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WesW
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Florence, Al., USA
Jan 1970 time: 23:15
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New update/patch posted.
Note: If you downloaded the update before this edit was posted, you need to get it again. The correct version will say "v1.1" when you use modswapper to update the GL.
Jules was right in that I had simply deleted one more line than I should have when I was altering the Wouter.slc a week or two ago. I have a patched version posted now.
The update also contains a number of changes to buildings.
The Theatre, Arena and Public Park now go obsolete, designed to be replaced by the Movie Theatre, Stadium and VR Amusement Park, respectively.
The population pollution reducing improvements are less effective than they used to be, reducing pollution by 30 and 60%, respectively. This will increase reliance upon the happiness improvements. Upkeep for Eco-Transit has been reduced by 10.
Ramayana now gives +2 happiness, instead of giving a Theatre in every city, and goes obsolete with Electricity along with the Theatre.
I have also gone through the text, and made sure that no buildings which go obsolete are preqs for another building. I found a number of instances of this, which could have made it impossible to properly improve cities founded late in the game.
Storm, Jules is right in that you cannot use the tutorial with the Medpack. If you are that new to the game, you need to use the original version until you are familiar with the basic game. Then you need to take some time to absorb all the new things in the modpack.
Last edited by WesW on 04-08-2001 at 05:07
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StarGazer
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San Francisco
Jun 2001 time: 21:15
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WES -- May I suggest that you change the following title on your modification site from 1.0 to 1.1 so that new MM2 players don't get confused?
Medieval Pack II v1.0 A Call to Arms
Introduction and Installation
Part 1: 1.1 Pictures (6.5MB)
Part 2: Sounds(4.0MB)
Part 3: Sprites1 (6.7MB)
Part 4: Sprites2 (5.4MB)
Part 5: 1.1 Texts
Last edited by StarGazer on 04-08-2001 at 08:15
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StarGazer
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San Francisco
Jun 2001 time: 21:15
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The usual: Impossible, Torus, Huge, 5 civs, Marauders, Science Victory Goal.
TURN 122 -- Rankings:
1. Arabs at 100% (top of ranking graph)
2. Scots at 75%
3. English at 70%
4. Native Americans at 65%
5. Me (Americans) at 25%
Have established contact (an embassy) only with the Scots, my next-door neighbors (as usual). They've got mountains galore; I have none. I'm squeezed onto a kind of peninsula; like the Arabs in a previous MM2 game, they've got the rest of the continent to expand into, which they are doing post haste.
Their gov't is Populist Zealot and their reluctance to conduct mutually satisfactory diplomatic actions reflects that, I guess, although in all the CTP2 MM2 games I have played, the Scots have always been tuff bastards diplomatically, no matter what their governmental stance. They will accept money, though, giving me nothing in return except a grimace instead of a frown. However, in view of their military strength (they recently got the elite Zulu units), I'll accept a grimace.
They're about 10 Science Advances ahead of me. We're both Monarchies. I got started with Monarchy late in the game, since Org. Religion wasn't offered until I had researched two Advances.
If the game continues like this, yours truly is going to take the back seat for a change -- which is not so bad, since then the word "Impossible" actually has some meaning.
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Caranorn
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Luxembourg, Europe
Mar 2000 time: 06:15
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B]OK, seems this has already been reported, I'm no longer used to these boards and missed the latest messages before I posted.[/B]
Wes, I've been trying out your Med Mod II for the past two days and may have noticed a mistake (or something that you did not mention in your read me).
So far I noticed in two games (short ones yet) that some cities could not build city walls and possibly aqueducts (certain on city walls, in the current game I have the advance and 2 out of my 4 cities can't build the walls). This seems rather strange so I expect it's not intentional.
Otherwise the game runs fine, I expect the ruins now use SLIC code as they sometimes (always when a mercenary is to appear) cause a serious slow down of the game (the first times I thought it had crashed). But I find that little slow down is a minor inconvenience so far (though it's rather strange to have the game slow during the ai's turn and be almost certain that it just stepped onto a ruin).
I will eventually change some of the terrain tile benefits slightly for my games I expect as I hate coastal cities to be virtually useless and forest/jungle cities to grow so slowly (raising their food to 10 should not hurt considering that plains and grassland can easily be irigated).
I'll go back to playing now.
Thanks once more for the great work.
Marc B.
