed.
I am not sure if the Entity code still works in Ctp2, but I agree with the decision to take it out of the game anyway.

3. It would be good to see babarian leader and gold reward for capturing him logic in the game (just an idea)

Afraid I never did see the logic in the barbarian leader thing, other than as a ploy to get you to leave your cities in civ2. I also don't think you could code a unit to act like the civ2 Leader acted.
The closest thing to this in history that I know of is when the Romans and their allies defeated Attila, but Attila had an empire by then and they did not catch him.

4. And last of all this is quite a radical idea but..... it would be good to see an age before Ancient age with maybe 2 or 3 new city designs for all untill civs have own design (like current Ancient Era) in this age u could put relitivly simple Advances and few city improvements or units available until ancient era. U could include such units as Tom Davies' stone thrower (predecessor of the Bowman.

You could try David's Cradle of Civ mod for this. Adding an Age to the beginning of the game at this stage of the mod is out of the question.

Please don't take my replies as being harsh or anything. I do appreciate the suggestions.

I will fix the Temple of Karnak bug.

As far as updates, you only need to get the texts. I put all the new graphics in that zip along with all the text files. Before, I would update the pictures and other components too as we went along so that newcomers could jump in and be up to date.
There have only been a few pics added since the offical release, so I just include them with the texts so on one has to get anything else. Since I don't plan on adding any more new pics to the mod, I don't see any reason not to keep things as they are now.

Wombat, I think your category problem goes back to the scenario.txt. I changed some of the unit categories. I almost pity someone who tries to take the mod apart and add things back in to it. I could spent a few days cleaning up stuff that had names changed as we went along, or concepts that didn't work. The mod looks about as bad on the inside as the original Ctp1 files did, which is pretty damn bad.

If someone wants to convert the mod to different languages, that would be great. It would probably be a big job just converting the GL and scenario texts, though.

The counter-bombard element works like it should. The way they show the graphics makes it look like what Jani described, but it actually plays out correctly.
If you and the city defenders are about evenly matched as far as ranged units, then you are going to lose because he has city defenses to shield him and you do not. If you can get a seige dominated stack up to the city, and keep it safe from counter-attack, then you can eventually destroy his defenders if his ranged defense is weak enough. If you have another stack to send in and take the city, then it seems like you would have taken it no matter what the AI did.

janilxx is offline janilxx
Warlord
Finland
Mar 2001
time: 07:14
Thumbs up  Old Post 21-06-2001 12:06
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Re: AI Personalities.... Browse Apolyton AD-FREE

quote:
Originally posted by Dale
game. On my system I've modified my SLIC file so that whenever the AI thinks about changing it's diplomatic stance it has a 1 in 8 chance of changing it

Pretty profound effect eh?? So what does everyone think on an AI behaving like that? BTW, I had similar results from the other civs I had contact with.


I think I will like this "change diplomacy stance". But I thinkt that changes should not be too radical. I mean if AI hates you a lot now. Then he changes his stance and after 5 turns he loves you. The change should be slower.

Radical_Manuvr is offline Radical_Manuvr
Chieftain
Maryland, USA
Dec 2000
time: 05:14
  Old Post 21-06-2001 23:53
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Difficulty level: Impossible
Barbarians: Raging Hordes

Arrgghhh!

Dale is offline Dale
King
Sir! Why do you keep clicking on me?
Dec 2000
time: 15:14
  Old Post 22-06-2001 03:40
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Wes:
That lines from Revenge of the Nerds 2. But in reality, I modified it from Lethal Weapon 2 "We're back! We're bad! He's black and I'm mad!"

Jani:
I emailed Wes yesterday with exactly the same comment. I'm currently trying to get a nice balance so that it's not like how you mentioned. You never know, I may actually drop in a rare random event to simulate totally isolationist/globalist leaders who cause the radical moves in regard.

