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WesW
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Florence, Al., USA
Jan 1970 time: 23:14
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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.
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Radical_Manuvr
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Maryland, USA
Dec 2000 time: 05:14
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Difficulty level: Impossible
Barbarians: Raging Hordes
Arrgghhh!
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StarGazer
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San Francisco
Jun 2001 time: 21:14
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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
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WesW
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Florence, Al., USA
Jan 1970 time: 23:14
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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.
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StarGazer
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San Francisco
Jun 2001 time: 21:14
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[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! 
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StarGazer
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San Francisco
Jun 2001 time: 21:14
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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.
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Peter Triggs
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Gone Fishin, Canada
Jan 2000 time: 05:14
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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.
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