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Martin Gühmann
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Berlin, Germany
Mar 2001 time: 06:15
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OK here is a small update for the tournerment, as usual the newest version of GoodMod is available on my page.
There is also a text update from all versions available. For the ones of you who have GoodMod v.0.99 here is a small update as attachment in this thread available.
Now here are the notes from the readme about the changes.
CHANGES FROM VERSION 0.99 TO VERSION 0.993
1. Updated the string files of the City Capture Option to fix spellings and gramer
2. Increased the pollution happiness penalties to the level of the original game as I came to the conclusion that this would help the human more then the AI.
3. Added a army regrouper and chip loader for the AI
4. Updated gamefiles for the ApolytonPack and MedPack2 setup, to reflect the last updated of these mods.
5. Added all the files of the ApolytonPack Ultra Gigantic map setup to make it still available with GoodMod even if it was dropped with the ApolytonPack update to v.2.0.
6. Changed the symbol of the empty build queue messages to the exclamation mark in order to make the importance of empty build queues clearer.
Note that I only made the most importent changes in order to reflect the last updates of ApolytonPack and MedPack2. The other modifications were minor ones or already finished.
If you like to get to know more about GoodMod here is a summary of GoodMod. By the way it is located in this thread some posts above. If you can find it on the same page then you don't need to click on the link.
Unfortunatly the Apolyton Directory submission has to wait until tomorrow.
-Martin
Edit: Attachment replaced by a slightly fixed version. If you already downloaded this attachment place download the attachment you find under one of the following posts.
Attachment: gmstextu.zip
This has been downloaded 0 time(s).
Last edited by Martin Gühmann on 31-07-2002 at 20:30
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Locutus
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ACS CTP1/2 Manager & Civ4 Co-Manager
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Hengelo, The Netherlands
Nov 1999 time: 06:15
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Sounds good, Martin. But please submit an updated version of the GoodMod (preferably in the form of a single zip file) to the directory ASAP, because I can't start the tournament before you do that (and I plan to start the next tourney as soon as you do it).
BTW, will the problems that made Dale disable the ultra-large version of the Apolyton Pack affect GoodMod or did you fix them? (Don't remember exactly what the problem was, so you may have, you may not have).
I'm thinking the next game will be Gigantic map, 12 civs, GoodMod + Apolyton UL, but if there are still problems with APOLUL I'll stick to GoodMod + regular Apolyton Pack.
(I actually wanted to do a vanilla GoodMod but found that that required people to download CM2 seperately, which means more work for all involved - we'll do that in a future tournament, after other mods such as MedMod and Cradle had their turn).
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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 Locutus
Sounds good, Martin. But please submit an updated version of the GoodMod (preferably in the form of a single zip file) to the directory ASAP, because I can't start the tournament before you do that (and I plan to start the next tourney as soon as you do it). |
That was my intention to submit only an updated version. I hope I filled out the form correctly, I used the URL line to enter the URL were you can now currently find it on the net. I just submitted the whole instalation with everything, no update file has been submitted. By the way once it is in the 'Poly dir I can modify my signiture to point from this place to the GoodMod in the 'Poly dir.
quote: Originally posted by Locutus
BTW, will the problems that made Dale disable the ultra-large version of the Apolyton Pack affect GoodMod or did you fix them? (Don't remember exactly what the problem was, so you may have, you may not have). |
I just readded the option as a GoodMod add on. I just modified the APOLUL_const.txt in order to allow the player to play until 2300AD and made some other modifications. Actual I have no idea what the problem was that made Dale to remove the option from ApolytonPack, I left the decision to the player (unfortunatly I forgot to mention this in the readme). My suspicion is rather that it has to do something with the slic files and maybe with CTP2 itsself, also in the other two tournerments game I had to restart from an earlier save game because of crashs. So far I can say that I tested whole games with GoodMod with me as Barbarian player and ApolytonPack with the Ultra Gigantic maps setting on a gigantic map to see the effects of what I have done and the game was stabil.