Rhuarc is offline Rhuarc
Prince
Florida, USA
Mar 2001
time: 00:14
  Old Post 22-06-2001 16:51 Visit Rhuarc's homepage!
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Dale,
That sounds like a relly cool idea, throwing in a random event, but you would have to make sure that it wasn't just totally arbitrary, and that it wouldn't happen all the time. Like maybe the longer you are at peace with someone the lsee of a chance there is for them to suddenly become angry with you. I don't know what would be best, but i think it will defenitley take some tweaking to get it worked out right and balanced properly.

ucel is offline ucel
Settler
Wroclaw, Poland
Dec 2000
time: 05:14
  Old Post 23-06-2001 01:05
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Stonehedge bug? Support Apolyton, buy Civilization: The Boardgame

I have started game on rather uniform map and I have created two cities on plains - both cities were located on plains and surrounded by 8 plains. I have put irigations on all surrounded fields and when both cities grew to 8 I have noticed strange phenomena: one of them had growth about +800 and second 0.
In the first city were granary built, the second one had no granary and I couldn't build it because I had stonehedge in anothe city. I had to wait until I discovered Crop Rotation and could change farm into advanced farms. And I had this problem with other cities too, any of this cities had granary.
Is it a bug or a feature?

Pintello is offline Pintello
Warlord
Deltona, Florida
Jan 1970
time: 05:14
  Old Post 23-06-2001 01:56
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Hi Ucel,

I think the problem you are experiencing is related to the fact that you have to have an Aqueduct now before you can grow past size 8 cities. You have to have a sewer system before you can grow past size 21. All this information is contained in WesW's readme files contained in the download. It would be a good idea to read all of those because there are a lot of changes in this mod.

Timothy Pintello

Rhuarc is offline Rhuarc
Prince
Florida, USA
Mar 2001
time: 00:14
  Old Post 23-06-2001 03:30 Visit Rhuarc's homepage!
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Ok, I am having a problem. When I star a new game using the newst update after a couple of turns the game crashes, giving me an error. Something about GU03.SPR shortcut error or somethign like that. Anybody got any ideas? I already tried reinstalling, and yes, I do have the patch installed and all that stuff.

Martin Gühmann is offline Martin Gühmann
Emperor
Berlin, Germany
Mar 2001
time: 06:14
  Old Post 23-06-2001 03:45 Visit Martin Gühmann's homepage!
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A question about missing *.tga files:

I noticed that in the Great Library two pictures are missing. That was no problem until I tried to research into advanced composites. I got an *.tga load error. Therefore I looked into the MM2_uniticon and found this name for the image: ADVANCED_COMPOSITES.TGA. I wasn't able to find in the picture file that I downloaded on 28-04-2001. I found a file with a similar name in Harlan's TECHNOLOGY GRAPHICS FOR CTP2 VERSION 1.1: advanced composites.tga. But finnally I fouond this picture is called THERMAL IMAGING.TGA and is used for this advance.

An Image for a second tech is also missing: MOLECULAR_SYNTHESIS.TGA

Also the images for your new governments aren't shown in the GL

Here the names from the MM2_uniticon.txt and in comparison to the names that I found:

CITY_STATE.TGA must be city state.tga
ABSOLUTE_MONARCHY.TGA must be absolute mon.tga
I wasn't able to find the FUNDAMENTALISM.TGA.

-Martin

StarGazer is offline StarGazer
Chieftain
San Francisco
Jun 2001
time: 21:14
Question  Old Post 23-06-2001 17:39
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OK. I've downloaded and installed the CTP II patch and the MedPack II files. DebugSlic was already set to No and PlayerNumber to 1, so I didn't have to change those in the userprofile.txt. I've run the Modswapper. And I've printed out all the MedPack II Readme files and read them. So it's now six hours after I started all that.

However, when I clicked on the Start/Programs/Call to Power 2/Call to Power 2 menu listing and the game started up, I didn't notice any difference from the nonmodified game.

