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Immortal Wombat is offline Immortal Wombat
Prince
in perpetuity
Dec 2000
time: 05:15
  Old Post 27-11-2001 20:21 Visit Immortal Wombat's homepage!
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#31 Report this post to a moderator
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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.

The Big Mc is offline The Big Mc
King
Of the universe / England
Oct 2001
time: 05:15
  Old Post 28-11-2001 15:59 Visit The Big Mc's homepage!
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#32 Report this post to a moderator
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thanks I will give it a go to make my sprite.

I should get more used to using paint shop

Martin Gühmann is offline Martin Gühmann
Emperor
Berlin, Germany
Mar 2001
time: 06:15
Post  Old Post 25-12-2001 01:22 Visit Martin Gühmann's homepage!
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#33 Report this post to a moderator
GoodMod v.0.98 Support Apolyton or Terrorists Win

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

Martin Gühmann is offline Martin Gühmann
Emperor
Berlin, Germany
Mar 2001
time: 06:15
Post  Old Post 25-12-2001 03:50 Visit Martin Gühmann's homepage!
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#34 Report this post to a moderator
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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

Martin Gühmann is offline Martin Gühmann
Emperor
Berlin, Germany
Mar 2001
time: 06:15
Post  Old Post 23-01-2002 20:43 Visit Martin Gühmann's homepage!
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#35 Report this post to a moderator
More aggressive AI for GoodMod Increase Your PM Length

OK her is another small file that will improve the AI. That are the goals settings and the force matches of the Cradle CRA_strategies.txt that I added to my GM1_strategies.txt.

To install the new GM1_strategies.txt just unzip the attachment in your ..\ctp2_data\default\aidata\ folder. This will replace the existing GM1_strategies.txt there.

BTW: I thought my changes that I made at Christmas to my file were to radical. Dave's settings are more radical for the attack siege and harrass goals. So this should make the AI in GoodMod really aggressive.

So have fun at surviving.

Edit: Attachment deleted.

-Martin

Last edited by Martin Gühmann on 30-07-2002 at 04:24

Cube is offline Cube
Warlord
El Paso, Tx
Nov 2000
time: 22:15
  Old Post 24-01-2002 06:18
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#36 Report this post to a moderator
can't get good mod to work Got spare money?

Hi Martin,

I downloaded Medmod crusades, some time ago and decided to get what I liked from the zip, and extract it. Well I got your slic file and some other stuff. I copied your tile improvements from the tileimp.txt file and pasted it into mine. I got the advance subneural adds and put it in advance.txt, but goodmod doesn't want to work. It doesn't build the good improvements in the begenning of the game.

Did I forget to copy something?

I also got the Commerceimprovements for the Ai's in your slic. does it build ports and drilling platforms for the AI?

And I think the file you attached is corrupt, because It doesn't want to open with winzip.

The Big Mc is offline The Big Mc
King
Of the universe / England
Oct 2001
time: 05:15
  Old Post 24-01-2002 15:04 Visit The Big Mc's homepage!
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cube

I have the same problem, try renaming the zip and just put .zip on the end of it. It works for some that I download of apolyton which I can't open it's some kind of glitch or something

Martin Gühmann is offline Martin Gühmann
Emperor
Berlin, Germany
Mar 2001
time: 06:15
Post  Old Post 24-01-2002 22:58 Visit Martin Gühmann's homepage!
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#38 Report this post to a moderator
Increase Your PM Length

I downloaded it twice. At first from uni and than from home I only did it with Netscape 4.X. Both files that I got were corupted I did not tried with M$€I or with Get Right. I am shure with the last program could get it, but for all the other people who don't want to install Get Right here is the direct link to the file on my page:

http://guehmann.bei.t-online.de/GM1_strategies.zip

The tileimp creation code is depending on the tileimp index from the tileimp database. So removing one tileimp will cause the code to not work. You will notice that my tileimps have a number in this file. That's the index that is interesting for slic code. The first tileimp in this file has the index 0. However I looked into Wes' latest version of the his MM2_tileimp.txt and I had to notice that Wes ripped of two tileimps. The first one was the dry dock, that is in GoodMod but not fully implemented so only GL hidden. It is fully implemented in Cradle and the other tileimp is called test tileimp. That was actual only a an improvement for testing propose only, but later I used it for the good improvement process. That is a bad tendency of Wes to clean the files of stuff that might be unneccessary.

