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Martin Gühmann is offline Martin Gühmann
Emperor
Berlin, Germany
Mar 2001
time: 06:15
Post  Old Post 28-08-2001 19:17 Visit Martin Gühmann's homepage!
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GoodMod: The Mod of Goods Support Apolyton, buy Galactic Civilizations: Deluxe Edition



GoodMod the mod of goods is now in its public beta stage and now available on my page or here.

GoodMod contains 32 new trade goods in addition to the 22 allready existing ones up to a total number of 54 goods. It also provides to each good tile food, production and comerce. Edit: Actual in the latest version there are 55 goods.

It requires Apolyton Pack or CityMod2.

Now here is the full list of goods that are in GoodMod:


Polar Mountain
1. Rubies (origianl)
2. Diamonds (origianl)
3. Bauxite (additional)
4. Emeralds (additional) (new graphics)

Desert
5. Glass (origianl)
6. Oil (origianl)
7. Dates (additional)
8. Camels (additional)

Forest
9. Hardwood (origianl)
10. Bears (origianl)
11. Apples (additional)
12. Beavers (additional)

Grassland
13. Cotton (origianl)
14. Tobacco (origianl)
15. Potatoes (additional)
16. Poppies (additional)

Hill
17. Coffee (origianl)
18. Grapes (origianl)
19. Uranium (additional)
20. Olives (additional)

Jungle
21. Medicinal Herbs (origianl)
22. Jade (origianl)
23. Bananas (additional)
24. Sugar (additional)

Mountain
25. Tea (origianl)
26. Emerald (origianl)
27. Coal (additional)
28. Gold (additional)

Plains
29. Spices (origianl)
30. Elephant (origianl)
31. Wheat (additional)
32. Buffalo (additional)

Swamp
33. Alligator (origianl)
34. Rice (additional)
35. Chilli (additional)
36. Peat (additional)

Tundra
37. Caribou (origianl)

Deep Water
38. Whales (origianl)
39. Giant Squid (origianl)
40. Tuna (additional)

Shallow Water

41. Crabs (origianl)
42. Pearls (origianl)
43. Salmon (additional)
44. Lobster (additional)

Sand Dunes
45. Copper (additional)
46. Silver (additional)
5. Glass (origianl)
8. Camels (additional)

Beach
47. Crabs (origianl)
48. Fish (additional)

Desert Mountain
49. Iron Ore (additional)
50. Silver (additional)

Polar Hill
51. Saphires (additional)
52. Emeralds (additional) (new graphics)

Glacier
53. Seals (additional)
54. Walrus (additional)

Submarine Volcano
1. Rubies (origianl)
2. Diamonds (origianl)
51. Saphires (additional)
4. Emeralds (additional) (new graphics)

Continatal Shelf
41. Crabs (origianl)
42. Pearls (origianl)
43. Salmon (additional)
44. Lobster (additional)

Submarine Canyons
38. Whales (origianl)
39. Giant Squid (origianl)
40. Tuna (additional)

Submarine Ridge
38. Whales (origianl)
39. Giant Squid (origianl)
40. Tuna (additional)

Kelp Bed
41. Crabs (origianl)
42. Pearls (origianl)
43. Salmon (additional)
44. Lobster (additional)

Coral Reef
41. Crabs (origianl)
42. Pearls (origianl)
43. Salmon (additional)
44. Lobster (additional)

Known problems: There are two problems: The first one has to do with the good tile improving process. I did not found any way to improve the good tiles directly via the goods.txt. Thereare also entries in this file that promise that is possible but it just doesn't work. This file is full of stuff that doesn't work, therefore you will find in the Great Library some double entries of goods, because the GLHidden flag doesn't work in the goods.txt although it is there. To improve the good tiles I used a work around: I found a way to create an unvisible tile improvement and I was able to create on every good tile a neutral tile improvement, it has no owner and here come the two problems:

The good improving process is verry slow, my computer (Athlon 1333, 256MB Ram) needs something about two minutes for the good improving process on a default gigantic map with maximum good setting. So you will get a massive slow down before the first Barbarian turn starts. But fortunatly the goods must only improved once in a game therefore the code only once at the beginning of the game even you reload slic after the second turn.

There is also a problem if someone founds a city in the first two turns during the good improvement process the sollution is to prohibitate city founding in the first two turn via slic.

