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WesW is offline WesW
CTP1/2 Modification Site Admin
Florence, Al., USA
Jan 1970
time: 23:14
  Old Post 03-07-2001 06:32 Visit WesW's homepage!
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I forgot that when I changed the timeline to add more turns to the Ancient age that it would affect the enslaver disband trigger. Turn 400 now occurs at 1820, and this should be when the units are disbanded. If a civ has not discovered the obsoleting advance for a slaving unit by that turn, then they may be able to construct new units after 1820. I will ask Wouter about this.
Wouter, are you out there? I have not heard from you in a while.

Dale is offline Dale
King
Sir! Why do you keep clicking on me?
Dec 2000
time: 15:14
  Old Post 03-07-2001 08:11
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Wouter doesn't seem to be here, but I am. I took a look at Wouter's code, and it doesn't appear to disable the slave-enabled units at turn 400. From how the code flows, it only kills currently active slave-enabled units.

A quick way to stop this that I can think of is in his code change the following line in the slavery Handler to:

From: if(g.year == 400) {
To: if(g.year > 399) {

This will kill any of the slave-enabled units the script detects from turn 400 onwards. However the pitfall is if the AI is not advanced enough yet, it'll end up with no units to defend or attack.

EDIT: This better for not stuffing up the window?

Last edited by Dale on 04-07-2001 at 03:31

Pintello is offline Pintello
Warlord
Deltona, Florida
Jan 1970
time: 05:14
  Old Post 03-07-2001 08:44
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Hi Wes,

If it were up to me I would just leave it the way it is. Like Dale warned, it could detrimentally hurt the AI if it is not sufficiently advanced. Also, allowing new slaving units to be created after the cutoff period if the civ still has the tech can be said to represent the slaving that still goes on in the modern world.

I read somewhere that in overall numbers, there is more slaving going on now than there was around the turn of the 19th century. People in the 21st century just don't use slaves for field labor any more, they use them for more nefarious purposes now.

Timothy Pintello

Frog_Gamer is offline Frog_Gamer
Chieftain
Lisboa
May 2001
time: 08:14
  Old Post 03-07-2001 09:32
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this has happened to me aswell. The slaver units disappearred around 1827 or 6, instead of rigth on 1800. Funny

I have run the game on hard (ie no penalty on science), with a reduced tech tree (-20% of the original tech tree) and have found that finally I am on time the whole way thru

It is really in the early game that science is to expensive. I was even about to revert to original settings for the end game (2040) but this needs more testing

StarGazer is offline StarGazer
Chieftain
San Francisco
Jun 2001
time: 21:14
Post  Old Post 03-07-2001 09:41
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quote:
Originally posted by WesW
I forgot that when I changed the timeline to add more turns to the Ancient age that it would affect the enslaver disband trigger. Turn 400 now occurs at 1820, and this should be when the units are disbanded. If a civ has not discovered the obsoleting advance for a slaving unit by that turn, then they may be able to construct new units after 1820.


In my game, England's Zulu Warriors were still around in 1823 C.E. Also, England still has light and heavy cavalry units in 1873 C.E. I don't know whether these victory enslavement units will be able to make slaves now, though, since the Emancipation Act is in effect.

In any case, I know nothing of programming or codes, so I'll leave it to you experts to figure out how to correct things.

BTW, thanks to those of you who showed me how to quote correctly!

janilxx is offline janilxx
Warlord
Finland
Mar 2001
time: 07:14
  Old Post 03-07-2001 11:01
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AI1 and AI2 are in war. AI1 has his noble next to AI2's city. AI2 has many units next to that same city(and next to AI1's noble).

AI1's noble tries to establish embassy every turn(stupid because they are in war).

AI2 does not kill AI1's noble(stupid because they are in war).

WesW is offline WesW
CTP1/2 Modification Site Admin
Florence, Al., USA
Jan 1970
time: 23:14
  Old Post 03-07-2001 14:31 Visit WesW's homepage!
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Here is a paste of the Readme. Note that you must have the regular version of the mod installed in addition to the Large files.
I looked at the Large civs version of the Medpack I to get an idea of which files needed to be changed. This version is actually simpler than that for the Medpack I. I hope that I did not forget anything.