Here are the missing lines maybe you will have some problems with the undersea fortification graphics if you don't have installed GoodMod. But this is only a graphical problem no crash problem. Here I found a way to add some tileimp graphics without editing the *.til files, so you will only see something complete different from an undersea base, if you try to put it via the cheat editor on the map. And I discovered another problem with the undersea fort. Wes also removed the icon from the uniticon.txt so you have to replace the ICON_TILEIMP_UNDERSEA_FORTIFICATIONS by the ICON_TILEIMP_FARMS. To fix the problem you have to insert this code between the TILEIMP_UNDERSEA_TUNNEL and the TILEIMP_LAND_GOOD_ONE

-Martin

PHP:

##################################################
##########

TILEIMP_UNDERSEA_FORTIFICATIONS {
   
Icon ICON_TILEIMP_UNDERSEA_FORTIFICATIONS
   Tooltip TOOLTIP_TILEIMP_SELECT_FORT_BUTTON
   Statusbar STATUSBAR_TILEIMP_SELECT_FORT_BUTTON
   Level 2
   IntBorderRadius 2
   SquaredBorderRadius 5
   
Class:OceanDetector
   GLHidden

   ConstructionTiles 50
   ConstructionTiles 911
   ConstructionTiles 913

   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


   Excludes
:Farm
   Excludes
:LandDetector
   Excludes
:Mine
   Excludes
:OceanFarm
   Excludes
:OceanDetector
   Excludes
:OceanATM
   Excludes
:Structure1
   Excludes
:Structure2
   Excludes
:OceanMine

   TerrainEffect
{
      
Terrain TERRAIN_WATER_BEACH
      Terrain TERRAIN_WATER_DEEP
      Terrain TERRAIN_WATER_RIFT
      Terrain TERRAIN_WATER_SHALLOW
      Terrain TERRAIN_WATER_SHELF
      Terrain TERRAIN_WATER_TRENCH
      Terrain TERRAIN_WATER_VOLCANO

      VisionRange 2
      DefenseBonus 0.5
      EnableAdvance ADVANCE_STONE_WORKING
      ObsoleteAdvance ADVANCE_STONE_WORKING
      ProductionCost 2000
      ProductionTime 4
      TilesetIndex 912
   
}
}

## 40  ##################################################
########

TILEIMP_TEST_TILE_IMPROVEMENT {
   
Icon ICON_TILEIMP_FARMS
   Tooltip TOOLTIP_TILEIMP_SELECT_FARM1_BUTTON
   Statusbar STATUSBAR_TILEIMP_SELECT_TUNNEL_BUTTON
   Level 4
   IntBorderRadius 2
   SquaredBorderRadius 5
   
Class:ATM
   GLHidden

   ConstructionTiles 2
   ConstructionTiles 2
   ConstructionTiles 2
  
   TerrainEffect
{
      
Terrain TERRAIN_FOREST
      Terrain TERRAIN_HILL
      Terrain TERRAIN_JUNGLE
      Terrain TERRAIN_SWAMP
      Terrain TERRAIN_DESERT
      Terrain TERRAIN_GRASSLAND
      Terrain TERRAIN_PLAINS
      Terrain TERRAIN_WHITE_HILL
      Terrain TERRAIN_WHITE_MOUNTAIN
      Terrain TERRAIN_BROWN_HILL
      Terrain TERRAIN_BROWN_MOUNTAIN
      Terrain TERRAIN_GLACIER
      Terrain TERRAIN_MOUNTAIN
      Terrain TERRAIN_TUNDRA
      Terrain TERRAIN_WATER_BEACH
      Terrain TERRAIN_WATER_DEEP
      Terrain TERRAIN_WATER_RIFT
      Terrain TERRAIN_WATER_SHALLOW
      Terrain TERRAIN_WATER_SHELF
      Terrain TERRAIN_WATER_TRENCH
      Terrain TERRAIN_WATER_VOLCANO
      Terrain TERRAIN_WATER_REEF
      Terrain TERRAIN_WATER_KELP
      Terrain TERRAIN_DEAD

      ProductionCost 0
      ProductionTime 1
      TilesetIndex 2
   
}
}

Martin Gühmann is offline Martin Gühmann
Emperor
Berlin, Germany
Mar 2001
time: 06:15
Post  Old Post 20-02-2002 04:00 Visit Martin Gühmann's homepage!
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Testing the last modifications for GoodMod v.0.99 I glanced at one AI with the help of the cheat editor. Finally I took this screen capture.

This AI knows how to defend its coast line, doesn't it?

-Martin

Attachment: aiforts.jpg
This has been downloaded 639 time(s).

The Big Mc is offline The Big Mc
King
Of the universe / England
Oct 2001
time: 05:15
  Old Post 24-02-2002 02:44 Visit The Big Mc's homepage!
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Hi I have been messing a bout with paint shop and the sprite maker to make some goods I was just wondering if you would like them I have made coal and some different coloured crystals. so if you want them I will post them for you on my new web site when it opens up. Oh and before you ask coal was a pig to make.