As improved goods are goods with tile improvements, they can be pillaged. And here comes a second problem: If you try pillaging neutral goods/tileimprovements the game will crach. Therefore this thread if a game crash occurs report it here, and I will write a pillage preventing code of the good improvements. (And I like the idea that goods can be pillaged.)

The third reason for this threat is to get to know something about the good balancing, like probability, food, production and commerce values.

Edit: Note that all the links in this posts points now to the current version of GoodMod.

-Martin

Last edited by Martin Gühmann on 12-09-2002 at 21:18

hexagonian is offline hexagonian
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  Old Post 28-08-2001 18:03 Visit hexagonian's homepage!
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Martin

email me a hyperlink for the zipped file and I'll post it on my site too.

Bluevoss is offline Bluevoss
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Dec 2000
time: 05:15
  Old Post 29-08-2001 02:32
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Some you should consider...

Slaves: JUNGLE (you can say that what happened in africa was pretty much a race being used as a trade good).

Dye: BEACH - The Phoencian economy got its jumpstart on this.

Tourism: GRASSLANDS - From Mecca to Disney Worlds, tourism is a major trade good. Its more an import than an export, but it would still work.

Apollon is offline Apollon
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Stockholm, Sweden
Nov 2000
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  Old Post 01-09-2001 13:17 Visit Apollon's homepage!
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Will it work with the Medieval Mod?

Martin Gühmann is offline Martin Gühmann
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Post  Old Post 01-09-2001 18:56 Visit Martin Gühmann's homepage!
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quote:
Originally posted by Bluevoss
Slaves: JUNGLE (you can say that what happened in africa was pretty much a race being used as a trade good).


The graphics for the CTP1 slave unit could be used and if the city keeps slaves one of the slave goods would appear in the city radius.

quote:
Originally posted by Bluevoss
Dye: BEACH - The Phoencian economy got its jumpstart on this.


Do you have a proper graphic for it. It is enough space left for two additional goods on that terrain.

quote:
Originally posted by Bluevoss
Tourism: GRASSLANDS - From Mecca to Disney Worlds, tourism is a major trade good. Its more an import than an export, but it would still work.


It is very difficuilt to find a graphic for it. Maybe a Pyramid could used for it and it could appear in the city radius if a city builds the pyramid wonder.

quote:
Originally posted by Apollon
Will it work with the Medieval Mod?


Not yet, of course there will be a Med Pack 2 version, but that takes a little bit.

-Martin

Bluevoss is offline Bluevoss
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  Old Post 02-09-2001 01:24
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The Phoenican dye was made from mullusk-like creatures. They would place these creatures, thousands of them, into tins of water, exposed to the sun. Over several weeks, the creatures would secrete a chemical that could be used to make the fabulous Tyrian dyes. Needless to say, the dyeworks were kept downwind of the city and would drop you in your tracks if you got too close.

Would I snale work? The shell looks like a traditional curled seashell. Or maybe there are other manufacturing methods of dyes that would make more sense. In this case, it would be a rare and expenisve good - work (in our money) $30,000 per pound.

For "Tourism" places, I dunno. Maybe ? I'm reading a book right now concerning travel in ancient times, and they actually note that the pyrimids were a big draw for egypt. But in this case, it would be some place that you would want to see for some sort of reason - like I said, its mecca or disneyland. On second thought, maybe these should be wonders (Bluevoss wonders why ANYONE would go to Disneyworld).

I think that slaves (such as the Africans) were more a factor of location and local tribal affairs, but still, the wholesale selling of slaves took place really only there. In the ancient world, slaves were also gained by combat and by sacking citys. Still, there should be some sort of icon that would show the trade that took place.

I'm very interested in how your mod comes out. For me, its gotta work with Medmod.

Martin Gühmann is offline Martin Gühmann
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  Old Post 05-09-2001 01:13 Visit Martin Gühmann's homepage!
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Got spare money?

I found the reason for the slow good improving process here is GM1_Goods.slc version1.1 to accelerate the process. This file will be found in GoodMod v0.96 including Craddle and MedPack2 support. But for now just the slic file.

-Martin

Attachment: gm1_goods.slc
This has been downloaded 27 time(s).

Martin Gühmann is offline Martin Gühmann
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Post  Old Post 07-09-2001 22:40 Visit Martin Gühmann's homepage!
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GoodMod v0.96b is here

The second public version of GoodMod is now available on my page. Of coarse the is also a textupdate availabe.