Large Civs Readme for the Medieval Pack II
By Wes Whitaker

This file describes the general changes made to text files to better suit playing games with large civs (I consider "large" to generally mean 15 or so cities in the initial expansion phase of the game). There should be enough room for about twice this many cities for each civ if all decent land city sites are counted.

Const:
The time given to the AI to take their turns raised by 40%.
The terrain "box" that is used to place ruins raised from 6x6 to 8x7. This means there there will be only about two-thirds as many ruins on a given map as there were previously.
The amount of pollution a civ has to produce to result in anarchy raised from 2,500 to 3,500.
The level at which an eco-pact is broken raised from 200 to 300.

Pollution:
I raised the threshold for disasters on large and huge maps by about 50%.

Govern:
I raised the too many cities threshold and the war discontent max units by 50%, and reduced the penalty for violating the city limit by about 33%.
I lowered the science coefficients for all governments except Tyranny.

Terrain:
I reduced movement costs by about 33%.


I guess that I will leave the slaver disband code alone right now. If a civ has not gotten Flintlock by 1820, I guess they need some slavery to help them out. Funny about the weird disbanding years, though.
Dale, would you delete the code you posted? It is messing up the page width, at least for me. Thanks for the effort, though.

Jani, I have seen what you are reporting. I think it happens when the AIs have regained better feelings towards one another, but have not gotten around to signing a cease-fire. At least I hope this is what is happening.

Dale is offline Dale
King
Sir! Why do you keep clicking on me?
Dec 2000
time: 15:14
  Old Post 04-07-2001 03:33
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Hey Wes, you running at 640 * 480? I have no problems with anyone's code at 800 * whatever. Anyways, I fixed it for you.

Jules is offline Jules
Chieftain
Chairman & CEO, Dallas Oil Company
Jul 2001
time: 00:14
  Old Post 04-07-2001 05:50 Visit Jules's homepage!
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quote:
Originally posted by jackazzstudent
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



Hi, guys! I'm new to the forums, and very impressed by Wes's Med Mod II. I've been working on a solution to the problem posed in the quote above from Adam. The issue he raises is easily corrected by changing Wouter's SLIC code for wonders so that the free improvements granted by wonders can be built again once those wonders expire. The problem, I think, runs much deeper than that however. For example, with Aristotle's Lyceum, the discovery of Public Education should be accompanied by a drop in the civ's science as the Lyceum expires. Unfortunately this is not happening. The game doesn't seem to be able to "turn off" the free building benefit when the wonder's obsoleting advance is discovered (although it is when the city is captured or destroyed). But I think I've figured out a way to use SLIC to remedy this. Below is documentation I've prepared to accompany the bug fix. Feel free to read on if you're interested....


THE PROBLEM

A number of wonders in Med Mod II grant a free building in each of the player's
cities. For example, building Stonehenge gives a Granary in every city. The
problem arises when the wonder is supposed to expire. What happens is that
although the wonder has expired, the benefit has not. So in the case of
Stonehenge it's as if the Granary is still there--food production does not
suddenly drop off after discovering Railroad. This defeats the purpose of
having these wonders expire in the first place. Here are the wonders affected
by this bug:

Aristotle's Lyceum (free Academy) - expires with Public Education
Chichen Itza (free Courthouse) - expires with Neural Reprogramming
Drug Rehab Act (free Prison) - expires with AI Surveillance
Stonehenge (free Granary) - expires with Railroad
Temple of Karnak (free Shrine) - expires with Steam Engine
Ramayana (free Theater) - expires with Electrification
Great Wall (free City Walls) - expires with Military Engineering

This is only a problem when wonders expire. Wonders granting a free improvement
that never expire (obviously) do not have this problem.