P.S.; And yes that means I should be back for a bit. I just bought a new Macintosh G4 last week and it's fast enough to emulate Win98 and run CTP II at a decent speed (huge map and 10 civs so far, maybe even good enough for more).
P.P.S.: Wes there seems to be a problem with your Apolyton email (the link at your page). I tried to mail this direct to you and had it bounced back.[
Last edited by Caranorn on 06-08-2001 at 02:32
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Cube
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El Paso, Tx
Nov 2000 time: 22:15
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Well I started a new game: very hard, gigantic map, earth world, 12 civs, maurauders, wet, uniform mostly island, about 60% water, many goods.
the year is 200 ad
I'm at the top of the ranking as usual, thanks to chichen itza(spelling), my strong science, and my strong military. I started out as usual by building to cities and inserting my regular queue in them Warrior, spearman or archer (whichever I can build), and a settler. I went into the science screen and changed reasearch, because it always starts with and expensive advance instead of the cheapest. Well I started exploring once my first warior was built and found some ruins. I went in and it gave me an advance.
I continued exploring and found more ruins. I got my other warior and sent him to another unexplored area. I went to ruin and got ambushed by 3 barbarians, so I ran. I kept exploring and going to ruins. I found lots of advances, some settlers, some cities mercenaries, gold, and barbarians. Before I knew it I had about seven or eight cities and I had only built two or three settlers.
I kept exploring with my warriors and coracles and found the Incas(orange) and the Persians(gray) I Built a noble and established embasies with them. Well by this time I could build units with the slaving ability so I built them and decided to go kill some barbarians and make them my slaves MWA HAHAHA HAHA HAHAHAHA!!!! I found some barbarians and attacked them. I controlled to which city they were sent by moving all the units out of the cities I didn't want them to go and leaving units in the city I wanted them in. I kept doing this until I had one slave in each city except for two of them.
I continued to explore and found the mayans(puple),the austrians (some sort of wierd red color I think it's called maroon), and the celts(green). I found that two of them were Populist Zealots, wohoo Ecotopians!!!! I have never played against Ecotopians so this might be fun.
Well I have made contact with Seven or eight civs, have four embassies, and I have 10 cities and have had 10 cities for a long time. The really weird thing thuogh is that I am reserching gunpowder even though it's 200ad. I wasn't the first to have gunpowder though the indians were(I checked using cheat mode) and they don't even have any science wonders. I inserted flintlock In their science screen and it will take them 21 turns( which translates into 18 or 19 turns with the bonus the AI gets). So there are going to be gunpowder units before 1000 ad. Is this normal? Does city state have to much science? Why am I so ahead of the timeline? Why do I get so many settlers and cities in ruins when I play very hard?
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Bluevoss
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Orlando, Florida
Dec 2000 time: 05:15
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Actually, I've had some really interesting battles with the AI in Wes's new mods (downloaded the newest 1.1 last night). Playing with 15 races on a normal map, I found myself deep in ancient battles early on. The Assyrians and I have been exchanging blows all along our front, and several times they've picked off my units in open combat.
At the risk of opening a real can of worms (on Bush), lemme just say that he does not represent (or was elected by) a majority of Americans. Further, as a true republican, he represents rich American corporations and rich American's in general. To put it into terms with this base, he's like the Russian race in Civ2 - once they get ahead, they bully other players and break treaties all over the place.
I really like the cartoons that show bush as a ventriloquist's dummy, sitting on the VPs lap with a goofy wooden expression.
"Our Messengers have brought Bad News: The Americans have taken a stupid outlook"
Just my two cents: 
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Pintello
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Deltona, Florida
Jan 1970 time: 05:15
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Hi,
Well since the can of worms has been openned, I will step into it. True Bush did not have a majority vote, but the Constitution says that you have to have the Electorial Vote not the majority vote, that is why we are a Republic and not a Democracy.
I personally think that the Electorial College is a good thing. If you look at the voting map of the United States on a county by county basis you will see that the Northeast and California is where Gore got most of his votes, but the majority of the states and counties in the United States actually voted for Bush.
If we went to a strictly populous vote, the majority of the states and counties in the US would be disinfranchised. In other words, people would campaigne in select counties California, the Northeast, Florida and maybey one or two other states and the rest of the country would be ignored.
I will also say that I think a true Democracy is a really bad idea. Just because the majority thinks something is right does not mean that it is. Just a few years ago, the majority of the US thought it was OK to descriminate against other people, especially in the south, if we were a true democracy, those people would still be descriminated against today instead of having the good progress that we have had towards eliminating this.
