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Immortal Wombat
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in perpetuity
Dec 2000 time: 05:15
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Ok, basically, get the pic you want on a black background, then select every black pixel in the picture, (use the wizard wand tool) then invert the selection so you have very non-black pixel. Then go to the selection menu, click "save to alpha channel", and click OK. Once you have it all selected, save the file as a *.tif file, in the correct directory structure, run the tool, and you should have a sprite.
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Martin Gühmann
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Berlin, Germany
Mar 2001 time: 06:15
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GoodMod v.098 is now here available.
This is the fourth public version of GoodMod. As usual there is also a textupdate available.
GoodMod v.0.98 contains the following changes, additions and bug fixes:
1. Fixed one bug concerning tile improvment exclusions. If you built a trading post on a good tile the benefits of the good was removed.
2. The good improvement process in MP didn't work. Unfortunatly one problem is still left but that can be avoided if HUMAN PLAYER DO NOT SETTLE IN THE FIRST TURN !!!!
3. Added player1's battleview fix.
4. Fixed good restoration code.
5. Added player1's AI modifications to my ones.
6. Added player1's improved version of Diplomod with my MP-Diplomod fix.
7. Another fix concerning MP age selection screen.
8. Added Rush Buy Prevention Code as attemp to keep MPer from rush buying things during the opponents turn.
9. Fixed a bug that occurs in the CityMod2 version concerning a DB error.
10. Fixed some typos in the readme 
Some words about the AI:
I added a lot of goals to the goals.txt, these goals are:
GOAL_ADVERTISING
GOAL_INCITE_UPRISING
GOAL_POISON_CITY
GOAL_THROW_PARTY
GOAL_SUE
GOAL_INDULGENCE
GOAL_FAITH_HEALING
GOAL_REFUEL
GOAL_PARADROP
GOAL_CLEAR_ORDERS
GOAL_RANGED_ATTACK
GOAL_BOMBARD_UNIT
GOAL_SALLY
The first three were added by player1. GOAL_BOMBARD_UNIT is taken from MedPack2 and GOAL_SALLY was already present in goals.txt but not used in strategies.txt. If GOAL_SALLY is that what I think than it is no question for me why the don't come out of its cities in order to kill enemy pillaging units in front of its doors.
The orders throw party, sue, sell indulgence and faith hailing were already part of the orders.txt but not used by the AI, because of missing according goals.
Order refuel, paradrop and ranged attack don't look finished I have no idea if they will work.
I hope that the clear orders order will work. I added this one to the orders DB, and I found every component of this one therefore it will be very probably that this one can be now used by the AI.
Now some information about creating sprites: It is important that your *.tif images have the right size. To get to know the rigth size take a look on the example *.tif files that came with the sprite maker. You can also find the information about the size in the according sprite script files. But at first just examine these example *.tif files. If you take a close look on the alpha channels of the beaver images you will notice that the edges of the white area is grew. That is done to make the edges transparent in game, that looks better, more smooth.
Merry Christmas and a happy new GoodMod Martin.
And PS: Here is a short textupdate without the Great Libraries:
Edit: Sorry guys but I had to fix something, therefore I had to upload the attachment again. So far there were two downloads: Below you can see why.
Edit2: Deleted the small attachment that contained the text update. There were 43 hits but I guess I downloaded a lot of time the file myself to test if the attachment stuff would work again during 'Poly hard time at the start of this year.
Last edited by Martin Gühmann on 30-07-2002 at 04:22
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Martin Gühmann
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Berlin, Germany
Mar 2001 time: 06:15
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Hello world,
so far I had a hard live on my continent I am scratshing the bottom of the power graph. And I have to figure out how to get my units for defece. And now I have to notice that the MP rush build prevention code, prevents me from normal rush buying. Therefore I had to cut it of. For everyone who already downloaded the update here is the file that will disable the code, until I will find a better solution. To instal this file just unzip it into your ..\ctp2_data\default gamedata\ folder. For everyone who wants to continue an existing game just open the chat window by typing ' and enter /reloadslic.
Edit: Attachment deleted, as it isn't needed anymore, because I already integrated it into the current version of GoodMod.
-Martin
Last edited by Martin Gühmann on 30-07-2002 at 04:26
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FrenzyHuman
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Sydney
Mar 2002 time: 15:15
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Hi Martin,
It's so exciting to read throw the thread of GoodMod, and the game snapshot is very encouraging.
BTW, you did talk about GoodMod v0.99, but it is not on your web page. Do you have any plan to put it on? I just want to have the lastest GoodMod. With v0.98, I found there are other files and updates discussed in the forum thread which need to be patched above v.98.
Another query, as this is the mod for goods, on tiles, do you have any plan to integrate terrain transform ability for AI? I am just curious.