MY SOLUTION (not yet completely tested)

In the case of the seven wonders listed above, I have created a set of "anti"
buildings, each corresponding to the building granted by the particular
wonder. An "anti" building does exactly the opposite of the building it
corresponds to. So, an anti-Academy (Aristotle's Lyceum Society in the game)
reduces the city's science by 30%, whereas the Academy adds 30% science. When
a civ possesses a certain wonder and then discovers its obsoleting advance, the
corresponding "anti" building is automatically created in every city to exactly
offset that wonder's benefit. Specifically in SLIC, at the beginning of a city's
turn, a check is made to see if the city owner: 1) possesses the wonder,
2) possesses the advance that obsoletes it, and 3) the city does not already have
the "anti" building in it. If all three conditions are satisfied, the "anti"
building is automatically built. This is done at the beginning of every city's
turn, so you can't cheat by selling off the "anti" building. If you do, it'll
just come right back next turn. In principle you could retain the wonder's
benefit indefinitely by selling off the "anti" building every single turn, but
if you're managing an empire of 50+ cities, I think you have better things to
do with your time!

In the case of cities being destroyed or changing hands, an additional check is
made to determine whether or not an "anti" building exists even if the city
owner doesn't have the wonder it corresponds to. If it's there, it's automatically
destroyed.

Another issue is that the same building can't exist in a city twice. The wonders
Stonehenge, Temple of Karnak, and Ramayana permit their associated building to be
built after they expire (Granary, Shrine, and Theater respectively) since those
three improvements never go obsolete. But, in the case of Stonehenge for example,
the free Granary is still there even after discovering Railroad. You can rebuild
the Granary, but it won't give any extra food because there's a Granary already
present so to speak. Plus, the Food Silo building requires a Granary to be present
first before one can be built. But notice that after discovering Railroad you can
go right ahead and build Food Silos even though in principle you must have Granaries
first.

In dealing with this, I first modified Wouter's SLIC code for wonders so that
Shrines and Theaters can be built once Temple of Karnak and Ramayana, respectively,
expire. Secondly, I changed the above SLIC procedure as follows, using Ramayana
as an example: 1) the city owner possesses Ramayana, 2) the city owner possesses
Electrification, 2a) the city *does not* already have a Theater present (*not* the
freebie accompanying Ramayana--an actual Theater existing in the city inventory),
3) the city *does not* already have an anti-Theater present (called Ramayana
Reenactment Club). If condition 2a) is not satisfied (meaning there's a Theater
in the inventory) a check will be made to determine if an anti-Theater is present.
If one is, it will automatically be destroyed. That way, if Ramayana has expired
and the city later builds a Theater, there will be an increase in the city's
happiness from buildings.

Dealing with the second part of this issue (e.g., being able to build Food Silos
before Granaries when Stonehenge expires) required further modification to Wouter's
SLIC code for wonders. For example, a city must have a Shrine before it can build
a Basilica or Theater. Now, when a civ has Temple of Karnak and discovers Steam
Engine, a check is made to see if the city has a Shrine. If not, the city cannot
build a Basilica or Theater. A similar check is made for every building which
requires either a Granary, Shrine, or Theater (fortunately not too many!).

I also modified Wouter's SLIC code for wonders so that the "anti" buildings can
never actually be built by anyone. Finally I've given the "anti" buildings
sentimental titles (Stonehenge Cult for anti-Granary, for example), reflecting the
fact that even after a wonder is no longer useful there will always be those who
gather together around a memorial or some kind of social club out of a sense of
nostalgia to celebrate their nation's great achievements.

Aristotle's Lyceum Society (anti-Academy)
Chichen Itza Foundation (anti-Courthouse)
Drug Rehab Act Memorial (anti-Prison)
Stonehenge Cult (anti-Granary)
Temple of Karnak Cult (anti-Shrine)
Ramayana Reenactment Club (anti-Theater)
Great Wall Memorial (anti-City Walls)

Feel free to suggest alternative names for these buildings. These are only
preliminary, as I'm still testing.

Miscellaneous Changes: Courthouses now expire with Neural Reprogramming (same as
Chichen Itza) rather than with Criminal Code. You now need a University to build a
Publishing House instead of an Academy. I figured any city that never built an
Academy before Public Education (or was founded after Public Education) would be
screwed as far as science buildings go, not being able to build Publishing Houses
nor Public Schools (which require Publishing Houses).

