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Caranorn
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Luxembourg, Europe
Mar 2000 time: 06:15
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to delete
Last edited by Caranorn on 09-08-2001 at 16:09
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Cube
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El Paso, Tx
Nov 2000 time: 22:15
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I know what caused my previous bug in the ctp2.exe file. I Started playing over again from 500ad, It didn't take that long to get to 780ad, One evening three or four hours tops. At this time I decided to go where the Poles(plural of Poland) were until they got conquered by barbarians, they only had 3 cities and very few units. One of their cities was conquered and the others were destroyed. I moved the map over there and the game crashed. So the problem was caused by the barbarians. I was trying to move my cog over there in my previous game(850ad) and the computer must have gotten confused because I think the barbarians don't have a greeting message, and it crashed.
I had to restart from 500ad again, becuase on 780ad I noticed that I could still build a blacksmith in my cities even though I had discovered flintlock. It seems that I had forgoten to change the obsoleting advance from electro-magnetism to flintlock. Don't bother locking for blacksmith, becuase it's a building I added along with the electric plant and skyscrapers. I might post them here if I get permission from Wes, after all it is his mod I edited.
I have noticed by using the cheat tool that the AIs are building too many horse archer units, and since they have 17 upkeep each they have very little production left, some of them even have negative production. I think this might have to do with the fact that I moved up calvary tactics alot in the mm2_advancelist.txt. Is this why it was up so much, in the medeval(spelling) age. Wes I think you should look at the advance list becuase many advances are before their prerequisites.
I heard someone complain that the AI doesn't terraform. so I edited the MM2_ImprovementLists.txt file and added the terraform tile improvements (the ones that start with TILEIMP_TERRAFORM). Now I just have to see if it works, and the AI knows how to terraform. in my current game I have an AI sorruonded by forest and jungle tiles,v and I'm going to see if It terraforms them.
Last edited by Cube on 09-08-2001 at 06:00
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Martin Gühmann
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Berlin, Germany
Mar 2001 time: 06:15
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. Note that tileimp.txt use decimal numbers.
quote: Originally posted by Pintello
Your screen shot looks really nice! I am glad that somebody has finally figured out how to add production, food, etc... to the good tiles. I am all for your finishing your goodmod and getting it out there. I certainly will use it. |
It is a sollution but a very slow one. After I emplemented the code for the different good my comp needed for that Barbarian turn two or three minutes instead of ten seconds. And I am using an Athlon 1333 Mhz with 256MB RAM. I did not tested it on my old computer (K6 233 Mhz with 64MB Ram). And I have the feeling that the code is not faster after I removed the graphics from my good tile improvements. (Using TilesetIndex 2 instead of TilesetIndex 100)
I also noticed that it slowed down the AI turn as it tries to create some of my good tile improvements. And I thought the AI is to stupid to build to the game added tile improvements. But now the enabling advance is Subneural Ads only availabe for the Barbarians.  
But fortunatly it is only neccessary that the code runs once at the beginning. And may be I will find a way to speed up the code a little bit.
To avoid another slow down you cannot get a city in the first two rounds, so explore your surroundings to find a good place or wait.
quote: Originally posted by Pintello
On another question, where did the bison, lobster, and fish come from. Those look like they are left over from CTP 1. Are additional goods a feature of your new mod? If so I say go for it! |
quote: Those look like they are left over from CTP 1. |
Thanks
Actual I only used the beaver, sugar and poppy sprites from CTP1. For the other graphics I ask Nordicus for the *.tif files of his Alternative Goods for CTP1, because his sprites didn't look good. Unfortunatly these files were already gone before a long time. So his advice to me was to shrink down the images for the Great Library of his mod. So I did that, I added shaddows and made borders of the good graphics more or less transparent. I didn't that for peat and the metall ore stuff, because I think these goods already looks good enough. So the lobster, buffalo and tuna are created on my computer and based on the GL images of Nordicus' mod.
quote: Originally posted by Caranorn
Concerning the Goods Improvements, how about an outline of the original goods (so you see a difference once it's been pillaged). That is of course assuming you can create a different sprite for each Good/Improvement. |
If you put the cursor on such a good tile or on any tileimprovement you can see if a tile has an improvement or not right under the control pannel, you can find the status text tile type, owner, units on it etc...