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Martin Gühmann
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Berlin, Germany
Mar 2001 time: 06:15
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quote: Originally posted by FrenzyHuman
It's so exciting to read throw the thread of GoodMod, and the game snapshot is very encouraging. |
Yeah this snapshot is the result of adding a new order. That makes the AI to build forts without a lot of slic. The new order uses an obsolete slic event that trigger than an slic event that creates the fort on the spot were the acording army is. So far this feature is working I just reduced the priority of the according goal so that the AI does not waste so much PW on building forts. BTW if the AI doesn't have enough PW than the fort won't be build, that is also true for the human, but he can use the tileimp panel to place forts in the vision range of one of his armies, but nevertheless I think it should also possible for the human to place forts via the orders tab, although it isn't necessary.
quote: Originally posted by FrenzyHuman
BTW, you did talk about GoodMod v0.99, but it is not on your web page. Do you have any plan to put it on? I justwant to have the lastest GoodMod. With v0.98, I found there are other files and updates discussed in the forum thread which need to be patched above v.98. |
As I tested some modifications from Dale on the goals.txt the result was a very passive AI therefore I decided to start a series of AI test games. So far what I have now is that the AI can be very aggressive towards the human if you are using frenzy, but I am still trying to avoid frenzy as I want to an AI that kills another AI that would add a lot of atmosphere if it would happen at least once or twice per game. What I found out is that the AI has no problems to kill another AI if it has enough troops at the front but the problem is to make the AI to bring its troops to the front (that does frenzy if the opponent is an human). The real problem here is that AI units are sitting fortified on roads and blocks the way for reinforcements. A partial sollution is a piece of slic that pushes the AI stacks from the road but unfortunatly I saw AI stacks fortified on the road nevertheless. Another part of the sollution is to add some roads around cities so that AI stacks can bypass the choke point city. This slic of piece works as intended, but it needs some improve so that the result looks good.
So far I made some progress it happend that one AI killed anouther AI but it needed help. I also played a little bit with the slic events in the orders.txt. I gave the attack order a move slic event and it pushed the AI to its enemy, but unfortunatly the wasn't able to attack than, therefore I added a new order and an according goal that should the AI bring to the front.
So far the testing must continue or I have to use frenzy, until I can release GoodMod v.0.99 so far I just talked about the testings, BTW I switch to the Barbarians to get results faster, so I just have to watch what the AI will do. The latest version that I released is 0.98 and can be downloaded from my page.
quote: Originally posted by FrenzyHuman
Another query, as this is the mod for goods, on tiles, do you have any plan to integrate terrain transform ability for AI? I am just curious. |
This feature will be in GoodMod v.0.99 definetly. So far I have a modified GM1_Goods.slc that prevents the AI from terraforming good tiles and a modified GM1_tileimp.txt that will make the AI terraforming swamp, tundra and glacier tiles. Both files go into your ..\ctp2_data\default\gamedata\ folder afterwards you istalled GoodMod. Note if you already started a game than you have to open in game the chat window by using the apostrophe (') key and enter /reloadslic, the same thing must be done if you installed frenzy and you want to continue a pre frenzy game. I attached both files with this post.
-Martin
PS: I already wrote a reply, in my opinion a better one but unfortunatly I lost it.
Attachment: gm1terraform.zip
This has been downloaded 8 time(s).
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FrenzyHuman
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Sydney
Mar 2002 time: 15:15
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Hi Martin,
It's so exciting to know GoodMod v0.99 is on its way. With having both aggressive AI and terrain transform ability for AI, I reckon GoodMod will be a big thing in the mod world. You know, I don't mind play well designed mods, like Craddle, Med, etc. they are so great, they just like a new game. but I don't want to have another learning curve, so to master the game tricks and bits. I like mods on the original game, and make it perfect, like Apolyton, GoodMod, Frenzy etc.
BTW, I reckon Activision should just hire you guys, CTPII was so crappy originally, now it is pretty playable; or maybe you have your own plan to write a game yourself? will be interesting to see 
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Martin Gühmann
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Berlin, Germany
Mar 2001 time: 06:15
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Here is version 0.99 of GoodMod the mod of goods. You can download it from my page my page or just click here. Of course there is also a text update available as usual. I decided to summarize the whole information about this mod that is contained in the whole thread again to give you an overview in one post, therefore you will see here some repetitions but that saves you to read through the whole thread:
GoodMod contains 33 new trade goods in addition to the 22 allready existing ones up to a total number of 55 goods. It also provides to each good tile food, production and commerce.
It requires Apolyton Pack, CityMod2 or MedPack2.