Note: There appears to be an internal limit to the number of buildings allowed
by the game. If you have more than 64 improvements in the "buildings.txt" file,
those past the 64th entry are just ignored when used in gameplay. They do appear
in the build lists and scenario editor, and you can build them normally (you'll
even get a "building complete" message), but they won't appear in the city
inventory and you'll derive no benefits/costs from them. I discovered this when
testing out a solution slightly different than the one presented here involving
more than 64 improvements. I couldn't figure out why one of my buildings wasn't
being created when all the others worked fine, until I noticed that the building
in question was right at the end of "buildings.txt". I wrote a test SLIC file to
create improvements through the last entry of "buildings.txt" starting from one I
knew worked. Those past 64 weren't created; those up to and including the 64th
one were created. Fortunately Med Mod II has 57 buildings and my fix adds
another 7, for a total of 64 (just at the limit!).


I know some of this has been rendered moot by Wes's latest text update, where Karnak and Ramayana now no longer expire. Personally I preferred those wonders the way they were, and now with my modification they can expire and lose their benefit, and you'll have to rebuild your Shrines and Theaters.

So whaddaya think? Anybody interested?

Rhuarc is offline Rhuarc
Prince
Florida, USA
Mar 2001
time: 00:14
  Old Post 04-07-2001 07:05 Visit Rhuarc's homepage!
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Wow Jules!! I must say taht I am impressed!! You really put some time into this one didn't !?! Well, I like it, but I am not one of the modders on here so I wouldn't know how it will affect the gameplay. You'll have to be sure and get the feedback of WesW for that one. But it sounds like an awesome idea though! and from the sounds of things you wil really be an asset to the forum and all the players here judging from your knwledge! Welcome!

Locutus is offline Locutus
ACS CTP1/2 Manager & Civ4 Co-Manager
Hengelo, The Netherlands
Nov 1999
time: 06:14
  Old Post 04-07-2001 14:05 Visit Locutus<br><img src=/forums/images/staff-icon.gif>'s homepage!
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Wes,
I haven't played in a while but it seems you (and the others, esp. Dale) haven't been sitting still in the time I was gone, some of these changes look very interesting. It seems I'll have no choice but to play CtP2 all weekend to catch up

Wes/Dale,
This code-layout sh*t was already a problem with UBB, I had hoped vB would solve it but apparently not. The problem is that it looks different for everyone, for some people it looks okay, for others it's all screwed up. The only solution is to keep SLIC code that you post here as 'narrow' as possible or, better yet, attach it as a file rather than posting it directly. I specifically asked Markos to allow *.slc files to be attached so we'd better make use of it every now and then

Jules,
I only read through your post superficially (I have a lot of catching up to do, so I don't have much time at the moment) but it sounds like you put in a lot of effort in that and it looks very impressive However, wouldn't it be easier to just use the DestroyWonder event to kill the relevant wonder at the right moment? That should pretty much have the same effect as capturing or destroying a city. Just an idea, I didn't test it yet or anything.

WesW is offline WesW
CTP1/2 Modification Site Admin
Florence, Al., USA
Jan 1970
time: 23:14
  Old Post 04-07-2001 16:42 Visit WesW's homepage!
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I would like for a couple of people to verify the bug that Jules describes before we get into trying to fix it. It just seems weird that someone new to the mod would notice something that none of the veteran players have noticed. I have had people write me about the food shortage they suffered after getting Railroad when they had Stonehenge, for example.
It should be easy to check, just give yourself one of the wonders, and then give yourself the obsoleting advance a turn or two later. Check your science output, for example, with the wonder and then after the wonder expires.
I would check myself, but I have not started a game since the two new wonders were added a couple of weeks ago.

Locutus is offline Locutus
ACS CTP1/2 Manager & Civ4 Co-Manager
Hengelo, The Netherlands
Nov 1999
time: 06:14
  Old Post 04-07-2001 17:00 Visit Locutus<br><img src=/forums/images/staff-icon.gif>'s homepage!
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Wes,
It's a good idea to test it out, I did some testing when I made those triggers and didn't notice anything odd back then. However, I have found that giving yourself things through the cheat menu can have some unexpected consequences, esp. when SLIC code is involved, so it may not be wise to test it so 'directly' through the cheat menu. You can probably safely test it by by giving yourself enough gold to rush-buy the wonder and by cheating your way to all prerequisites of the obsoleting advance but it would be best to actually research the advance itself 'manually'.