The only problem I now that could occur on Ultra Gigantic maps is that you can generete those without a single hill. That includes all types of hills (green, sand dunes and white hills), instead of this you will have huge areas of Mountains. So far I wasn't able to modify the APOLUL_maps.txt.
quote: Originally posted by Locutus
I'm thinking the next game will be Gigantic map, 12 civs, GoodMod + Apolyton UL, but if there are still problems with APOLUL I'll stick to GoodMod + regular Apolyton Pack. (I actually wanted to do a vanilla GoodMod but found that that required people to download CM2 seperately, which means more work for all involved - we'll do that in a future tournament, after other mods such as MedMod and Cradle had their turn). |
To test the stability of ULMs I would have to run again a Barbarian test game, that takes long. The problem with ULMs is that such a game takes really long, usually I play on Gigantic map and including the human 10 civs.
I leave the decission to you if it will be UGM or just GM. Hey the latter abbreviation is a very interesting one not only for gigantic map. 
For the Vanilla GoodMod I am afraid that I already modded out the most vanilla stuff, only the tech costs are there and I think these tech costs are two low.
But another think I have to remark: How comes that hexagonian is now the thread starter of the GoodMod thread?
By the way we need also a news item once you added GoodMod to the 'Poly dir.
-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 SMIFFGIG's
You cannot research at all. It is either at a ridiculously high amount of turns eg 395 for aristocracy or it just has "-" AS IF in anarchy. |
OK I found the bug, it was caused by Wes' last modification with his new commerce system. I used my old GM1_MM2_tileimp.txt and GM1_MM2_terrain.txt so terrain and tileimps didn't produce enough gold just download the fix from the attachment. Note I just tested the normal map setup not the extra large version but it should work, too.
quote: Originally posted by SMIFFGIG's
I also got a couple of repetitions in the Great library eg crab was mentioned twice once with info and once without. I dont know if my mate got this or not However im not really to bothered about this furthermore are the goods supposed to have info in the great library ? cause all the new ones u put in dont seem to. |
Yes the repetitions, that is a problem with the ctp2.exe as I have goods on multiple terrains and I gave them different probabilities, I needed more then one good in the goods.txt with the same sprites, names... Unfortunatly the GLHidden flag does not work in the goods.txt. So the flag is set but nervertheless these double goods aren't hidden in the GL. For the entries, they should all a Gameplay text, Prereq and Stats text. Most of them should also have an history entry, but not all, because I don't have for every good history entries, of course you could post some so that I could add the missing ones.
quote: Originally posted by SMIFFGIG's
P.S is ths mod gunno be officially implemented as part of MM2 ? |
Actual you have to ask this question Wes, but I guess not, because Wes already added a modified version of the Goods.slc to his mod in order to add to the tiles with goods a production, food and commerce bonus.
-Martin
Attachment: gm1mm2fix.zip
This has been downloaded 4 time(s).
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Martin Gühmann
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Berlin, Germany
Mar 2001 time: 06:15
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Because of the source code release, I don't have the time to release the next overhaul of GoodMod, therefore here is a hotfix for two scripts. These scripts cause over the game memory leaks that slow down the game and finally cause crashs. To fix these scripts unzip the attachment into your ..\ctp2_data\default\gamedata\ folder and confirm overwriting.
Basicly I removed the UngroupOrder, it looks like that the scripts also work without.
Disclaimer: Files are untested, but I just commented out some lines, so they should work.
-Martin
Attachment: gm1_leaksrepair.zip
This has been downloaded 19 time(s).
Last edited by Martin Gühmann on 18-01-2004 at 23:32
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Maquiladora
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Also i noticed you cant add a bonus to Kelp or Coral Reef, is this possible if you add extra code in goods.slc or not at all possible and thats why you couldnt do those?
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All times are GMT. The time now is 05:15. Apolyton Time is 00:15. |
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