It contains some bug fixes and new features:

Bugfixes:

1. Accelerated Good Improving Process. No need to wait half an hour on the really extra gigantic Apolyton Pack map that every good get improved.

2. Good Improvfing Process is complete before the first human turn starts, no need to forbid settling in the first two turns anymore.

3. Small fixes of the Great Library.

New Features:

1. Craddle support as promissed.

2. MedPack support as promissed.

3. A new good: Dye for Beaches as suggested by Bluevoss. And a big thank goes out to Firaxis for making the Dye graphic available.

4. A little soundfix is added for CityMod2 and Craddle as it can be found in Apolyton Pack and MedPack2.

-Martin

hexagonian is offline hexagonian
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Jun 1999
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  Old Post 08-09-2001 00:08 Visit hexagonian's homepage!
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Looks like I'll be giving this a go...

as soon as I get some other tweaking done on some files I'm currently working on.

A modder's work is never done.

hexagonian is offline hexagonian
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  Old Post 08-09-2001 09:23 Visit hexagonian's homepage!
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Boy this looks good - got it on my setup without any problem.

I will probably have to rebundle it with the changes I have made though - I had gone through the tileimp.txt file and made a host of wholesale changes - which meant that I had to go into the Great Library, and so forth.

Well, you get the picture...

Too bad I probably will have very little time this weekend to actually play, but I will try.

Martin Gühmann is offline Martin Gühmann
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Post  Old Post 09-09-2001 00:39 Visit Martin Gühmann's homepage!
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I think I foregot something to mention: Savegames saved without GoodMod can't be loaded into GoodMod. Also Savegames of version 0.95b are incompartible with version 0.96b as I added the Dye Good.

-Martin

hexagonian is offline hexagonian
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  Old Post 15-09-2001 12:46 Visit hexagonian's homepage!
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Small question,

Since these are tile improvements and can be pillaged, once they are pillaged, can they resume their improved status (more commerce/production or food) after a period of time?

I'm seeing some Barbarian pillaging action early in my game

Bluevoss is offline Bluevoss
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Dec 2000
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  Old Post 15-09-2001 17:11
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I look forward to playing your mod. I just gotta find the time. Besides Tuesdays events, we just had a hurricane blow through here. And after I replaced my dead graphics card, my monitor exploaded (black smoke out the back - what a mess).

Tuf week.

hexagonian is offline hexagonian
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  Old Post 28-09-2001 20:34 Visit hexagonian's homepage!
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A couple of question Martin,

I would like to tone down some of the bonuses of the goods. Below is a sample from your goods.txt file

# Rubies #0
TERRAIN_ARCTIC_MOUNTAIN_GOOD_ONE {
SpriteID 18
Sound SOUND_ID_RUBIES
Gold 1
Food 10
Production 10
Probability 0.25
Icon ICON_GOOD_ARCTIC_MOUNTAIN_ONE
}

I noticed that you have 4 goods per terrain. Do the percentages in probability have to add up to 100%?

I also want to make each good worth a different amout of production/gold/food. If I want to make Rubies worth 10 Gold, 0 Food, and 5 Production, should my entry then look like this?

# Rubies #0
TERRAIN_ARCTIC_MOUNTAIN_GOOD_ONE {
SpriteID 18
Sound SOUND_ID_RUBIES
Gold 10
Food 0
Production 5
Probability 0.25
Icon ICON_GOOD_ARCTIC_MOUNTAIN_ONE
}

The reason why I'm asking is that you have a number of 1 for the Gold setting - this is throwing me off, as that number seems to be unusual (I don't rember that a terrain with a good was worth 6 Gold - 5 for the Terrain +1 for the Good)

Have you got your latest slic file Cradle compatible?

Martin Gühmann is offline Martin Gühmann
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quote:
Originally posted by hexagonian
The reason why I'm asking is that you have a number of 1 for the Gold setting - this is throwing me off, as that number seems to be unusual (I don't rember that a terrain with a good was worth 6 Gold - 5 for the Terrain +1 for the Good)


That is the theory but unfortunatly the code for that file in the ctp2.exe is unfinished. So far as I know only SpriteID, Gold, Probability and Icon work.

So far as I know Gold must be set to 1 to make the Good appear on the map or rather to prevent it from using the zero sprite. The total probability of all goods that can be found on one terrain must be one. For example if you have four goods for one terrain each with a Probability of 0.5 you will only see the first two of them on the map.