Here are the changes and fixes from GoodMod v.0.98 to v.0.99:
1. Disabled the war over script in the imporoved DiploMod version due to bugs
2. Added new order now you can build forts over the orders context menue, (added for the AI so it can build them with the notion that it will do something for its defence)
3. Added new order now you can build detecors (like sonar buoys, listenig posts and radar staions) over the orders context menue, actual added for the AI to make build it this stuff
4. Added new order now you can build air bases over the orders context menue, actual added for the AI to make it to build air bases
5. Added to another AI orders to help the AI
6. added new AI goals so that the AI can do all speceal attacks
7. Fixed some entries in the Great Library
8. Added frenzy mod to make the AI agressive towards the human player
9. Added a road uncutter so that AI cities can be bypassed for AI stacks with roads
10. Added a unit unclutter so that the AI won't block its roads with idle stacks
11. Readjusted pollution in the ApolytonPack options, lower happiness penalties and higher damage to the environment in order to help the AI's happiness, and give back the terraforming of dead tiles a meaning
12. Added terraforming options for the AI, now the AI will terraform swamp, tundra and glacier...
13. Updated the New City Capture Option to version 1.4 now you can enslave the whole population of a just captured city
14. Updated Forts for AIs to version 1.1, found a bug in the code
15. Added Happy Buildings for AIs slic file
Now what's in:
GM1_goods.slc: that is the slic file that places on every good tile an invisible tile improvement in order to asign to that good tile a terrain boni in from of food, production or commerce. It restores also the boni of such a tile if the tile was pillaged after ten turns. There is also a bug fix that prevents you and the AI as well from pillaging tile improvements owned by noone. This fix was necessary as pillaging neutral tile improvements causes a crach in unmodded CTP2, but you shouldn't try it nevertheless as it costs you move points. Another small pice of scic is the AI good terraforming prevention code, that I added to this file, since we discovered how to make the AI terraform, we need this. But to this later.
Forts for AIs v.1.1: This slic mod places for the AI forts beside of a road, whenever an AI starts to build a road on a border tile a fort will be put for the AI on netral land. In the pasttime I was able to recreate the error messages that Elucidus described it had to do with the line DebugSlic=Yes in his userprofile.txt in the ..\ctp2_data\ctp\ folder, the line must look like DebugSlic=No. I was able to find a solution that is compartible with the advanced slic debugger, but you should make shure nevertheless that DebugSlic is set on No.
Commerce Tile Improvements for AIs v.2.0: This slic file makes shure that the AI will construct commerce tile improvements on its beaches, hills, forrests... Commerce tile improvements are for example ports, shopping mails, drilling platforms,... all the tile improvements that increase the commerce (gold) output of a tile.
A small sound fix v.1.1: That is a small slic that makes CTP2 play sounds when you start to construct a tile improvement like in CTP1.
New city capture options v.1.4: This slic code allows you to destroy a city once you captured from an enemy regardless of its, alternativly you can enslave the whole population until the Emancipation Act has been build, afterwards you just can move the population to other cities and raise then the city to the ground. Of course you can just keep the city, too.
The improved diplomod, with improvements by player1 and me. This mod is based on Dale's diplomod 3.6. This version has a better MP compartibility as Dale's v.3.6, unfortunatly I had to disable the war over script by player1, because I got some crashes and seeing that once a war between two civs ended they started one turn later again to warfare each other wasn't the purpose of this script.
The battle view fix by player1: There were some problems in the battleview.ldl that causes some wired battleviews if you attacked someone on unusual terrain like sea cities.
The pw help by player1 v.1.0: This file helps the AI in PW and Gold to make it equal to the human.
Dale's slic mods are now also available for the CityMod2 option.
Happy buildings for AIs v. 1.2: This file makes shure in the CityMod2 and ApolytonPack options that the AI will construct city buildings that increases happiness, when the city happiness level drops under a certain number, it doesn't affect small cities anymore, because the consequence was that the AI neglected the defence of these cities with consequence of huge Barbarian empires, this is fixed now.
I also added frenzy mod (from Cradle with some minor modifications so it will run under the original game) in order to pull the AI on the human. Frenzy is now also for the MedPack2 option a standart.
The unit updater is only in the MedPack2 option available.
Another nw slic file is the tile imp order slic code. You will find some new buttuns in the orders box I used the standart goto images for these ones, these buttons will place on the unit's/army's location, depending on the button, the techs that you own, the amount of PW you have stored, and if you own the land (if it is not a fort), the buttons will place an sonar buoy, listening post, air base, fort or radar station on the map, of course no PW no tile improvement, you don't own the land no tile improvement if it isn't a fort, wrong kind of tile (building an airport on water) no way.