Frog_Gamer is offline Frog_Gamer
Chieftain
Lisboa
May 2001
time: 08:14
  Old Post 04-07-2001 17:03
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I am currently in a game where I have 3 of the afore mentionned wonders. I will test tonigth and report later on what happens!

Locutus is offline Locutus
ACS CTP1/2 Manager & Civ4 Co-Manager
Hengelo, The Netherlands
Nov 1999
time: 06:14
  Old Post 04-07-2001 17:08 Visit Locutus<br><img src=/forums/images/staff-icon.gif>'s homepage!
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That would be great, Frog_Gamer.
BTW Wes, just dawned to me: weren't you considering to add BleuO's city expansion mod to the MedMod a while back? I think that would be a great addition, why did it never come to that?

Edit: another (minor) issue: in the last version of the mod I played, the Egyptians were the only civ with a Pyramid city style while this style is by far the best-looking of all. Couldn't you add it to some other African nations too? I already did this myself for my own game but I'd have to have to redo it everytime you bring out a new version... (I know, I'm a lazy bastard )

Last edited by Locutus on 04-07-2001 at 17:21

Martin Gühmann is offline Martin Gühmann
Emperor
Berlin, Germany
Mar 2001
time: 06:14
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quote:
Edit: another (minor) issue: in the last version of the mod I played, the Egyptians were the only civ with a Pyramid city style while this style is by far the best-looking of all.


Thanks

quote:

Couldn't you add it to some other African nations too? I already did this myself for my own game but I'd have to have to redo it everytime you bring out a new version...


I gave this citystyle in CityMod2 to the Egyptains, the Zulus, the Negerian and the Necaraguan. The last Civ was a mistake but what about the Ethiopians? You will ask for the correctness of these styles. But it is also wrong to give the Zulus the palace style I was quite surprised to see this. By the way Wes you should update the readme about CityMod.

-Martin

jackazzstudent is offline jackazzstudent
Chieftain
dallas, TX USA
Jan 2001
time: 23:14
  Old Post 05-07-2001 04:24
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Hey Wes,

I didn't read anything in the large civs addition regarding distance from capitol. Is there a way to change this value too, because larger civs are generally more spread out. I always thought that there should be some kind of measured increase in movement, distance unhappiness etc with respect to larger maps. Since there isn't then, theoretically, a map could almost become unplayable due to sheer size, even if its size were supported by the game engine.

Thanks,

Adam

WesW is offline WesW
CTP1/2 Modification Site Admin
Florence, Al., USA
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Adam, I did think about the distance penalties, but I realized that they should be taken care of by the reduced movement costs. The distance penalty is based upon the number of turns it takes to get from the capital to the city, so reducing the movement costs by one-third should accomodate the increased number of cities. Once you have roads, the penalty should not be a factor anyway.

I really like the Egyptian style too, but no one else built anything like they did, so I kept their style unique. I have went back and given the style to the Hebrews, Ethiopians and Bantu.
It is hard to give an appropriate style to civs like the Mongols and Zulus who are known for their conquests rather than their buildings.
The CItymod 2 is listed in the Installation readme, and described along with Harlan's mod in the City and Civs readme. I have gone in and noted which of you did what. Is there something I have forgotten I include?

"BTW Wes, just dawned to me: weren't you considering to add BleuO's city expansion mod to the MedMod a while back? I think that would be a great addition, why did it never come to that?"

I *knew* I was forgetting something! Yes, I definitely want to get the expansion mod into the game. It was going to be one of the highlights of the Crusade release, I had just forgotten to list it on my notecard of the additions. I wondered why things seemed a little flat.
Ok, here is what I have on my Crusade wishlist:

1)BlueO's city expansion mod. This one may be difficult, since I do not want to use his method of using the exanding city squares as a type of trade good. If they could be dead or special terrain with the city graphics on top, that would work well.
Dale, this would be a good one for you to jump on while Wouter is working on the pirate code.
Jules, if you want to join us, you are more than welcome. You certainly seem to have some knowledge and expertise in this from your earlier post. You can contact us by email so we can get you on our list, and read up on BlueO's code. His mod should still be up at http://ctp2.homestead.com .

