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hexagonian
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Gnawing on your mind...
Jun 1999 time: 23:14
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Taking a page from EU2, I have created a set of Modswapper gamefiles, with different ending times (from 600-1000 turns) - also included are some newly-defined Victory options based on the Science Victory setup in the default game.
Below is the readme file for the newly created Cradle Victory options. Each option is part of a separate Modswapper setup.
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CRADLE - Birth of an Empire (600 Turns)
You must have the following to succeed
Appian Way Wonder (enable advance Bureaucracy)
20 Theatres (enable advance Drama)
20 Arenas (enable advance Civic Engineering)
20 Courthouses (enable advance Jurisprudence)
20 Forums (enable advance Ethics)
60% Coverage of the world with Obelisk Tile Improvement (enable advance Civic Engineering)
Maintain your Empire for 30 turns.
In addition, the Coliseum Wonder has been changed to give a (+1) Empire Happiness, instead of a free Arena for every city.
CRADLE - Global Empire (800 Turns)
You must have the following to succeed
Voyage of Columbus Wonder (enable advance Nationalism)
30 Governorships (enable advance Nationalism)
30 Manufactories (enable advance Nationalism)
70% Coverage of the world with Colony Tile Improvement (enable advance Nationalism)
Maintain your Empire for 40 turns.
CRADLE - SETI Colony (1000 Turns)
You must have the following to succeed
Icarus Project Wonder (enable advance Computer)
20 Command Centers (enable advance Computer)
40 Think Tanks (enable advance Computer)
70% Coverage of the world with Satellite Relay Stations Tile Improvement (enable advance Computer)
Have everything in place - it will take 75 turns to fly to Alpha Centauri.
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Having never tried the Science Victory option in the game - and hearing that it was rather easy, I tried to make it harder by increasing all requirements. For those who have done the Science Victory, you may want to tweak the various CRA_endgameobjects.txt files to make it harder or easier - plus make adjustments in the ending year of the game in the various CRA_Const.txt. file.
One thing though...
My computer is down at home, so I have no way to test these files. What I need is for somebody who is willing to download the attachment, unzip it, and launch each of the following setups through Modswapper...
CRADLE - Birth of an Empire (600 Turns)
CRADLE - Global Empire (800 Turns)
CRADLE - SETI Colony (1000 Turns)
CRADLE - 1.3 Beta
...and then report back if you did/did not have problems. Be sure to check over the Great Library entries for the above affected changes too (buildings, tile improvements, wonders and so forth)
(Be aware that there are some file overwrites to the CRADLE 1.3 Beta too...)
Anyhow, the files are located at this location
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Hermann the Lombard
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Hoboken, NJ, USA
Jun 1999 time: 00:14
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Cradle 1.3 BETA: Twice now there have been reports of distant earthquakes. All seems well up on the screen, but down under Msgs the "normal' earthquake message is accompanied by two others in the form "A quake happened at x=, y=, the Nearest City is Abydos, Ri" Onscreen, the report was "Force 2." Also, at the time it happens I can't delete the two spurious messages by right clicking (nothing happens). They go away, probably when I end the turn again.
Also, I have found several GL problems with erroneous pre-requisites and links that go to the wrong unit. Horse Archer is MIA in the GL (and Horse Archer links go to Spearman Militia).
Umm...should we start a Cradle 1.3 thread instead of appending this to the 1.2 thread?
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Immortal Wombat
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in perpetuity
Dec 2000 time: 05:14
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quote: Originally posted by child of Thor
Is this a new link and has anyone noticed this? I hope this isn't a really old thing - i couldn't find mention of it. |
Its an old Civ2 site, scenarios and such. I think its not very busy these days.
quote: Originally posted by Hermann the Lombard
Cradle 1.3 BETA: Twice now there have been reports of distant earthquakes. All seems well up on the screen, but down under Msgs the "normal' earthquake message is accompanied by two others in the form "A quake happened at x=, y=, the Nearest City is Abydos, Ri" Onscreen, the report was "Force 2." Also, at the time it happens I can't delete the two spurious messages by right clicking (nothing happens). They go away, probably when I end the turn again.