The Production and Food field don't work also the GLHidden entry doesn't work. I Experimented with these values and I didn't removed them finally, because it doen't matter. For the gold entry believe that it has to do something with the worth of the good as trade good.

That is the reason why I had to use tile improvements to add food, production and commerce to the good tiles. Below you see a part of the GM1_tileimp.txt. The sea good one tile improvement has different terrain effects for the different terrains on that the according goods can be found. To change the terrain effects of the goods just change the values here. If you want to have different effect for the same good on a beach and on shallow water tile just create a new terrain effect. I merged these effects, because it speeded up the original good improvement process. As I found the problem it is no problem to devide them again.

You notice that the class of that sea good improvement is (land) ATM. I removed from every sea tile improvement the line Excludes:ATM, to avoid that a sea improvement replace the good improvement. And of course the land goods improvements are of the OceanATM class. Level 4 to take it out of the human reach and EnablingAdvance ADVANCE_SUBNEURAL_ADS to take it out of the reach of the AI. Because the AI will build them if it has the needed advaces, therefore the slic file give this advance to the Barbarians and removes it afterwards.

code:
## 45 ################################################ TILEIMP_SEA_GOOD_ONE{ Icon ICON_GOOD_ARCTIC_MOUNTAIN_ONE Tooltip TOOLTIP_TILEIMP_SELECT_FARM1_BUTTON Statusbar STATUSBAR_TILEIMP_SELECT_TUNNEL_BUTTON Level 4 Class:ATM GLHidden ConstructionTiles 2 ConstructionTiles 2 ConstructionTiles 2 CantBuildOn TERRAIN_BROWN_HILL CantBuildOn TERRAIN_BROWN_MOUNTAIN CantBuildOn TERRAIN_DESERT CantBuildOn TERRAIN_FOREST CantBuildOn TERRAIN_GLACIER CantBuildOn TERRAIN_GRASSLAND CantBuildOn TERRAIN_HILL CantBuildOn TERRAIN_JUNGLE CantBuildOn TERRAIN_MOUNTAIN CantBuildOn TERRAIN_PLAINS CantBuildOn TERRAIN_SWAMP CantBuildOn TERRAIN_TUNDRA CantBuildOn TERRAIN_WHITE_HILL CantBuildOn TERRAIN_WHITE_MOUNTAIN CantBuildOn TERRAIN_DEAD TerrainEffect { Terrain TERRAIN_WATER_DEEP #"Whales" Terrain TERRAIN_WATER_RIFT #"Whales" Terrain TERRAIN_WATER_TRENCH #"Whales" BonusFood 15 BonusProduction 5 EnableAdvance ADVANCE_SUBNEURAL_ADS ProductionCost 0 ProductionTime 10 TilesetIndex 2 } TerrainEffect { Terrain TERRAIN_WATER_BEACH #"Crabs" Terrain TERRAIN_WATER_SHALLOW #"Crabs" Terrain TERRAIN_WATER_SHELF #"Crabs" Terrain TERRAIN_WATER_REEF Terrain TERRAIN_WATER_KELP BonusFood 10 EnableAdvance ADVANCE_SUBNEURAL_ADS ProductionCost 0 ProductionTime 10 TilesetIndex 2 } TerrainEffect { Terrain TERRAIN_WATER_VOLCANO #"Rubies" BonusGold 15 EnableAdvance ADVANCE_SUBNEURAL_ADS ProductionCost 0 ProductionTime 10 TilesetIndex 2 } } ## 46 ################################################


So far I try to improve the AI and all the slic that I made recently will be included with a better strategies.txt, maybe also the improved diplomod version. So far my latest slic is not Cradle compartible yet. But the New city conquer otion is Cradle comprtible.

-Martin

Martin Gühmann is offline Martin Gühmann
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Post  Old Post 30-09-2001 22:03 Visit Martin Gühmann's homepage!
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Update Alert Put an end to popups!

GoodMod v0.97 is here.

The third public version of GoodMod is now available on my page. Of course there is again a textupdate available.

It contains the following bug fixes and features:

1. Removed Cradle support as GoodMod is now on component of Cradle
2. Neutral Tile Improvements can't be pillaged any more (bug fix of CTP2)
3. Good restoration code added (pillaged goods remains their former improved status after 10 turns)
4. Added new city capture option
5. Added Forts for AIs
6. Added Commerce Improvements for AIs
7. Added Add a Pop code if a settle or a similar unit is disbanded in a city
8. Added PW mods by Mr. Orge and player1
9. Improved strategies.txt meaning improved AI

And this time save games of GoodMod v96b for Apolyton Pack are compartible with the ones of version 0.97.