I chose the beginner's level, just to get started and to see whether the MedPack II modification was working at all.

1. After I founded my city, I was given the choice of an Archer, a Settler, or a Warrior to build. No mention of a Spearman, a unit that is supposed to become available at the same time as the Warrior, i.e., with the Metal Working advance. I thought that a Spearman would be present in my city after I had founded it, since it is a militia. But no unit was there.

2. I was given only one settler instead of two. but according to the Misc. ReadMe file, that sometimes happens -- perhaps in this case because I am at Beginner's level.

3. My Science Advisor showed that I had the advances, among others, of Tool Making, Religion, and Agriculture. But these advances, although part of the original CTP II game, are not listed on the MM2 Advances Chart.

So I don't think that I started up the modified game. My question then is How do I start the CTP II program that has been modified by the MM2 pack? Thanks!

StarGazer

Last edited by StarGazer on 23-06-2001 at 18:46

dande is offline dande
Chieftain
Middlefield, CT, USA
Jul 2000
time: 05:14
Lightbulb  Old Post 23-06-2001 20:44
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Stargazer,

I've only been poking around with the mod myself for a few days, so I am far from an authority, but since no one else has responded I'll try and help.

Assuming you unzipped everything in the right folder (CTP2), when you ran the modswapper you should have had the option to pick the Med Mod II. When I chose it, I then pushed the "lauch CTP2" button and blammo! the Med Mod was running.

It clearly sounds like you are not running the mod by your discription of the beginning of your game. You should have a spearman in the city the moment it was founded. If not, you are not runnning the mod!

Hope this helps...

Rhuarc is offline Rhuarc
Prince
Florida, USA
Mar 2001
time: 00:14
  Old Post 23-06-2001 21:11 Visit Rhuarc's homepage!
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Does anybody have any clue why I would be gettting the errors referring to the *.SPR files (GU01.SPR, GUO3.SPR, etc...) the error says something to the effect that they are missing in the assett tree, or something like that. I already checked and the files are there. I don't know if this has anything to do with it, but whn I unzipped the MedPackII files it throws a message at me that says certain files are read only, am I sure I want to overwrite. The fiels are *.tga (like: upup112L.tga, etc...) I clicked yes to overwrite them, but I don't remember this ever coming up before. Please help somebody!!

WesW is offline WesW
CTP1/2 Modification Site Admin
Florence, Al., USA
Jan 1970
time: 23:14
  Old Post 23-06-2001 23:01 Visit WesW's homepage!
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Rhuarc, I do not know why you would be getting sprite errors, but since you are getting multiple ones something must be wrong with your setup. Either that or the program you used to unzip the files. The particular sprites you listed have not been touched in months, so something on your system has gone bad, I assume.

Go ahead and overwrite the tgas. Those are the new Rifleman militia pics with the black background.

Stargazer, run modswapper again and be sure you select the Medpack and press the Save & Exit button. Then start Ctp2 as you normally do. You should see the Medpack castle in place of the opening movie. If you do not, then something is wrong with your file setup.

Martin, it sounds like you missed an update back in the beta testing. Get the pictures component currently up, unzip it, then upzip the current text update. This should get you straightened out.

Btw, thanks go out to Jason (Engineer) as the first person I have received a donation from.

dande is offline dande
Chieftain
Middlefield, CT, USA
Jul 2000
time: 05:14
Question  Old Post 24-06-2001 02:06
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Is this s feature or a bug?

I just received a feat of wonder for getting to gunpowder first. I was rewarded with the special units (I forget what theyare but they look like a guy with a rifle and a cannon type thing ). This was cool, but then something unexpected happened! Every single one of my cities got these two units free (militia style with a black background) but neither of them appeared in the build menu. Is this what was supposed to happen when you are rewarded with these special units?