2)Huysman's pirate code. Wouter has said that he would try and finish this. This could be a pretty complicated trigger if you give the pirates land units like I want.
Dale, your experience with the withdrawal trigger and dealing with borders over water could come in handy. Hopefully you guys will start trading emails and come up with some solutions to whatever it was that Huysman's couldn't work out. The last I heard, he said he was almost finished with the trigger. It's too bad that he left. (Where would this mod be without the Dutch? Go figure.)

3)Terrain influenced Elite units. Wouter is already familiar with this one. I want the 9 tiles that a civ's city is on and touching to play a factor in the odds of getting Elite units. Thus, cities with a lot of water around them, like if they were on a small continent or large island, would have a better than 1 in 6 chance of getting the Catamaran or Viking units (Longship and Berserker). Civs with a lot of flat terrain would be more apt to get mounted units, while hilly terrain would increase the chances of the Zulu or Legion units. If we can get the code working, I can have a lot of fun deciding the factors.

These are the big three things that I have in mind at the moment. Since the AI behavior problems kept setting the first public release back, some of the things I had initially envisioned for the Crusade release were ready to go in the first release, like the basic Elite units code. Things like Dale's latest trigger to change diplomacy personalities could have been in Crusade too, but since it was finished and apparently stable, there was no good reason not to include it right now in an update.
I hope to get in touch with Harlan sometime soon, and have him send me his buildings pack so that all the buidings in the mod will have full-sized pics. Harlan, if you read this, send them on in to me. I also wish Charles would return my emails and get me the rest of the GL write-ups he has, even if he never did get them all finished.

Some of the smaller things that I would like to see in the mod include:

1) mercenary units, which would be supported by gold rather than production.
2) food bonuses to a civ when they discover some of the medical advances, to simulate the runaway populations we saw in Europe in the 19th century and many 3rd world nations in the 20th century. I don't think this one is possible, though.
3) boats with fuel supplies, like the PT boat and Monitor. Dale's air trigger might be modified to make the AIs return to base. In this manner, you could give the PT's a big movement range to simulate their speed, but make them return to base the next turn so simulate their role as a defensive and coastal patrol unit.

Dale contacted me today and said that he has found a way to bring back the leader pics to the game, so that is one of the smaller things I wanted already done, I hope.

These are all things I have had in mind since back in the winter, and I hope they explain some of the seemingly superfluous advances and units in the game. They also add to the Medpack's tradition of combining all the best in the civ genre with things never seen before to bring you something more realistic and more fun than we have ever played.

janilxx is offline janilxx
Warlord
Finland
Mar 2001
time: 07:14
  Old Post 05-07-2001 09:56
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quote:
Originally posted by Locutus
Edit: another (minor) issue: in the last version of the mod I played, the Egyptians were the only civ with a Pyramid city style while this style is by far the best-looking of all. Couldn't you add it to some other African nations too? I already did this myself for my own game but I'd have to have to redo it everytime you bring out a new version... (I know, I'm a lazy bastard )


Some early South American nations had same kind of pyramids too(for example Incas) so if there is incas or other South American nation in the game(I do not remember) they could have pyramids too.

janilxx is offline janilxx
Warlord
Finland
Mar 2001
time: 07:14
Question  Old Post 05-07-2001 10:02
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#200 Report this post to a moderator
Full PM-box? Change here!

I am still playing with my "maybe corrupted version" of MedMod(the second final public release(but it might be so that my version has have some mix-ups in textfiles and it might not be fully the correct version)).

I am playing in impossible.

Do you guys have to build all happiness improvements to all cities? I do not. I have built shrine to all cities but I do not have theater, arena or basilica in my cities. And my cities are mostly between 73-75 in happiness. I am now playing in year 1500AD(plus/minus 200 years). I have about 15 cities. And I have not built any wonders so that will not be the reason of my happy people.

