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child of Thor is offline child of Thor
Emperor
UK
Jan 2002
time: 05:15
  Old Post 26-04-2002 23:24
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Thanks Martin, that makes sense and i'll do it later,i saw those folders you mentioned so that should be job done.

seanas is offline seanas
Settler
london
Apr 2002
time: 05:15
Unhappy  Old Post 05-05-2002 14:36
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pollution in goodmod?

it might be my own stupidity, but i've not been able to get any pollution happening since i first installed goodmod 0.98 (am now running 0.99) . even editing the userprofile (before _and_ during) a game, it still records Pollution=No when i save the game. my (very limited) slic-editing abilities rapidly exhausted themselves trying to find where the pollution events are and how they're turned off (or on,) so i'm kinda out of ideas and without pollution. which is a shame, cos i really enjoy pollution in the game - it slows me down when i start to pull away from the ai's (who are all bloody polluters ). having no pollution also renders my favourite wonder, the eden project, useless .

if anyone's got any ideas?

cheers,

sean

Martin Gühmann is offline Martin Gühmann
Emperor
Berlin, Germany
Mar 2001
time: 06:15
Post  Old Post 05-05-2002 16:39 Visit Martin Gühmann's homepage!
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Actual this is not a GoodMod specific problem, if you are in game and you have to play around with the cheat editor ( AI monitoring for example), than the pollution will be turned off automaticly, that is a bug of the patch. So every time you used the cheat editor and you closed it I recommand to open it again afterwards for turning on pollution agian. For the userprofile.txt you should change this record Pollution=No to Pollution=Yes and afterwards you saved and closed this file enable the write protection this will prevent the game from modifying this file. Then I would start a new game, as I tried this trick on an already existing game last time CTP2 crashed, I was only able to enable the pollution by using the cheat editor, maybe the trick could work during a game, but I am not shure.

-Martin

sun_tzu_159 is offline sun_tzu_159
Chieftain
Cheshire
Jan 2002
time: 05:15
  Old Post 18-05-2002 16:11
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quote:
Originally posted by Martin Gühmann


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.

-Martin


Hi Martin,
I haven't posted for a while but I noticed this snippet of information in your post.
It is something that I posted a file to solve at the beginning of February in another thread after help from yourself and Peter.
The very small slic code scans the map at the start of the turn to see where goods are, stores all the locations, then at the end of turn scans the locations where goods were and replaces any that are missing with the good for that type of terrain.
It is only tested with MedMod2 and works fine on all map sizes (I use up to 288x144) without large delays in processing. This was a major objection in the previous thread that it would take a long time to run - but it doesn't.
It may still be of interest to you and for anybody not sure there is a text file with install instructions.
I have posted the zip file with this post
Thanks for reading.
ST159.

Attachment: mm2_terrainmod_013002.zip
This has been downloaded 2 time(s).

Martin Gühmann is offline Martin Gühmann
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Post  Old Post 19-05-2002 02:49 Visit Martin Gühmann's homepage!
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Got spare money?

I know you want to help Sun, and it is appreciated. But I actually mentioned in the same sentence above, that I wrote a code that prevents the AI from terraforming tiles with goods on. What is better to do something before someone gets ill so that he won't get ill or cure him when he is already ill. In my opinion prevention is better than cure (here fixing).

From my last test game I saw an AI that terraformed all the swamp around except the swamp with goods on it. So it works.

-Martin

Martin Gühmann is offline Martin Gühmann
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Post  Old Post 30-07-2002 04:16 Visit Martin Gühmann's homepage!
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GoodMod v.0.993 Put an end to popups!

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

Locutus is offline Locutus
ACS CTP1/2 Manager & Civ4 Co-Manager
Hengelo, The Netherlands
Nov 1999
time: 06:15
  Old Post 30-07-2002 17:31 Visit Locutus<br><img src=/forums/images/staff-icon.gif>'s homepage!
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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).

Martin Gühmann is offline Martin Gühmann
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Post  Old Post 30-07-2002 21:42 Visit Martin Gühmann's homepage!
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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

Martin Gühmann is offline Martin Gühmann
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Post  Old Post 31-07-2002 20:26 Visit Martin Gühmann's homepage!
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I have to admit and to apologize for a bug that I created in the GM1_diplomod.slc. Actual this was intended as a fix for another bug unfortunatly this didn't work. So for those of you already have downloaded GoodMod from my page the small update from this thread or the version from the Apolyton directory here is an attachment that contains a restored GM1_diplomod.slc and a sligtly modified MG_BetterAI.slc the latter one actual contains no bug fix just a slight modification.

-Martin

Attachment: gm1fix.zip
This has been downloaded 2 time(s).