-Martin

Martin Gühmann is offline Martin Gühmann
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Post  Old Post 07-10-2001 02:41 Visit Martin Gühmann's homepage!
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I discovered that the MG_ComImpsForAIs2.slc file was missing in both GoodMod *.zip files. I corrected this. The links are the same as in the above post I only replaced the *.zip files on my homepage. If you allready downloaded one of the above files and you have no idea were you get the missing file except from the above *zip files here is it.

-Martin

player1 is offline player1
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Sep 2001
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  Old Post 15-10-2001 14:24
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Martin,
how about adding my Battleview Fix in yours GoodMod?
You can find it in appropriate thread.

Just to know that a LDL file needs to go in original ctp2_data\english\uidata\layouts folder

Elucidus is offline Elucidus
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  Old Post 20-10-2001 08:35 Visit Elucidus's homepage!
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I'm getting the following error when trying to run this.

SLIC Error
\ctps_data\default\gamedata\MG_FortsForAIs.slc:11: Array index 0 out of bounds

SLIC Error
\ctps_data\default\gamedata\MG_FortsForAIs.slc:19: Array index 0 out of bounds

Repeat same two errors 12 times.
Any ideas what I've done wrong?

I am using mod swapper and trying to play the GoodMod for Apolyton Pack Ultra-Mega Map. I have just reinstalled the game, apolyton 1.02, good mod, and modswapper.

player1 is offline player1
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  Old Post 20-10-2001 15:13
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Try putting DebugSlic=No
in userprofile.txt
in ...\ctp2_program\ctp\
folder

Martin Gühmann is offline Martin Gühmann
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quote:
Originally posted by Elucidus
SLIC Error
\ctps_data\default\gamedata\MG_FortsForAIs.slc:11: Array index 0 out of bounds

SLIC Error
\ctps_data\default\gamedata\MG_FortsForAIs.slc:19: Array index 0 out of bounds


I hate this stupid slic interpreter, if you have a slic error and reloadslic afterwards you tried to fix it you get a bunch of slic error that aren't actually there. So all what you can do is to press retrun until you got all these non existend slic errors. But you have to be watchfull, because the last message is the improtant one. I checked my file and line 11 and line 19 of this file are only comment lines there shouldn't be code that is executated, therefore just do what player one said, I can only that it has to do something with DiploMod.

By the way player1 you battleview fix will be a part of the next version of GoodMod.

-Martin

Elucidus is offline Elucidus
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  Old Post 20-10-2001 22:29 Visit Elucidus's homepage!
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Next Idea Remove this text

That was one of the first things I did. Alaso this error comes up before the new game fully loads. As far as the location of the errors, maybe it isn't counting commented lines.


So I'm the only turd getting this error? Eww, how dreadful!


yours in gaming,
~Elucidus

Immortal Wombat is offline Immortal Wombat
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  Old Post 21-10-2001 01:15 Visit Immortal Wombat's homepage!
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quote:
Originally posted by Martin Gühmann


I hate this stupid slic interpreter, if you have a slic error and reloadslic afterwards you tried to fix it you get a bunch of slic error that aren't actually there. So all what you can do is to press retrun until you got all these non existend slic errors. But you have to be watchfull, because the last message is the improtant one. I checked my file and line 11 and line 19 of this file are only comment lines there shouldn't be code that is executated, therefore just do what player one said, I can only that it has to do something with DiploMod.

I always Ctrl-Alt-Delete out, and reload. It saves time in the end, and makes it less likely that I miss the error.

steve.wray is offline steve.wray
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Dec 2000
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  Old Post 25-10-2001 05:42
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I have just picked up goodmod and apolyton mod and get the out of bounds errors, so its still happening, and to other people!

Also, anyone notice the typo in the goods?
'Craps' are *not* a trade good!!!

The Big Mc is offline The Big Mc
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  Old Post 25-10-2001 17:35 Visit The Big Mc's homepage!
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yes I did

I realized it was not a good idea to insult some one on the net you don't know what they could do.

Martin Gühmann is offline Martin Gühmann
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quote:
Originally posted by steve.wray
Also, anyone notice the typo in the goods?
'Craps' are *not* a trade good!!!