Immortal Wombat is offline Immortal Wombat
Prince
in perpetuity
Dec 2000
time: 05:15
  Old Post 24-02-2002 04:24 Visit Immortal Wombat's homepage!
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So you won't be happy if I tell you Nordicus already made one ages ago?

Locutus is offline Locutus
ACS CTP1/2 Manager & Civ4 Co-Manager
Hengelo, The Netherlands
Nov 1999
time: 06:15
  Old Post 24-02-2002 04:40 Visit Locutus<br><img src=/forums/images/staff-icon.gif>'s homepage!
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Remove this text

I think we should have a petition: demand that Markos renames 'The Big Mc' to 'The Big Wheel Reinventor'

Martin Gühmann is offline Martin Gühmann
Emperor
Berlin, Germany
Mar 2001
time: 06:15
Post  Old Post 25-02-2002 01:28 Visit Martin Gühmann's homepage!
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#43 Report this post to a moderator
Avatar Enlargement: We've got the solution

Actual I also remade sprites like the wheat and fish that can you see on the picture above. (Actual I was on the fact with that picture that the AI uses the forts for its defence, (I think a little bit too much for defend) and not just to fill the gaps in its empire so it can connect every city with roads.) I didn't remake coal, gold, uranium, peat, etc... As I thought the concept behind these one (being a part of the terrain) therefore they didn't need any additional shadows and egde unsharping. So if your coal is better than Nordicus' version (actual Gemini made the sprites, Nordicus made just the GL images) than I can use it. At least you should give us a screenshot.

-Martin

The Big Mc is offline The Big Mc
King
Of the universe / England
Oct 2001
time: 05:15
  Old Post 25-02-2002 17:32 Visit The Big Mc's homepage!
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Got spare money?

I will get you the pics for tomorrow I was kinder making some alien goods for my scenario at the time so I will put a screen shot of them in too.

Yours 'The Big Wheel Reinventor'

The Big Mc is offline The Big Mc
King
Of the universe / England
Oct 2001
time: 05:15
  Old Post 26-02-2002 18:19 Visit The Big Mc's homepage!
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Help yourself to an AD-FREE life

sorry fokes tried to upload wrong kind of file

FrenzyHuman is offline FrenzyHuman
Settler
Sydney
Mar 2002
time: 15:15
  Old Post 27-03-2002 10:50
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#46 Report this post to a moderator
Where is GoodMod v0.99? Put an end to popups!

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.

Martin Gühmann is offline Martin Gühmann
Emperor
Berlin, Germany
Mar 2001
time: 06:15
Post  Old Post 28-03-2002 03:25 Visit Martin Gühmann's homepage!
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#47 Report this post to a moderator
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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).

FrenzyHuman is offline FrenzyHuman
Settler
Sydney
Mar 2002
time: 15:15
  Old Post 28-03-2002 03:44
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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

Dale is offline Dale
King
Sir! Why do you keep clicking on me?
Dec 2000
time: 15:15
  Old Post 28-03-2002 05:22
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quote:
Originally posted by Martin Gühmann

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.




I did some mods to goals.txt? Can't remember that. What did I change and how long ago? The AI in WAW seems fairly agressive now, and tends to switch from defensive to agressive after about 100 turns. But I didn't change goals.txt, I used cradle's for WAW.

Martin Gühmann is offline Martin Gühmann
Emperor
Berlin, Germany
Mar 2001
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Post  Old Post 29-03-2002 04:39 Visit Martin Gühmann's homepage!
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Increase the size of your Attachments

quote:
Originally posted by Dale
I did some mods to goals.txt? Can't remember that. What did I change and how long ago? The AI in WAW seems fairly agressive now, and tends to switch from defensive to agressive after about 100 turns. But I didn't change goals.txt, I used cradle's for WAW.


I knew it that the day would come when I replace a "v" by an "l". Sorry Dale I meant Dave's goals.txt. However the settings are without frenzy not the best ones. But the mean reason why the AI is so bad is the fortify on roads bug. So far I tried to move the units down the road that are gonna to fortify. But I guess I was only successfull to prevent them from fortifying, they are still on the road but now not an problem anymore. Here is a screenshot from the radar map, I switched to player 0 the Barbarians and watched what happend. You see on the map the borders and some odd parts that are conquered cities.

-Martin

Attachment: worldmap.jpg
This has been downloaded 486 time(s).

Martin Gühmann is offline Martin Gühmann
Emperor
Berlin, Germany
Mar 2001
time: 06:15
Post  Old Post 23-04-2002 23:03 Visit Martin Gühmann's homepage!
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Remove this text

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

hexagonian is offline hexagonian
King
Gnawing on your mind...
Jun 1999
time: 23:15
  Old Post 24-04-2002 00:04 Visit hexagonian's homepage!
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#52 Report this post to a moderator
Put an end to popups!

quote:
Originally posted by Martin Gühmann
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
14. Updated Forts for AIs to version 1.1, found a bug in the code
15. Added Happy Buildings for AIs slic file


Any way I can get these elements of the SLIC coding for Cradle?