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Off the top of my head (I'll check the files at home later...) I think you need to open CRA_disasters.slc, and find the line that should look something like message(ND_HUMAN, 'test_message') or 'debug_message' or something, and remove it (delete it, or put // at the start of the line. Its an old messagebox that I thought had been removed before, or that it would never come up.
I'll fix it this evening.
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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 Hermann the Lombard
Also, I have found several GL problems with erroneous pre-requisites and links that go to the wrong unit. Horse Archer is MIA in the GL (and Horse Archer links go to Spearman Militia).
Umm...should we start a Cradle 1.3 thread instead of appending this to the 1.2 thread? |
Check under 'Mounted Archer' - that is the name of the unit (at least I think that is the unit that you are referring to) I checked the Great Library info and it seems to be correct.
Where is the link in your game that is plugging you into the Spearman Militia?
I do plan on starting an official 1.3 Beta Thread (that will hopefully be topped) once I can finalize the Victory options setup. This thread can then be dropped (though I will provide a link for this current thread in the new thread)
Ben,
Did the files load correctly...?
I really like the 3 setups as they are structured (historically, they all make sense) and to merge them into one game would be nice. What you will have to do is to SLIC in a turn deadline for each victory option.
Some questions and comments...
1. One of the features that is so nice in EU2 is there are a number of setups that allow you to play the game anywhere from 100-400 years. A player can choose to play for 100 years, for example, and have a clear cut objective to reach in the game. What I tried to do in my setups is simulate this - so a player can play a 600-turn game with a clearly-defined goal. Currently the game does have a multiple ending option too. (diplomacy/conquest/science/hi-score)
The question I have regards the AI's ability to do one of the options. I believe the CTP2 AI is not structured to attempt any of the options other than hi-score. (Has anyone ever seen the AI accomplish a science victory?) If the AI can't handle the attempt, then what you want to accomplish should work, and could make for a very interesting game - (BTW, the science-style options are expensive, and lead along parts of the tech tree that are usually the last to be researched).
It should be very easy to stop the AI from accomplishing the Science victory option in my setup because of the time factor involved in maintaining all the pieces (30 turns in the first option) Simply go out and pillage a few obelisks and attack AI cities to allow the DestroyBuilding SLIC code to kick in...So, in reality, I do not want the AI to focus on that strategy in the game.
At this point in time, I'm wondering how the AI will counter the human player, if he is attempting the Science-style victory - this is what needs to be tested.
I have no idea how easy or difficult it would be for the human player to accomplish any of the Victory options as I have them set up, so until they are played through and evaluated, the SLIC file can be set up but not really effectively tested. Long term, this is something that can be approached though.
And if we can get some reports on how the modpack setups are working, it would help tremendously to see this come about.
I still plan on retaining the 3 modpack options, because these give the option of a very structured and focused game.
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stankarp
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australia
Feb 2002 time: 05:14
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Thanks Martin for the advice re changing the settings to allow capture of advances. However, I have since captured 2 Roman cities and I know they have 3 advances that I dont, but I did not get one. I think back to CTP and wonder if it is a random chance of acquiring an advance rather than automatic?
Re the crash bug, I have auto save on all the time but it is unreliable at saving games. In particular, it often mucks up the science, turns to next advance defaults back to the initial number to the next advance and another time, I built a road and I know it was finished by a particular turn because I attacked the Celts in a particular turn down the road. But when I reloaded from autosave after a crash , the road was still not complete. I did however, get 2 free diplomats once when I reloaded from autosave. They appeared, then created embassies then disappeared
Cradle is almost like playing a RTS game. Boy it gets hard. I am playing on a gigantic map with 14 opponents on very hard. I knocked out the other two civs on my continent then crossed over to the next one where there are 5 civs, the Romans being the closest. I have been trying to wipe out the Romans for 600 years. The problem is the Han and the Celts are on either side of the Romans and have been at war with the Romans for as long as I have but they also attack me regularly. The march around Roman territory with stacks of 4-12 units, but only destroy infrastructure of the Romans, they dont appear to attack the Romans. They do, however, regularly break ceasefires with me and attack me all the time. So I have to guard my back all the time. I have as many units facing each of them as I have gradually destoying the Romans. I have had to go back to good old fashioned reconnisaince and pull back tactics that I learnt in Gameleague to cope with them.