So my point is are the citizens too happy in the game? I think that it is meant that almost all happiness improvements are usually built to keep citizens happy.

janilxx is offline janilxx
Warlord
Finland
Mar 2001
time: 07:14
Lightbulb  Old Post 05-07-2001 10:21
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Remove this text

quote:
Originally posted by WesW
2)Huysman's pirate code. Wouter has said that he would try and finish this. This could be a pretty complicated trigger if you give the pirates land units like I want.
Dale, your experience with the withdrawal trigger and dealing with borders over water could come in handy. Hopefully you guys will start trading emails and come up with some solutions to whatever it was that Huysman's couldn't work out. The last I heard, he said he was almost finished with the trigger. It's too bad that he left. (Where would this mod be without the Dutch? Go figure.)


I have writed a post about pirates a long time ago. I will paste it here(turns may be wrong but fix them a little):

"I read from local newspaper about a month ago that there were for example hundreds of cargoship captures in Asia in year 2000 made by modern pirates. So we could have that kind of pirates in CTP2 too near the year 2000. Maybe near the year 2000 those pirates could be located only in big oceans and they would try to find traderoutes and if they see other ships they would try to hide.

Maybe this would be easiest to do making two kind of pirates. Pirates1 for turns 100-450 and Pirates2 from the turn 450(or maybe from 400 etc) to the end of the game."

Jules is offline Jules
Chieftain
Chairman & CEO, Dallas Oil Company
Jul 2001
time: 00:14
  Old Post 05-07-2001 11:51 Visit Jules's homepage!
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free improvement wonder bug Support Apolyton, buy GURPS/ Alpha Centauri

Wes,
I originally discovered the problem using the method you described: in scenario editor giving yourself the wonder, then a few turns later giving yourself the advance that obsoletes it. But to be sure it wasn't just something screwy with cheat mode, I built the wonder normally for a few turns, then gave myself enough gold to rush build it. Then I gave myself the prerequisite advances for the obsoleting advance and researched that normally. Alas, same result!

Locutus,
Is there a KillWonder event? I have all of Activision's SLIC documentation, and haven't found an event or function that destroys wonders. I did find a CreateWonder event, but haven't been able to make it work (CTP2 crashes to desktop everytime it's executed). The documentation is probably incomplete (personally I think it sucks, but oh well... ). I agree that killing the wonder would be the easiest, least messy solution. Although ever since playing the original Civ, I always liked having wonders around even after they expired as a monument to past greatness. Especially during the end-game period when you were almost always involved in a world war with jealous AIs, nukes were flying, and you would think, "Hey, remember when we had that Colossus thing, eliminated our budget deficit, conquered the Roman Empire, and really turned the corner in the science race? Those were the days, huh?!" But I digress....

I guess I'd be willing to help out as much as I can with your other projects for the Med Mod. I know a little of SLIC and I can program (had an undergraduate course in TurboPascal, and I program with statistical packages for my graduate work). My wonder fix involves a handful of simple SLIC events/functions (where I could figure out what Activision's documentation was saying! ) and lots of if-else/elseif statements. I'm meticulous to a fault, which is probably how I noticed this wonder bug. So I'd be glad to help. Thanks for making me feel welcome.

StarGazer is offline StarGazer
Chieftain
San Francisco
Jun 2001
time: 21:14
Question  Old Post 05-07-2001 15:45
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Trade Bug? Lose 30 kilos (of popups)

I'm at 1953 C.E. I just built three Freight Transports in order to establish a trade route with a city that required 8 trade units. As you know, whereas a Caravan is worth one trade unit, a Freight Transport is worth three. Therefore, three FTs should be enough to establish this trade route.

The problem is that when I entered the Modern Age in 1904 C.E. (I believe) my Trade Advisor did not change over from Caravans to Freight Transports. The Trade Advisor shows that I have three CARAVANS built, not three Freight Transports, and when I tried to establish the route, he said that I needed five more CARAVANS.

So evidently there is a trade bug. I am using the MM2 upgrade just before the one that included Dale's most recent Diplomod upgrade.

I am playing at Medium Level.

Rhuarc is offline Rhuarc
Prince
Florida, USA
Mar 2001
time: 00:14
  Old Post 05-07-2001 16:08 Visit Rhuarc's homepage!
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Support Apolyton buy from Amazon

Wes, ok, I m going to show my ignorance here, and I know that it tells about it in the current version, but what exactly is the MedPack II Crusade? Is it just like a major second public release of the mod? Or is is it a new mod completely? Thanks!