Rhuarc is offline Rhuarc
Prince
Florida, USA
Mar 2001
time: 00:14
  Old Post 24-06-2001 03:41 Visit Rhuarc's homepage!
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I think, (someone correct me if I am wrong) Those units are militia to replace the spearman from the ancient age. I think that is why they have the black backgrounds. Once again, I am not completely sure about this, so someone correct me if I am wrong.

Wes,
I reinstalled windows, then reinstalled everything and it seems to work fine now, so it must have been something that was actually corrupted inside of my windows system kernel. Thanks for your help though!

StarGazer is offline StarGazer
Chieftain
San Francisco
Jun 2001
time: 21:14
Lightbulb  Old Post 24-06-2001 08:09
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I discovered that Modswapper has a Program Group listed on the Windows Start menu and that I'm supposed to click on that instead of on the Call to Power II menu program.

You might consider stating that point -- for newbies like me -- in your Installation and Introduction Readme file, Wes.

StarGazer

Last edited by StarGazer on 24-06-2001 at 12:12

Dale is offline Dale
King
Sir! Why do you keep clicking on me?
Dec 2000
time: 15:14
  Old Post 25-06-2001 04:07
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Update almost ready to send off:

I've got the AI's randomly changing their diplomacy settings. It's really cool now. I've got AI's getting happy with you, then suddenly they start losing that happiness and eventually getting angry with you. It's not a quick blast thing, but takes quite a number of turns to notice the affect. I've had AI's bounce around for 500 turns between slightly happy icon (I'm able to trade techs) to the slightly annoyed icon (they make demands on me) then back to the slightly happy icon (able to trade techs again). I had one AI that I met within 20 turns spend 400 turns in AI_SUCKUP mode and then swap suddenly to AI_WARMONGER mode and declare war on me suddenly and take a few cities off me. I'd grown complacent and only had a thin defense on that front, but still it forced me to spread my attack stacks out on two major fronts. Quite a push there, made me actually sue for peace with the other civ to beat back those 12 stacks! Then another test game I had a war for 200 turns then suddenly the AI_SUCKUP sued for peace and ever since we've been trading techs and living in a military treaty.

As for the random event I mentioned above, it was too much. I've dumped the idea. The AI can't handle it when it happens to them since they'd lose 500 (half) regard for every other civ in quick order, or gain 500 whichever method was being simulated. So I'm not going to send that particular thing to Wes.

I've fixed a bug pointed out by Peter. Now the AI does actually get happy with another AI (as Jani wished if I remember correctly ) as I advertised ages ago. Thanks to Peter for that pickup.

As for the error that was causing us to use "DebugSlic=No" I think I've almost solved that problem too. I know what causes the error, and I think I've got an idea on how to fix the problem.

Stay tuned for more development news soon.

ENGINEER is offline ENGINEER
Chieftain
Dallas, TX USA
Nov 2000
time: 01:44
  Old Post 25-06-2001 17:19
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It's so much fun to be playing a good game again.

Dande,

Both are elite units from the gunpower advance that you have a chance at getting. Both are milta units. Just think of all the extra defense.

Wes,

Your welcome and thanks again.

Dale,

Is there still no way for the AI civs to form alliances and treaties?

Immortal Wombat is offline Immortal Wombat
Prince
in perpetuity
Dec 2000
time: 05:14
  Old Post 25-06-2001 20:25 Visit Immortal Wombat's homepage!
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Sounds very cool Dale. AI fixes = AI fixes + 1

janilxx is offline janilxx
Warlord
Finland
Mar 2001
time: 07:14
Thumbs up  Old Post 26-06-2001 10:14
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New features(for example Dale's "change diplomatic stance" and AI "loves" other AI) sounds ...umm what word would I use... very GOOD! I recognized that I have even less time to play game nowadays so I am still playing my first non beta version game(year 700AD going on). And I will play this game to the end(I have not played any MedPack games to the end).

I have said this millions of times but I hate those settlers that keeps trying to come to my lands!!! I would not say this if I would not have a suggestion...