I notice that Spy can no longer steal an advance and Diplomat can no longer hold a reception. Is that right for cradle?
One final question, I cannot get past ceasefire in diplomacy and only rarely get a proposal from other Civs unless I enter their terrritory and are not at war. How do you improve regard so they will co-operate? Everytime I put a proposal that is rejected, I then give the Civ 100 gold to try to butter them up but it makes no difference. Suggestions please?
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Immortal Wombat
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in perpetuity
Dec 2000 time: 05:14
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quote: Originally posted by Bad Newbie
I hate to ask a question that's already been addressed, but this thread is somewhat... insanely long In Cradle 1.2, I am getting very irritated by the plagues. I know how to make it so that the plagues affect humans and players (at least I think I do), but despite the slic code's functions to reduce plague damage for cities with improvements I still get uniformly wiped out. It's just a really irking cycle to get one's cities up there then every city halved (or worse). Ok, so I go conquer some more population then midway bam, another plague wipes that out too. Is it supposed to be like this or is there a fix? |
The original settings are to wipe out 1/3 of the pop, and I left in some test code so it affected every city, with no random chances It was fixed. The file is around somewhere...
I think this should work. Put it in the default/gamedata directory, overwriting the previous one, and then when you open the game again, you will have to reload the slic from the chat box. (chat box open with the ' key, then type /reloadslic )
Attachment: cra_disasters.slc
This has been downloaded 8 time(s).
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Hermann the Lombard
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Hoboken, NJ, USA
Jun 1999 time: 00:14
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quote: Originally posted by hexagonian
Check under 'Mounted Archer' - that is the name of the unit (at least I think that is the unit that you are referring to) I checked the Great Library info and it seems to be correct.
Where is the link in your game that is plugging you into the Spearman Militia?
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Sorry, I had overlooked your response (I was offline, mostly). I have the notes at home about the links. I'll try to list them tonight.
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Greyhawk
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Michigan
Aug 2000 time: 05:14
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quote: Originally posted by hexagonian
In Userprofile.txt
change NumPlayer to 17 (16 + human player)
This establishes the starting number of civs in your game
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etc...
Thanks, Hexagonian. I've been working too much lately to check back, but now it's my day off and I see you've got 1.3 out. I had started a game last week with the beta, but think I'll start a new one today with the new files. I love this mod!
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Hermann the Lombard
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Hoboken, NJ, USA
Jun 1999 time: 00:14
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quote: Originally posted by hexagonian
Check under 'Mounted Archer' - that is the name of the unit (at least I think that is the unit that you are referring to) I checked the Great Library info and it seems to be correct.
Where is the link in your game that is plugging you into the Spearman Militia?
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Bear in mind that I'm working with the 1.3 Beta due to Succession game concerns (unless we talk Team 1 into using 1.3, which would be great). That's why I put the message here rather than in the 1.3 thread.
GL problems, reconfirmed last night:
Slavemaster shows Slave Labor required, but the link goes to Copper Smelting (which is correct, I think).
From Horse Riding, JavCav link goes to Spearman Militia
From Mobile Tactics, "Horse Archer" link goes to Spearman Militia, and as you said the unit s/b "Mounted Archer"
I still need to copy in Ben's disaster fix (as opposed to Ben's disastrous fix) to get rid of "quake happened at x=,y=," messages.
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hexagonian
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Gnawing on your mind...
Jun 1999 time: 23:14
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Hermann,
Thanks for the info about the Great Library inconsistencies. Out of all the files in the game, that one is the hardest to catch everything, because the file is so large and does have so much info that has to match up.
Thankfully, any file flaws in the Great Library usually do not affect game stability.
Attached are the updated Great Library files, and they have also been added to the current 1.3/Victory update that is now available at my site.
Attachment: vicgl.zip
This has been downloaded 7 time(s).
Last edited by hexagonian on 07-03-2002 at 21:29
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Hermann the Lombard
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Hoboken, NJ, USA
Jun 1999 time: 00:14
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Hex...
You're welcome, but you can take back the "thank you" if you wish, 'cause here's another I found last night:
GL: Currency shows prereq of Trade and Copper Smelting, but Trade is a prereq of Copper Smelting.
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