The majority is not always right, and the founding fathers knew this, just read the Federalist Papers and others of their writings if you don't believe me.
As for Bush being stupid, I am not sure that you can make that case. So far, I haven't seen anything really stupid that he has done. Just look at the Cabinet he appointed. I think Bush being stupid is just one of those things that people who disagree with him try to sell to everybody else, I do not think it is a statement of fact. I think it should be classified more as a statement of opinion.
Timothy Pintello
Last edited by Pintello on 06-08-2001 at 20:18
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StarGazer
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San Francisco
Jun 2001 time: 21:15
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The Scots, my next-door "neighbors," with whom I have a Peace Treaty AND a mutual withdrawal treaty, have begun bugging the h... out of me, sending in Cavalry units and PIRATING my trade routes. When I tell them to stop the pirating , they refuse. When I ask them (politely) to get their troops out, they agree -- BUT they don't leave right away AND they stagger the entry of their units, so no matter how many the 10-turn rule forces back into their territory, there are always one or two still there. Very clever of the AI, but incredibly annoying -- especially since the Scots are Number One in everything, and my civ next to last. I certainly don't want to go to war at this point, and I'd prefer not to go to war at any point, since I'm aiming for the Science Victory (which is difficult enough even without the delays and waste of war).
Unfortunately, as I have discovered, my Spies can't Sue a military unit. In Civ and Civ II, I would easily solve a situation of military trespassing by bribing the unit and adding it to my own army. Such an elegant solution! God knows why the CTP game designers didn't include it.
Is there any way of "booting" a military unit out immediately instead of having to wait the ten turns?
I'd like to reduce the ten turns to a lower number, say, two turns. Is there a way I can do this?
I don't know why "ten" was the number decided on, anyway. It's virtually useless in a situation like this -- with a staggered entry of military units.
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WesW
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Florence, Al., USA
Jan 1970 time: 23:15
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Cube, try using modswapper to update your GL, and reloading slic. There may be a conflict with a message you are supposed to receive.
Caranorn, you must be overlooking something with your cities if you cannot build city walls. There is no pre-requisite for building them. Make sure you are using the slic from the 1.1 version. Walls also go obsolete with Military Engineering, so you will not be able to build them after you get that advance.
As far as your timeline, you may need to use the large civs version with your settings. It has fewer ruins per square.
As far as revealing the map, you need to debate this with the people who complain about being stuck on their home continent when they get one with no shallow water bridges to other lands. You can't have everything with every game. I would just enjoy it as part of the game's replay value.
Gazer, sorry to see you annoyed, but I think most players would see this situation as a challenge. You can always form a picketline of troops along your border with the Scots, and use their zoc to keep the Scots out.
You cannot kick out military units, and the ten turn setting was made by Dale to give the AIs plenty of time to move out on their own before resorting to slic.
I do not plan on making any more updates to the Call to Arms version of the mod, so I have left the texts with the 1.1 name. When I begin to post the version 2 beta, I will re-name the files according to the date they were posted.
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StarGazer
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San Francisco
Jun 2001 time: 21:15
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quote: Originally posted by WesW
Gazer, sorry to see you annoyed, but I think most players would see this situation as a challenge. You can always form a picketline of troops along your border with the Scots, and use their zoc to keep the Scots out.
You cannot kick out military units, and the ten turn setting was made by Dale to give the AIs plenty of time to move out on their own before resorting to slic. |
Yes, it is a challenge, but annoying because, as I am learning, the game options of CTP for handling the problem are too limited (more so than in Civ or Civ II, for example). In "real life," the offended nation should be able to solve the problem with a localized "surgical strike" (remove the pirate or offending military unit) that does not automatically break one's Peace Treaty and cause a war in which the entire nation is involved.
The picketline is a good idea, one that I thought of, too, after I had posted the message and was mulling over solutions to the problem. I think a line of Spies would be best, because 1) they are Stealth Units and 2) they pose less of a threat to the Scots (who tend to mass troops in any area where they detect my troops near their border).
Why do the AIs need "plenty of time" to move out on their own? By the way, I have NEVER seen them move out on their own. At least, the Scots don't until the ten turns are up and the units go "poof" and disappear. And then, they come right back in again. Now, please tell me how to adjust the game file to the number of turns I want in my games. Thanks!
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