Dale is offline Dale
King
Sir! Why do you keep clicking on me?
Dec 2000
time: 15:15
  Old Post 24-04-2002 04:24
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#53 Report this post to a moderator
Tired of ads?

quote:
Originally posted by hexagonian


Any way I can get these elements of the SLIC coding for Cradle?


Yeah, what scripts do I need to update for the Super Apolyton Pack (In Dev) and the World At War MODs?

Locutus is offline Locutus
ACS CTP1/2 Manager & Civ4 Co-Manager
Hengelo, The Netherlands
Nov 1999
time: 06:15
  Old Post 24-04-2002 04:48 Visit Locutus<br><img src=/forums/images/staff-icon.gif>'s homepage!
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#54 Report this post to a moderator
Support Apolyton, buy Civilization III: Complete

Damn... How did I miss this earlier
Oh well, news item will have to wait 'til tomorrow, I'm falling asleep on my keyboard here...

Peter Triggs is offline Peter Triggs
Prince
Gone Fishin, Canada
Jan 2000
time: 05:15
  Old Post 24-04-2002 05:28
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#55 Report this post to a moderator
Tired of ads?

Who's been a busy boy?

The stuff you've done with orders and goals looks really interesting. Expect some questions.

child of Thor is offline child of Thor
Emperor
UK
Jan 2002
time: 05:15
  Old Post 24-04-2002 19:02
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#56 Report this post to a moderator
Help yourself to an AD-FREE life

Martin, you know what?I'm going to have to blame you now for any future arguments i have with my girlfriend over the amount of time i spend on CTP2 -
O.k its time for me to try your Mod, i've been avoiding temptation for as long as i can
I'm in trouble, i can feel it

Pedrunn is offline Pedrunn
King
of Natal, Brazil
Jul 2001
time: 02:15
  Old Post 24-04-2002 19:40
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#57 Report this post to a moderator
Full PM-box? Change here!

quote:
Originally posted by child of Thor
Martin, you know what?I'm going to have to blame you now for any future arguments i have with my girlfriend over the amount of time i spend on CTP2 -
O.k its time for me to try your Mod, i've been avoiding temptation for as long as i can
I'm in trouble, i can feel it


I get this feeling with mine too.

Last edited by Pedrunn on 24-04-2002 at 19:47

Martin Gühmann is offline Martin Gühmann
Emperor
Berlin, Germany
Mar 2001
time: 06:15
Post  Old Post 25-04-2002 21:58 Visit Martin Gühmann's homepage!
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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

child of Thor is offline child of Thor
Emperor
UK
Jan 2002
time: 05:15
  Old Post 26-04-2002 02:28
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#59 Report this post to a moderator
Support Apolyton buy from Amazon

erm....cough I can't get Goodmod(v0.99) to work. When i select it in ModSwoper( MedMod 2.1 version) save&exit, then go to run ctp2 exe it starts to load then i get these errors:

1.'MM2_SLC_Frenzy.slc' not found in asset tree.
2. F:\Program Files\Activision\Call To Power2\ctp2.data\default\ gamedata\GM1_MM2_script.slc:2775:syntax error.

Then MedMod loads to start screen and crashes(when i click anything) with an 'Ctp2 performed illegal operation' .

Debugslic = no

Now i only had MedMod 2.0 so i downloded the 2.1 update(although it still only says Med Mod 2.0 from within ModSwoper) and had exactly the same errors?
i'm using winzip classic and unzipping to 'F:\Program Files\Activision\Call To Power2' . All other Mods(Craddle/MedMod/WAW) work fine with no problems on the 'F:' directory i use.I've read both threads a few times - help please.

Martin Gühmann is offline Martin Gühmann
Emperor
Berlin, Germany
Mar 2001
time: 06:15
Post  Old Post 26-04-2002 11:16 Visit Martin Gühmann's homepage!
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#60 Report this post to a moderator
Inflate your Upload Space

At first you need MedPack2 v.2.1 installed properly. From your description it did not installed properly. IIRC Wes had a small problem with his zip program, the result was that all the MedPack2 v.2.1 files are in a supdirectory, called something like text2.1 or MedPack2.1. Unfortunatly I am at university so that I can't access the *.zip file now, to look up the name of this subdirectory, I think it is called like the *.zip file itsself. All what you need to do is to move all the files including directories to you main CTP2 directory and copy the new files over the existing ones.

-Martin

 
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