But it would be possible to create such a tile improvement graphics. But I like the idea that you can't see it on the first look whether it is be pillaged or whether it is not be pillaged.
A last note for the Barbarians I don't know if Barbarians pillaged unowned tileimprovements if they do I have to write a small piece of slic to prevent them from pillaging good tiles.
-Martin
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lordmoore
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Indianapolis, IN,United States
Dec 2000 time: 05:15
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Ok....I need help.
I am running Win2K. I followed the directions for the Win2K instructions and copied the files over, etc....
I can play the game but I am unable to build several units...important units like settlers. I entered cheat mode to see if the settler was listed and it was, but it was marked as excluded (I think this is correct, cant remember) along with all the units I was unable to build. I went through and included all of the units that where not elite and everything appears to be working.
What am I doing wrong?
Help! :banned:
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Apollon
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Stockholm, Sweden
Nov 2000 time: 05:15
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I'm having a blast on my new 1.1 game. In the information age, soon to be genetic age. I have some suggestions and some questions.
Q: Is it possible for you guys to change the graphics of the sea cities so they look like in CTP1?
Suggestions and "bugs":
1: I'm a big fan of the cruise missile usually. Latest MedMod updates has been causing me... grief when dealing with Cruise Missiles. In the original CTP II, cruise missiles used normal attack when being used, they did not use bombard. They sucked of course, due to their stats and very high cost. Now, damage is fine and all that, but, what's bugging me is:
a: only 400 move points (4 squares). This makes it very hard to get them to an airfield. If I want to send the missiles to load them onto ships, I need to load them into a bomber and so on and so forth.
b: Can someone please explain why you changed from normal attack to bombard? The side-effects of this are annoying 
b1: After attack, the missile is still present and has not been destroyed.
b2: You can move the missile after the attack (like an aircraft) or you can just skip it's turn and let it crash. Problem with this is, if I do a big attack with cruise missiles, I have a hell of a lot to order to wait, and the following turn I need to wait for all the missiles to crash 
What I did to fix this was:
Changed back to the original attack, removed bombard capabilities, added attack; sea, shallow, mountain, land. Now they work fine 
Side note: They should be a bit more expensive than 375 prod. 500, 750 or 1000 would be better.
As for movement, I say atleast 800 or 1000 would be sufficient, (currently using 1000).
Suggestions for Dreadnaught and Kraken subs.
They are both submarine vessels, and in their description it says they are supposed to be able to bombard Land AND Sea. I dunno if this is unchanged (the description) from the original. If it's a part of MedMod, then it's wrong Neither the Kraken nor the Dreadnaught can bombard sea units. I don't really care if they can bombard land or not, just wanna know about why they shouldn't be able to bombard sea units. I've asked this question a few times and never really gotten an answer.
A little note on the AI:
They own 
They expand like crazy now, since urban planning. I started on a fairly large island, alone, and there are only 2 continents, my island, and the big one. The AI's have settled ALL avaliable land on that continent, except for the area I conquered and sealed off (arctic anyway).
Game's great so far, very nice work.
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Bluevoss
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Orlando, Florida
Dec 2000 time: 05:15
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I gotta say that I don't see the point of playing on a large map. For me, I love playing on the regular map with 15 races. After all, early empires realized the dangers poised by their neighbors and developed militarys.
The game I currently playing had me, the Brazilians, the Assyrians, and the Canadians on a mid-sized continents. We had armies of spearmen moving back and forth. When the Assyrians came at me with Chariots, I knew fear. And, like reality, ALL land is valuable. I don't just leave big gaps in my empire.
I'm also growing more comefortable with the ideas of borders. There is a subtile shift you learn. Boarders are great - diplomats take a long time drawing them out, I suppose. But if you don't keep an eye on your own borders, its your own fault when settlers slip across. Now, those "older" units turn into national guard units, spaced out to keep a watch on my neighbors.
Yup, I'm really happy with the end result of all this. Thanks again to all the Modders!
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Bluevoss
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Orlando, Florida
Dec 2000 time: 05:15
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I have seen a computer AI take another one out. Its actually pretty funny. In my current game, I ran into the germans and wondered what had got into their city-naming until I realized that they were taking cities from the Zulus. So it happens.