So could there be some kind of counter for every settler unit like TIMES_TO_TRY_TO_GO_THIS_WAY?

Example:
AI's settler comes to my land and I will go after him and kick him out from my land. I will set my units so that settler can not come to my lands again. Hi tries and I kick him out(this is the first time I do this exactly in same way as in future) so lets set TIMES_TO_TRY_TO_GO_THIS_WAY = 1. AI's settler tries to come again and I will kick him out exactly the same way as before(so it will bw TIMES_TO_TRY_TO_GO_THIS_WAY = 2). And the third time...

When TIMES_TO_TRY_TO_GO_THIS_WAY = 3 computer will calculate new movement path and new destination where he tries to go for that settler.

Could this be possible? If not I have another suggestion

When TIMES_TO_TRY_TO_GO_THIS_WAY = 3 computer will select random AI city(not the one where settler was put when I kicked him) and settler will be transported to that random city(not realistic option but that would maybe prevent that settler to come again to same place(???)).

StarGazer is offline StarGazer
Chieftain
San Francisco
Jun 2001
time: 21:14
Thumbs up  Old Post 27-06-2001 00:50
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Re: Development news! Support Apolyton buy from Amazon

[QUOTE] Originally posted by Dale
I've got the AI's randomly changing their diplomacy settings.

[DELETED]

As for the random event I mentioned above, it was too much. I've dumped the idea. The AI can't handle it when it happens to them since they'd lose 500 (half) regard for every other civ in quick order, or gain 500 whichever method was being simulated. So I'm not going to send that particular thing to Wes.
[END QUOTE]

Thank you for scrapping the "random change" idea, Dale! It does not make sense realistically for a civilization to change its attitude toward another civilization "randomly," i.e., for no reason at all. I enjoy as realistic a game as possible within the necessary limitations, of course, of enjoyable game play.

If a civilization changes its diplomatic stance towards me, I want to know the reasons. In the "real" world, a particular civilization's diplomats usually have a pretty clear understanding of what makes the leaders of other civilizations happy or unhappy. And the personality of the leader of each civilization is usually known as well. I'm certainly not against a change in diplomatic stance as the years pass, but I want a game in which the reasons (why such a change has occurred) can be learned or deduced.

When I play civ games, I usually try to maintain the peace and to form a diplomatic alliance with all the civs, if possible. In order to accomplish that, I need information, lots of it, about the diplomatic stances of other civs and why they change. If a "laughing" icon suddenly changed to an "angry" icon (or vice versa) in the Diplomacy Manager, I would want to know why. For that to happen "at random" with no forewarning and for no logical reason would spoil the game play for me.

Just some of my ideas. Thank you, by the way, for creating this diplomod!

StarGazer is offline StarGazer
Chieftain
San Francisco
Jun 2001
time: 21:14
Question  Old Post 27-06-2001 00:58
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Wes -- In MM2, does it take three turns to stand DOWN a readiness level also? In the original CTP II game, standing down took effect immediately.

It stands to reason that gearing up for war would take longer than decreasing a civ's readiness.

Dale is offline Dale
King
Sir! Why do you keep clicking on me?
Dec 2000
time: 15:14
  Old Post 27-06-2001 03:33
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Development News! Support Apolyton, buy GURPS/ Alpha Centauri

Three points!

1 - Over time the AI now has the possibility of slowely changing its diplomatic stance towards someone. I hope I've got a good balance on the affect of these changes, but let me know if it's not balanced.

2 - Bug fixed that was keeping the AI stuck in AI_WARMONGER mode. AI now uses all three of it's AI to AI stances, thus meaning an AI can now get happy with another AI. Any comments....... Jani?

3 - I "think" I've fixed the bug that was forcing us to use the "DebugSlic = No" setting. I played 400 turns last night with "DebugSlic = Yes" and had not one error message. Damn I'm good!!!!

Sending these changes to Wes for the next update.

