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Arathur
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Yeah, I just downloaded and installed the Apolyton Pack, and I get the same good ole' "guXXX.spr not found in asset tree" error. I'll stand by for any bone willing to be thrown by some kind soul out there.
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Martin Gühmann
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Berlin, Germany
Mar 2001 time: 06:14
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quote: As far as I can understand, this requires having the MedMod pictures & sounds. |
No Solver ModSwapper is only a tool that allows you to change mods easily. MedMod was the first big mod that needs this tool and therefore it was only located on Wes' homepage. OK there is also a small mod my CityMod2 (now it enrichs the ApolytonPack), that can only be found on my homepage.
And I thought I filled out the modify a file page and sent MarkG a email that told him were to find English and German versions of my mod, so that can replace Citymod1 in the Apolyton Database by CityMod2, but this is the way call a modPack Apolyton and you will find it soon in the DataBase. Maybe everyone should put Apolyton in the name of his mod like ApolytonCraddle, ApolytonCityMod2 and ApolytonSoundfix. Ok I didn't send MarkG a notification about the soundfix, because I wanted to see how it works - so far no problems. And what happend with my screen capture packs I have the feeling MarkG hoped that if he waits long enough we don't need them. He is right, because Martin the Dane released his ReadZFSFile. It allows us to view *.rim files within the *.zfs files, so no need for theese screencaptures any more. And what about Dale's mods in the Apolyton CTP2 DataBase. I read MarkG promisse to Dale that his mods will up next weekend. And this weekend was if I recall it correctly a May weekend.
OK now back to the topic ModSwapper is now not a MedMod2 exclusive tool and you don't need to have any stuff related to the MedMod2 in order to run the ApolytonPack.
By the way I made a German version of the ApolytonPack, unfortunatly it is a little bit to huge therefore I sent the file to Dale today.
I missed in the pack the CityMod2 Great Library, therefore this file contains also a English version of the Great Library (I improved it a little bit) and I also saw something that had to be fixed Klaus Kaan's Zero Ignored wonder was shown up in the Great Library. I modified the file in this way that this bug fix wonder is now GlHidden.
The second small bug that I fixed is about the Leviathan unit. It has now 10 move points as in CTP1 instead of 1/10.
And the last thing that I added to the was my little soundfix it will enrich this pack.
-Martin
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Chris Horscroft
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Canberra, Australia
Sep 2000 time: 05:14
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I've put the Modswapper, the Apolyton Pack and Wes' MedMod onto my CTP2, and am having some troubles - perhaps someone can help?
I can get the Apolyton Pack to work, and the city graphics for the Egyptians are fantastic. Haven't yet had enough time to see the other changes, except that the science rate seems to me to be much much slower than the original, and the game does not appear to have the tech changes listed as part of Wes' MedPack II. My question is whether the Apoloyton Pack is supposed to contain the Med Pack II changes in this regard, and whether the basic science rates have changed. If science has slowed, is there documentation on what strategies to use in the game to compensate?
I have also attempted to paly Wes' MedPack II, using the modswapper, to try and see the 60 new advances, new govts, extra units etc, but no matter what I do, I get the "guXXX.spr not found" error. I have rebooted, defragged and scan-disked as per the troubleshooting file without any impact on the problem. Anyone know how to fix this?
Chris
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Immortal Wombat
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in perpetuity
Dec 2000 time: 05:14
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quote: I can get the Apolyton Pack to work, and the city graphics for the Egyptians are fantastic. Haven't yet had enough time to see the other changes, except that the science rate seems to me to be much much slower than the original, and the game does not appear to have the tech changes listed as part of Wes' MedPack II. My question is whether the Apoloyton Pack is supposed to contain the Med Pack II changes in this regard, and whether the basic science rates have changed. If science has slowed, is there documentation on what strategies to use in the game to compensate?
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The science rate should be faster than normal, Dale put in a file with 80% advance costs. 
The Apolyton Pack does not add any techs, units, wonders or buildings. It does not include the MedMod changes on anything other than game balance and AI behaviour.
quote:
I have also attempted to paly Wes' MedPack II, using the modswapper, to try and see the 60 new advances, new govts, extra units etc, but no matter what I do, I get the "guXXX.spr not found" error. I have rebooted, defragged and scan-disked as per the troubleshooting file without any impact on the problem. Anyone know how to fix this?
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The easiest way to solve it would be to download both sprite zip files from Wes' site and install them again, but this is time consuming and possibly not the fastest.
An alternative way is more complicated, but means you only need to download one sprite rather than 40...
Check the sprites directory to see if the sprite is genuinely missing. If it is, then copy any sprite, say number gu002.spr (settler) and rename it to whatever sprite is missing. Then go into the cheat editor, and place down on the map, every single unit. The one that comes up as a settler when it shouldn't do is the missing sprite. Then, to save yourself from downloading the entire sprites section again, email someone (Loads of people have all the sprites) requesting they send you the sprite, or I think if it is zipped it could be posted here even.
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Peter Triggs
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Gone Fishin, Canada
Jan 2000 time: 05:14
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On second thought, maybe not.
Last edited by Peter Triggs on 22-07-2001 at 20:13
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All times are GMT. The time now is 05:14. Apolyton Time is 00:14. |
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