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Dire Wolf
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Hi,
I recently installed the Apolyton Pack 1.02. I performed the following steps:
1. Installed CTP2 patch 1.11
2. Installed Apolyton 1.01 Full
3. Installed Apolyton 1.02 Upgrade
4. Set userprofile.txt DebugSlic = No
5. Backed up my original gamefile.txt, newsprite.txt, and great_library.txt
6. Copied and renamed APOL_gamefile.txt, APOL_newsprite.txt, and APOL_great_library.txt to gamefile.txt, newsprite.txt, and great_library.txt, respectively.
After performed all of these steps I have noticed the following:
1. When starting a game using the Earth World scenario, I'm having a hard time starting out. Sometimes it is impossible to build Settlers! I played up to 100 AD with ONE city and never had the option of creating a Settler. So I quit CTP2 and started again. I started new game with the exact same parameters and this time Settlers were available. My wife had the same problem on a different computer. Sometimes you get Settlers and sometime you don't.
2. I'm currently at 1840 AD in the Earth World scenario and I have not been able to build Infantry men, even though I have discovered Gunpowder and can build Cannons. Argh.
The only thing I can think of is that I'm running Windows 2000. Since ModSwapper supposedly doesn't work properly under Windows 2000, I had to install the pack manually.
Can anyone hear help me out?
Thank you in advance,
Joel
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Gen.Dragolen
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Gentlemen,
You missed one file: the apol_wondermovie, if I remember correctly.
Here is a copy of the instructions from Wes' Medmod:
"Wes, you asked for an official explanation about how to get MM2 to work on W2K, so here it is. I took notes while I installed the latest update so I know all the steps are there.
Here goes: (Note that this solution is necessary because Modswapper does not work with W2K.)
1)Unzip all the MM2 zip files to a unique folder. I use d:\CTP2_Senarios.
2) Copy all the files to their respective folders in the Activision folder. They are saved under the proper folder names when they are unzipped. I just put them under a different higher folder name.
3) Copy all of the following files out of the Activision folders and save them in a seperate directory. \\Activision\ctp2_data\English\Great_Library.txt,
\\Activision\ctp2_data\Default\Newsprite.txt,
\\Activision\ctp2_data\Default\Wondermovie.txt,
\\Activision\ctp2_data\Default\Victorymovie.txt,
\\Activision\ctp2_data\Default\gamefile.txt.
4) Once you have saved all the above files into a seperate directory, perhaps called "original", delete them from the game folders.
5) Rename the following files as described;
\\Activision\ctp2_data\English\MM2_Great_Library.txt to \\Activision\ctp2_data\English\Great_Library.txt, \\Activision\ctp2_data\Default\MM2_Newsprite.txt to \\Activision\ctp2_data\Default\Newsprite.txt, \\Activision\ctp2_data\Default\MM2_Wondermovie.txt to \\Activision\ctp2_data\Default\Wondermovie.txt, \\Activision\ctp2_data\Default\MM2_Victorymovie.txt to \\Activision\ctp2_data\Default\Victorymovie.txt,
\\Activision\ctp2_data\Default\MM2_gamefile.txt to \\Activision\ctp2_data\Default\Gamefile.txt
6) Copy \\Activision\ctp2_data\English\Great_Library.txt to \\Activision\ctp2_data\Default\Great_Library.txt
7) Open up \\Activision\ctp2_data\Default\Gamefile.txt in Notepad or some other text editor and make the following changes;
change MM2_Wondermovie.txt to Wondermovie.txt,
change MM2_Victorymovie.txt to Victorymovie.txt,
change MM2_Great_Library.txt to Great_Library.txt,
change MM2_Newsprite.txt to Newsprite.txt.
If you follow all these steps things should work fine. Once this is done, if for some inconcievable reason you want to go back to the original game, just copy the saved original files back into their original directories and everything should be back to the same old unchallenging CTP2 many of us have grown to loath and despise.
Timothy Pintello"
Good Hunting.
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Dire Wolf
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I might end up writing a quick utility to allow installation of the Apolyton Pack 2 under Windows 2000. I can't see why ModSwapper would have an issue under Windows 2000. Granted it appears that ModSwapper uses the VB5 runtime files. Maybe that could be an issue (especially if it uses the built in file i/o routines).
Basically I'd either use the MS File Scripting component or straight Win32 API calls (which I prefer).
Thank you again.
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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 Dire Wolf
Thank you very much!
BTW Can I ask how you are converting these maps? I haven't had much time to mod with CTP2 or use the scenario editor. I do program (C++/VB) for a living so I'm sure I can figure out any instructions you can provide (even links would be good )
Thank you again.
Joel |
For Activision's worldmap I used the import/exprot map function, but maybe also the save map function of the scenario editor may work. To export a map just open the chat window pressing (') (of course without the brackets) and type /exportmap mapname.txt of course. For mapname.txt you can select everyname of a text file of your choice. The file will be saved in your ..\ctp2_program\ctp2\ directory. I guess it can also imported to CTP1 but I didn't try it.
Afterwards you exported the map of your choice you have to load a new game of that mod you wish to make the map for. Afterwards you have to import the map again open the chat window and type /importmap mapname.txt and the map is in you started a game with a map of the same size of the map that you whish to import. If the maps doesn't have the same size the map import will fail.
Now the map is in and you have to add start positions for the single nations and maybe ruins. I think I forgot to add ruins on Activion's worlsmap , but I think the origial doesn't have any. Ruins, start positions must be added with the scenario/cheat editor and the river mouths must be readded by putting rivers on the beaches where the river mouth is missing. And maybe a click on the good button is needed, if the goods are missing.
The conversation of OmniGods worldmap is a little bit more complicated, because the original one is a huge *.bmp file, it is a huge advantage to draw such a map in a paint program. At first you need the bmp2ctp2 converter that tool can be found in the Apolyton DataBase and also a lot of maps some in text format others in scenario save game format.
Use the bmp2ctp and put the generated text file into your ..\ctp2_program\ctp2\ directory and improt the the map you can check the size by opening the map text file and you see something like this 70,140. Also the scenario editor can tell you something about the current map size it show the coordinates at the current cursor position.
After importing OmniGod worldmap that is of course shrunk down to the proper(whished) size in a paint program you have to fix a lot of stuff. You have to add ruins, civ start positions, goods, rivers, and terrains. I had the feeling that some colors aren't converted to the intended terrain. And you have to remove all the dead tiles that OmniGod used to mark the rivers. Unfortunatly completly useless in the resolution that I selected. And finally you have to fix the water terrains, because the aren't probably converted concerning Shallow Water, Deep Water, Submarine Ridge, Submarine Canyon, Submarine Volcano, Coral Reef, Kelp Bed and Continental Shelf.
Here is the link to the Bmp2CTP2 convertor
And the link to the Apolyton CTP2 map Database of course all maps there must be converted to Apolyton Pack.
-Martin
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Dire Wolf
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Thank you very much again (I seem to be saying that a lot). It is truly appreciated.
Best regards,
Joel
P.S. Before I read your post, I couldn't get the /importmap to work because I didn't know where to put the text files AND didn't know that I had to modify my const.txt file.
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