Attachment: mm2_diplochanges.zip
This has been downloaded 23 time(s).

Peter Triggs is offline Peter Triggs
Prince
Gone Fishin, Canada
Jan 2000
time: 05:14
  Old Post 27-06-2001 05:09
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Lose 30 kilos (of popups)

It's a good thing you've got this debugslic thing sorted. The practice of setting debugslic=no is something I've always had vague doubts about but in the past couple of days I've come to the conclusion that it's a bad idea. True enough, in CTP2 it just says that setting debugslic=yes "gives better error messages" whereas in Civ:CTP it said that it was "needed for debugging", but I think the latter is still true. The "better error messages" are those messages about errors that do not induce fatal crashes: in their presence my program would still run, but not properly. It just doesn't execute lines where there is, say, a type mismatch, and doesn't tell me about it. Once my code is completely debugged, it probably speeds things up a bit to set debugslic=no; but I'm not even sure that's terribly noticable.

WesW is offline WesW
CTP1/2 Modification Site Admin
Florence, Al., USA
Jan 1970
time: 23:14
  Old Post 27-06-2001 10:13 Visit WesW's homepage!
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UPDATE ALERT ! Suffering from ads?

New text update posted. It contains Dale's new diplomacy changes, plus a couple other things. I made the Ramayana and Temple of Karnak good for the entire game (they no longer go obsolete). I have updated the readmes and GL to reflect the new settings.

Standing down still only takes one turn.

Jani, Dale or Wouter would be more qualified than me to comment on your proposal, but I don't think it would be possible to code what you want. I have never had this problem anyway. It's strange that you keep reporting it. Perhaps you are spacing your cities too far apart.
I put the note about Modswapper in the Intro file, too.

As usual, you will need to use modswapper to update the GL. You will also need to reload slic if you continue a previous game. Don't forget that you may need to open the cheat menu a second time if the first opening turns off pollution in the game.

janilxx is offline janilxx
Warlord
Finland
Mar 2001
time: 07:14
  Old Post 27-06-2001 10:14
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Re: Development News! Lose 30 kilos (of popups)

quote:
Originally posted by Dale
2 - Bug fixed that was keeping the AI stuck in AI_WARMONGER mode. AI now uses all three of it's AI to AI stances, thus meaning an AI can now get happy with another AI. Any comments....... Jani?


I love this, I love this, I love this!
I do not have time to test that yet but if my current game does not end in 10 days I will download new version and install that(my summer vacation starts then!!!).

quote:

Damn I'm good!!!!


Yes you are (being good in some areas is really nice, I know that because I am good in my job too )



I played few turns yesterday. My spy incited revolution in AI's city. All 12 units in that city died because of incite revolution. It was too easy to take that city after that. Is it supposed to be so that all units in revoluting city are killed? It makes it too easy to get that city. Maybe it would be better that barbarians would have some(maybe even 8-10) units left in city.

After I took that barbarian city I took two AI's cities. He lost quite many units but what makes me wonder is that I still have not seen any AI to try to capture his city back. I want to see that!!!

janilxx is offline janilxx
Warlord
Finland
Mar 2001
time: 07:14
  Old Post 27-06-2001 11:15
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Re: UPDATE ALERT ! Tired of ads?

quote:
Originally posted by WesW
(about AI settlers in my lands)
Jani, Dale or Wouter would be more qualified than me to comment on your proposal, but I don't think it would be possible to code what you want. I have never had this problem anyway. It's strange that you keep reporting it. Perhaps you are spacing your cities too far apart.


I started to build cities not as far as I used to but in my current game I have one city near AI's borders and there is some open places to build cities(in my lands) near that city. And AI's settler is lurking those areas(actually my concentration slackened for a while because of barbarian unit and AI got new city in my lands. Maybe he will not build another settler anymore(I hope).

But this AI settler thing might be a problem to some players who have for example one city near AI's borders and other cities are farther.

 
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