The sliders (I think) all start in the middle.
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The Rusty Gamer
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Christchurch, New Zealand
Apr 1999 time: 17:15
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I've just been playing the game for another couple of hours or so.
It's the most enjoyable game of CTP that I've played. It's such a definite improvement on the original.
I checked and the original didn't have improvements going obsolete. Having them go obsolete is more realistic and more fun. Great!
Also, the idea of elite random units is good too. It caught me on the hop actually until I read up on what elite meant because I didn't know why I couldn't build a boat I'd finished researching for.
So, what about the idea of some elite buildings too? That would make it even better.
Last edited by The Rusty Gamer on 10-08-2001 at 16:43
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Bluevoss
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Orlando, Florida
Dec 2000 time: 05:15
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Speaking of the time-slice setttings - are those in the MedMod as shipped? Or do you need to go in there and do it yourself?
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Caranorn
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Luxembourg, Europe
Mar 2000 time: 06:15
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I started a fresh game yesterday after looking at the game files for several days, thought it was about time to play again and not spend all my time trying to test what various obscure settings do.
I did some changes to the random map creation before the game started, most noticeably:
I increased the number of rivers and their length.
I increased national borders (5 tiles out from city).
I made the terrain a bit more diverse through various settings (honestly I'm not sure how to fine tune this).
I reduced settings for mountains and hills as I ended up with huge Highland areas previously.
I don't think any of this affects the ai greatly (oh I increased the range to look for nice terrain at the start).
So I started a game with these settings (I would recommend to change map settings via the const and possibly map text files rather then the in game sliders by the way).
I ended up on a plain on a nice northern continent. A large forest to the east (and the US beyond that), a barbarian infested plain west of my river valley (japanese quite a ways across the tundra beyond that, poor fellas ended up in a very small inhabitable area) and mountains, tundra and some more forest to the north.
The barbarians were a real pain in the first centuries destroying all my explorers some ten tiles to the west and then conducting some small raids on my towns. To the east I decided to develop fortified border towns early to fend off possible US encroachments, the only trouble I ever had with the Americans so far was when I entered their territory in hot pursuit of some barbarians.
Once I discovered sufficient mobile technology (chariot and light cavalry) and had sufficient production available, I drove some mobile patrols onto the eastern plains destroying any barbarians encountered. I also encountered some nomads on the northern tundra and established a new city in one of the few hospitable (remotely) areas up north cutting olff all means of Japanese expansion. As a consequence of the pacifying of the western plains I expanded into that area, ending up with 10 cities by 1000 BC. My total population must be just short of 300000, but I expect a population explosion now that I can spend PW on farms (all cities are relied via river or roads now, despite bad terrain).
At this point I decided to take a break and take a look at the otehr civilisations via the cheat menu. I had already noticed that several civilisations had in my opinions started building wonders too soon (the US started Karnak arround 3000 BC, they did complete it, but when they started they had only 3 cities none greater then pop 2 or 3). I noticed that Japan still only had 2 cities of population 3 (they are doomed, I just won't go after them as their land is not even attractive enough to bother invading). Otehr civs have great cities and some serious expansion. Unfortunatelly no other civs seem to have made serious contact (with 14 + 1 civs on a 128x64 map you'd expect contact earlier, possibly I have to reset the nice start distance). 2 or 3 civs look like serious oposition for my Persian empire (monarchy soon to be city states). France despite an obvious good start is doomed in my opinion, their greatest city is in barbarian hands (the biggest city of the world is probably barbarian controlled), near that city are at least 4 offensive barbarian units and 5 units defend that city, there are no visible french units in the open (slave population in barbarian Toulouse would indicate the fate of any wandering frenshmen).
This promises to make a nice game, I expect I will continue today before I return to modifying more files (terrain is next, I just had to understand map construction before I'd go there, unfortunatelly much seems to be hard coded, possibly I will swap the coral reef terrain for the kelp one (too little of one and way too much of the other and no way to set it it seems). By the way, does anyone of you slic people have an idea how to create a risk of losing a ship moving onto a reef? I'd like to give ships before the modern age a chance of beyong lost at sea in that terrain. I will eventually add goods to all the sea tiles that don't have any yet etc.
Bah, I best return to playing now lest I start going through the files again.
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