And I thought this particular good came from Activision. So far it seams that the typo occurs only in the readme. I fixed this.

quote:
Originally posted by steve.wray
I have just picked up goodmod and apolyton mod and get the out of bounds errors, so its still happening, and to other people!


Stupid slic interpreter maybe it depents on the order in that the slic files are read. Therefore you could open the GM1_script.slc in your ..\ctp2_data\default\gamedata\ folder and take a look on the last lines. There you find these lines:

code:
#include "scenario.slc" #include "diplomacy.slc" #include "GM1_Goods.slc" #include "MG_soundfix.slc" #include "MG_ComImpSForAIs2.slc" #include "MG_PWerAI.slc" #include "MG_KillCityOption.slc" #include "MG_ICSDAAPC.slc" #include "MG_FortsForAIs.slc" #include "PWMod.slc"


Change the order of the slic files for example like this:

code:
#include "scenario.slc" #include "diplomacy.slc" #include "GM1_Goods.slc" #include "MG_soundfix.slc" #include "MG_ComImpSForAIs2.slc" #include "MG_PWerAI.slc" #include "MG_KillCityOption.slc" #include "MG_ICSDAAPC.slc" #include "PWMod.slc" #include "MG_FortsForAIs.slc"


If this doesn't work you could disable the MG_FortsForAIs.slc.
To do this just put in front of the line:
#include "MG_FortsForAIs.slc"
these two signs: //

The line would look like: //#include "MG_FortsForAIs.slc"

-Martin

Last edited by Martin Gühmann on 10-11-2001 at 17:08

Martin Gühmann is offline Martin Gühmann
Emperor
Berlin, Germany
Mar 2001
time: 06:15
Post  Old Post 25-11-2001 03:50 Visit Martin Gühmann's homepage!
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#27 Report this post to a moderator
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So far I have no idea when I will find the time to add player1's strategies.txt
modifications to my GM1_strategies.txt, therefore I will need a little bit until I will release GoodMod v. 0.98. Therefore here is a small *.zip file that fixes the important stuff.

A new GM1_tileimp.txt that fixes the removed good benefits by trading post post bug. As I had to modify the Cradle and MedPack versions of this file from the ground, these mods where never affected by this bug.

GM1_Goods.slc v. 1.4 fixes two bugs concerning MP and the good restoration code. If a good was pillaged the owner of this good got the advance Subneural

Adds in order to restore the good's effect. Now this advance will be removed probably. So that AIs won't build good improvements anymore on tiles without goods. And you aren't be able to steal this advance anymore from AIs twice or more often anymore. You aren't able to build these good improvements anyway.

In MP the good improvement process didn't work you only got a huge mount of land controlled by the Barbarian's, no improved goods. Now the good improvemnt process happens in the first AI civ's turn. So you shouldn't found a city in the first turn of an MP game, as the goods in your first city radius wouldn't be improved.

Both files in this *.zip file go into your ..\ctp2_data\default\gamedata\.

They will overwrite the existing ones there.

-Martin

PS: I fixed the typos in the first post of this thread.

Attachment: gm1_goods.zip
This has been downloaded 22 time(s).

The Big Mc is offline The Big Mc
King
Of the universe / England
Oct 2001
time: 05:15
  Old Post 27-11-2001 18:15 Visit The Big Mc's homepage!
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#28 Report this post to a moderator
Increase the size of your Attachments

I am new to this game and as you can see I am a chieftain which means I don't know much about ctp2 yet.

What I want to know is which sprit maker did you use to make the goods I downloaded the one of apolyton but just can't seam to get it to work.

I want to make Aliane goods for my new scenario and would like some help with getting the sprit maker to work.

(watch it be something simple)

Immortal Wombat is offline Immortal Wombat
Prince
in perpetuity
Dec 2000
time: 05:15
  Old Post 27-11-2001 19:42 Visit Immortal Wombat's homepage!
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#29 Report this post to a moderator
Increase Your PM Length

What do you need to know that the readme wont cover? What error message are you getting in the spritemaker?

The Big Mc is offline The Big Mc
King
Of the universe / England
Oct 2001
time: 05:15
  Old Post 27-11-2001 20:11 Visit The Big Mc's homepage!
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#30 Report this post to a moderator
Got spare money?

I am new to paint shop so it's so hard to do what I really want is an idiots guide to making new sprites the read me lost me on line 1

 
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