Martin Gühmann is offline Martin Gühmann
Emperor
Berlin, Germany
Mar 2001
time: 06:14
Post  Old Post 05-07-2001 16:56 Visit Martin Gühmann's homepage!
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Support Apolyton, buy Galactic Civilizations: Deluxe Edition

quote:
The CItymod 2 is listed in the Installation readme, and described along with Harlan's mod in the City and Civs readme. I have gone in and noted which of you did what. Is there something I have forgotten I include?


Maybe I forgot to send to you the CM2 final readme. I only sent the necessary files that I changed and added from the beta. The changes from the beta are four additional styles instead of three. The last style was the palace style it is based on a style that PinkFriend (I only know his nick) offered to use in your mod in the MM2 beta thread. Therefore the MedPack contains now 91 additional city graphics instead of 75. I will send the CM2e_readme.txt to you, Wes.

About Goods Wes did you ever try what happen if you create a good with these values?

quote:
From GM1_goods.txt
# Crabs
TERRAIN_GLACIER_GOOD_THREE {
SpriteID 23
Sound SOUND_ID_CRABS
Gold -1
# Food 10
# Production 10
Probability 0
Icon ICON_GOOD_GLACIER_THREE
}

# Pearls
TERRAIN_GLACIER_GOOD_FOUR {
SpriteID 24
Sound SOUND_ID_PEARLS
Gold 0
# Food 10
# Production 10
Probability 0
Icon ICON_GOOD_GLACIER_FOUR
}


I had to place both goods extra on the terrain and they didn't show up in the trade manager. After I deactivated the food and production fields. I have no idea what these fields do and I have no idea why I see the the dummy good graphic instead of the baloon and starroad graphics from the seven samurai scenario.

StarGazer a Freight Transport is worth three Caravans. If you build one Freight Transport you will get three Caravans for the trade screen. So for your problem you have to build five more Caravans or two Freight Transport. I think your problem is a problem of names. Replace the term Caravan by trade units in the trade screen. (Of course in your mind.)

-Martin

Immortal Wombat is offline Immortal Wombat
Prince
in perpetuity
Dec 2000
time: 05:14
  Old Post 05-07-2001 23:18 Visit Immortal Wombat's homepage!
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Support Apolyton, buy GURPS/ Alpha Centauri

Two more requests for Crusade! -

1) Natural Disasters
2) Martin's GoodMod, if its done.

JamesJKirk is offline JamesJKirk
King
Dixon, CA USA
Jan 1970
time: 21:14
  Old Post 06-07-2001 00:28
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#207 Report this post to a moderator
Inflate your Upload Space

FYI-

there was an artical in the NY Times today about the US Coast Guard helping out Asian countries against piracy:

http://www.nytimes.com/aponline/wor...-US-Piracy.html

Just to give some facts and figures to what jani just said up there.

mtvgnoll is offline mtvgnoll
Settler

Jun 2001
time: 05:14
  Old Post 06-07-2001 03:50
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cruiese missiles Support Apolyton buy from Amazon

I cannot seem to get cruise missiles to do anything but crash and burn. they have no attack str no bombard ability. What gives?

Dale is offline Dale
King
Sir! Why do you keep clicking on me?
Dec 2000
time: 15:14
  Old Post 06-07-2001 03:57
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Support Apolyton, buy Galactic Civilizations: Deluxe Edition

For those who didn't see it in the Apolyton Pack thread, how I'm setting up the diplo photos. Here's the test screen I did with the yanks:

Attachment: 2.jpg
This has been downloaded 238 time(s).

ENGINEER is offline ENGINEER
Chieftain
Dallas, TX USA
Nov 2000
time: 01:44
  Old Post 06-07-2001 05:23
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#210 Report this post to a moderator
Avatar Enlargement: We've got the solution

Dale,

Pictures look great. I think it will add a little personality to the game.

Wes,

Is it my understanding that mod's won't work with the Med Mod II. I was hoping to use Med Mod as a base, but I guess that's not possible unless everybody adjusted their mod. Oh Well, maybe for now on...

 
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