I added these orders to help the AI to place these tile improvements on the map. And now I came to the AI files: I modified huge parts of the strategies.txt (most parts are taken from Cradle and from player1's my mod and some are my own modifications), buildlistsequences.txt and unitbuildlist.txt are also by player1, I just modified them a little bit as there were to many AI civs building abolitionists.
Another new addition are the modified GM1_tileimp.txt that makes the AI terraform swamp, tundra, glacier... terrain. Unfortunatly it makes also the AI terraforming good terrains, but therefore I added the good tile terraform prevention code mentioned above.
The PWMod by Mr Orge (Joe Rumsey), it prevents human mayors to spend to much PW so that the human player has a higher PW reserve available. But to be honest I would never engage mayors has they can't manage your cities well.
I also added a road uncutter, it just adds to the AI city radius roads/railroads/maglevs so the AI units can bypass a city with a 12 defending stack on roads/railroads/maglevs with the movement advantages of these tile improvements.
And finally I have to mention a script that prevents AI armies from fortifying armies on a road, railroad or maglev in order to keep the way free for units that should reach the front. I aslo added to the strategies.txt goals that just should bring AI units to the front. I added a lot of other goals as well so that the AI can use all the speacial orders, created by player1 and me. This code will also move units from the road to a non road tile. This last code was the reason for me to postpone the release of GoodMod v.0.99 has it causes some crashes in the last days, I decide to fix this before release, unfortunatly this better AI code isn't finished, therefore I decided to release the part that is working by disabling the rest. That was also the reason why I decided to fix this from the road mover, because I already disabled to much, but I realized that I wouldn't be able to release GoodMod v.0.99 in a apropiate period of time if the finished code should be in as my time for coding this is very rare now.
Now here is the full list of goods as they are now GoodMod v.0.99:
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)
49. Dye (additional)
Desert Mountain
50. Iron Ore (additional)
51. Silver (additional)
Polar Hill
52. Saphires (additional)
53. Emeralds (additional) (new graphics)
Glacier
54. Seals (additional)
55. Walrus (additional)
Submarine Volcano
1. Rubies (origianl)
2. Diamonds (origianl)
52. 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:
Most entries in the goods.txt are broken, like the commerce, food and production entries, therefore I had to use the workaround with the invisible tile improvements put on the good to asign food, commerce and production boni to the good tiles. The result is the concept of pillaging goods pillage a good and the boni are gone for ten turns. I also added dublicated goods, meaning same name, but different boni for different goods (that's makes it easier to asign the probability (one good.txt flag that isn't broken)). Unfotunatly the GLHidden flag is also broken therefore I have no chance to hide those dublicated goods in the Great Library.
-Martin
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Martin Gühmann
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Berlin, Germany
Mar 2001 time: 06:15
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quote: Originally posted by Peter Triggs
Who's been a busy boy?
The stuff you've done with orders and goals looks really interesting. Expect some questions. |
I hope you don't asks next weekend, I will be on a short weekend trip to the Czech Republic to a place near Prague.
For the Cradle version of the Forts for AI slics v.1.1 just take a look into your thread or click on this link.
For the New City Capture Option for CTP2 v.1.4 with the power of enslaving citiciens click here. Note this version should be compartible with all mods and with original game.
Unit unclutter and road uncutter should be compartible with all mods as well. You can find it in a slic file called MG_betterAI.slc, this file contains also some additional code that does not work as indented, yet. Therefore it is disabled. Unfortunatly I hadn't time to add comments to this file. Note that the unfinished code won't be compartible with Cradle as it contains a lot of functions checking types of a unit.
The happy building code need some more modification, actual just adding buildings and their enabling advances, to the script. And maybe a happiness modification in it. It should trigger when the happiness of a city drops under 75 instead of 73 in Apolyton Pack, but this needs also a modification of the strategies.txt. So that the AI will let drop the happiness under 75. At least the MG_HappyBuilding.slc has a small description at the start. With some instalation notes as it was first indenteded to be released on its own, but in the meantime I modified the AI files to much to release it as stand alone mod.
For Apolyton Pack all slic files with the MG_ prefix are compartible with ApolytonPack v.1.02, just the small modification to the strategies.txt is needed. And maybe you like to copy all the goals and orders. The orders slic can be found in the GM1_TileimpOrders.slc it is also compartible with standart game, and some tech modifications are needed for MedPack2 additional for Cradle the tile imp database numbers needs be changed or be replaced by the TileimpDB function.
quote: Originally posted by Locutus
Oh well, news item will have to wait 'til tomorrow, I'm falling asleep on my keyboard here... |
I know this problem I think I have now a lack of sleep, too. Maybe not as serious but it starts now to get a problem.
-Martin
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All times are GMT. The time now is 05:15. Apolyton Time is 00:15. |
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