Locutus is offline Locutus
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time: 06:15
  Old Post 31-07-2002 21:39 Visit Locutus<br><img src=/forums/images/staff-icon.gif>'s homepage!
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Very well, I'm uploading a fixed version to the Directory as we speak. Normally you'd have to re-submit the update yourself of course but as the tournament is about to begin, I don't want it to be delayed unnecessarilly...

Edit: BTW, if anyone wants to d/l the file from the Directory right now, wait five minutes, I'm still uploading so that could screw up your upload (or you could end up with a buggy version...)

Martin Gühmann is offline Martin Gühmann
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Post  Old Post 31-07-2002 21:49 Visit Martin Gühmann's homepage!
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quote:
Originally posted by Locutus
Very well, I'm uploading a fixed version to the Directory as we speak. Normally you'd have to re-submit the update yourself of course but as the tournament is about to begin, I don't want it to be delayed unnecessarilly...

Edit: BTW, if anyone wants to d/l the file from the Directory right now, wait five minutes, I'm still uploading so that could screw up your upload (or you could end up with a buggy version...)


At least you need my express permission to do it and I think I gave it, so no problem from my side here. By the way I just tested the download from the Apolyton Directory, it seems to be fine now. May the tournerment start now.

-Martin

Dale is offline Dale
King
Sir! Why do you keep clicking on me?
Dec 2000
time: 15:15
  Old Post 01-08-2002 04:18
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The problems I found and had reported about the gigantic maps were:

1. If you had less than 128mg RAM, after about 1500 expect an unrecoverable crash.
2. It was also pointed out that the AI still had co-ordination problems.
3. The old diplomod crash.

Actually come to think of it, with the fixes and updates to the AI I've used from Cradle and WAW for SAP, that should've fixed problems 2 & 3. So if you have 128mg RAM or more it should be fine. Hmmm........

Leave it with me will you?

DAMN! I said "I won't get caught again" to the missus!

child of Thor is offline child of Thor
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Jan 2002
time: 05:15
  Old Post 01-08-2002 17:29
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quote:
Originally posted by Dale
The problems I found and had reported about the gigantic maps were:

1. If you had less than 128mg RAM, after about 1500 expect an unrecoverable crash.
2. It was also pointed out that the AI still had co-ordination problems.
3. The old diplomod crash.

Actually come to think of it, with the fixes and updates to the AI I've used from Cradle and WAW for SAP, that should've fixed problems 2 & 3. So if you have 128mg RAM or more it should be fine. Hmmm........

Leave it with me will you?

DAMN! I said "I won't get caught again" to the missus!



Hmmm......I just got 64Mb on the pc's i use.

Dale, you tread a thin line mate.Best be carefull or maybe Locutus will have to ask MarkG to impose a ban on you to save your relationship

Still it's good to see you here again - perfect the art of midnight sorties to apolyton!

If there are a few issue's with GoodMod maybe it should be stated in the Tourny thread too?(maybe it has?)

SMIFFGIG is offline SMIFFGIG
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  Old Post 07-08-2002 22:04 Visit SMIFFGIG's homepage!
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This is a great mod, but there is one BIG bug that i get (running win2k) but messed around to get it to work and with someone else i know who is running XP Pro. . . . .

It takes INFINTE turns to research, in other words u cannot research its as if ur in anarchy (research wise) so any ideas wt is going on



P.S. Is the GoodMod officially going to be introduced as part of Medieval Mod 2 ????

Immortal Wombat is offline Immortal Wombat
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  Old Post 07-08-2002 23:09 Visit Immortal Wombat's homepage!
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That's part of the game, whichever mod you use. The anarchy research coefficient is 0: ie, you'll never research anything in anarchy.

J Bytheway is offline J Bytheway
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Jul 2001
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  Old Post 07-08-2002 23:18 Visit J Bytheway's homepage!
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He said "as if you are in anarchy", not "when you are in anarchy" - at least, that's how I read it.

Immortal Wombat is offline Immortal Wombat
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  Old Post 08-08-2002 00:18 Visit Immortal Wombat's homepage!
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oops, nm then.

Does it happen all the time?

SMIFFGIG is offline SMIFFGIG
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  Old Post 08-08-2002 01:48 Visit SMIFFGIG's homepage!
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yea i said AS IF in anarchy thanx J Byetheway

It happens all the time, everytime and it happens to my mate who has the mod 2.

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.

I have since uninstalled the mod (as much as i didnt want to) and so has my mate. We build a city and it straight off has aprox 25 turns for aristocracy.

I had to weirdly install mod as i have Win2k and modswapper dont work, but its not to do with that as my mate has XP and modswapper does work and he gets the same bug.

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.

P.S is ths mod gunno be officially implemented as part of MM2 ?

SMIFFGIG is offline SMIFFGIG
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  Old Post 08-08-2002 01:49 Visit SMIFFGIG's homepage!
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Had to login about 20 times to post that last reply

Locutus is offline Locutus
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  Old Post 08-08-2002 05:48 Visit Locutus<br><img src=/forums/images/staff-icon.gif>'s homepage!
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quote:
Originally posted by child of Thor
Dale, you tread a thin line mate.Best be carefull or maybe Locutus will have to ask MarkG to impose a ban on you to save your relationship


Hmm, let's see. On the one hand I can have Dale spend a lot of time on 'Poly, on the other hand I can force him to pick up his real-life...

I don't think I will be banning Dale anytime soon...

J Bytheway is offline J Bytheway
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  Old Post 08-08-2002 17:13 Visit J Bytheway's homepage!
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SMIFFGIG's: What does the science screen say that your science output is?

Some goods will indeed have two entries - that's a result of an inconsistency in the interpretation of the data files, and it's unavoidable (AFAIK) - the other goods should probably have GL entries but I'm not sure...

Martin Gühmann is offline Martin Gühmann
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Post  Old Post 08-08-2002 19:16 Visit Martin Gühmann's homepage!
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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).

Martin Gühmann is offline Martin Gühmann
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Post  Old Post 08-08-2002 19:20 Visit Martin Gühmann's homepage!
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OK a new post for this, as I don't want to readd all the comments that were missing as I tried to edit my post with Netscape 6.2.

Of course the files in the attachments go into your ..\ctp2_data\default\gamedata\ folder.

-Martin

SMIFFGIG is offline SMIFFGIG
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  Old Post 09-08-2002 02:30 Visit SMIFFGIG's homepage!
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SOUND IT WORKS , GREAT MOD BTW

Martin Gühmann is offline Martin Gühmann
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Post  Old Post 13-09-2002 03:40 Visit Martin Gühmann's homepage!
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GoodMod v.1.0 is here! Of course as usually there is also an update file. Unfortunatly this time there is no small update as I had to modify the Great Library. Of course you can also use my homepage for download until it is in the Great Directory.

Now here are the changes, from the readme, if you want to read more please go some posts back:

CHANGES FROM VERSION 0.993 TO VERSION 1.0

1. Added new message icons.
2. Fixed MaxPlayers > 0 pollution warning message bug.
3. Modified some stuff concerning message icons in the *script.slc's and GM1_DiploMod.slc.
4. Rewrote the Commerce Improvement for AIs Slic code on the suggestion of Thomas Trenner in order to increase the performance.
5. Rewrote the main Goods.slc code to accelerate it, but it doesn't seem to have a noticeable effect, if any. But I found some bugs that are now fixed.
6. Improved with the help of Thomas Trenner the BetterAI slic code.
7. Found some bugs in the MedPack2 setups, they should be now playable.
8. Modified the DiffDB.txt to make the AI also in the late game more competitive for all setups exept the MedPack2 ones.
9. Addjusted the ApolytonPack governments, to make it harder to max out the sliders for the human, but in return all players get now a science and production bonus.
10. Fixed some DebugSlic=Yes errors in Dale's airunits.slc and some in Diplomod, so that the mod is now playable with DebugSlic=Yes nearly. You may get occasionaly with DebugSlic=Yes an error that you wouldn't get with DebugSlic=No.
11. Added the correct icons to the three new order buttons.
12. The better AI code is now also available in a MedPack2 version
13. Found a small bug in the soundfix code
14. Fixed some stuff in the Great Library



-Martin

Dale is offline Dale
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  Old Post 13-09-2002 04:35
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Well done mate! A lot of folks have been waiting for this, including me to see your changes.

Locutus is offline Locutus
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  Old Post 14-09-2002 15:45 Visit Locutus<br><img src=/forums/images/staff-icon.gif>'s homepage!
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*Mr Burns mode*
Excellent...
*/Mr Burns mode*

Directory updated, news item will follow very soon.

Martin Gühmann is offline Martin Gühmann
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Post  Old Post 18-01-2004 23:22 Visit Martin Gühmann's homepage!
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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

Maquiladora is offline Maquiladora
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  Old Post 09-05-2004 12:47 Visit Maquiladora's homepage!
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Martin is there any way i can add a second good on Tundra terrain? Youve got one good on tundra (Caribou) but i want another good with different bonuses to the Caribou, is there a way without writing more code to generate a second good on tundra?

and if there isnt another way, can you tell me how to modify goods.slc to put it in

Maquiladora is offline Maquiladora
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  Old Post 09-05-2004 18:36 Visit Maquiladora's homepage!
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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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