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hexagonian
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Gnawing on your mind...
Jun 1999 time: 23:18
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Here is the link for the CRADLE 1.2 Thread...
Locutus, please top this thread and drop CRADLE 1.2.
CRADLE 1.3 AND VICTORY FILES ARE AVAILABLE
Please be aware that there are some file overwrites in this current Update that will affect the 12/19 and BETA 1.3 Update files that were previously posted, so complete any games before unzipping the update into your setup. (including succession games).
Please also report any download problems or any file crashes as they relate to the Victory Update - I currently am without a computer at home, but I can fix/post files from work.
If you had downloaded the earlier version of the Victory options last week, I would suggest redownloading the file, as there was an incorrectly linked file in the 'Birth of an Empire' setup - the update also addresses the other issue that Ben mentioned.
Below is the OFFICIAL readme file for the newly created Cradle Victory options. Each option is part of a separate Modswapper setup.
--------------------------------------------
CRADLE - Birth of an Empire (600 Turns)
You must have the following to succeed
Appian Way Wonder (enable advance Bureaucracy)
20 Theatres (enable advance Drama)
20 Arenas (enable advance Civic Engineering)
20 Courthouses (enable advance Jurisprudence)
20 Forums (enable advance Ethics)
60% Coverage of the world with Obelisk Tile Improvement (enable advance Civic Engineering)
Maintain your Empire for 30 turns after all elements have been completed.
In addition, the Coliseum Wonder has been changed to give a (+1) Empire Happiness, instead of a free Arena for every city.
CRADLE - Global Empire (800 Turns)
You must have the following to succeed
Voyage of Columbus Wonder (enable advance Nationalism)
30 Governorships (enable advance Nationalism)
30 Manufactories (enable advance Nationalism)
70% Coverage of the world with Colony Tile Improvement (enable advance Nationalism)
Maintain your Empire for 40 turns after all elements have been completed.
CRADLE - SETI Colony (1000 Turns)
You must have the following to succeed
Icarus Project Wonder (enable advance Computer)
20 Command Centers (enable advance Computer)
40 Think Tanks (enable advance Computer)
70% Coverage of the world with Satellite Relay Stations Tile Improvement (enable advance Computer)
Have everything in place - it will take 75 turns to fly to Alpha Centauri after all elements have been completed.
--------------------------------------------
The options have not been tried, but are set up similarly to the Science Victory options in the default game - using that setup as the working base for the files. Having never tried the Science Victory option in the game - and hearing that it was rather easy, I tried to make it harder by increasing all requirements. For those who have done the Science Victory, you may want to tweak the various CRA_endgameobjects.txt files to make it harder or easier - plus make adjustments in the ending year of the game in the various CRA_Const.txt. file.
OTHER UPDATES INCLUDED IN THIS FILE...
- GOVERNMENT
1a. Production Bonus for Monarchy to better balance it against Theocracy. Increased Monarchy's city cap to 35, reduced Theocracy's cap to 30.
1b. Increased Democracy Pollution modifier to 1.1 from 0.8.
1c. Increased Communisn Science from 1.75 to 1.9.
- UNITS
2a. Cost of Slavers reduced to 400 from 500
2b. Cost of Abolitionist reduced to 500 from 900
2c. Cost of Slavermaster increased to 700 from 600
- Const.txt
3a. Attempt to make the Medieval/Modern timeline to better reflect the techs as they are researched
- GREAT LIBRARY/info_str.txt
4a. Reflects above info
- DISASTERS
5a. Reduced Plaque effects from 33% to 20% population destroyed.
5b. Increased the effectiveness of Apothecaries to stop Plagues from (+10%) to (+20%)
The files are located at the Land of Hexagonia
Last edited by hexagonian on 05-03-2002 at 01:55
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Hermann the Lombard
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Hoboken, NJ, USA
Jun 1999 time: 00:18
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Hex...
For those new to Cradle who want to get to the position of having 1.3 installed but playing 1.2, would the sequence be:
cradle_allfiles12_20.ZIP
cra_1_3beta.zip
Victory.zip
I think that's how I got here...
-- Hermann
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Agusta
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"" I am playing cradle ultra gigantic maps, 15 civs. When I got past turn 300 I started to get crashes when I tried to save some times. ""
I too had very similar troubles. I am using cradle ultra gigantic map, 7 civs. I got to about turn 250 AD in my last game and no matter what I did I could not get the game saved. I got very irritated and started a new one. This time I started saving a copy of the game every dozen or so turns in a separate dir and every so often I opened that file in cheat mode to see what the computer was up to. Now in this game the save game crashes started around 600 AD and I may have found what did it. Here is my set up:
NumPlayers=7
Difficulty=3
RiskLevel=1
Pollution=No
ScreenResWidth=1024
ScreenResHeight=768
MaxPlayers=0
MapSize=3
DebugSlic=No
This is just the ones I see most mentioned. If anyone needs more let me know.
The trouble I think starts when I defeated the first empire. If you open the file up in the cheat mode and scroll through the civs, I destroyed the second civ – Japan. The second civ is a duplicate of the first and the last one gets dropped off the list. At this point saving the game is fine. Then later on a new civ pops up – the Greeks. They assume the second spot in the list and now everyone is back on the list. Within a turn I got save game crashes. Not a scientific test but I am now in the same predicament I was in over a month ago. I save the game after every turn once I get past about 30 to 40 cities. I guess I will start another one and see if it does it again.
Great game, If I can get past the save game crashes. I would love to play a game all the way through.
Chuck
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Spanscape
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I got my first crack at the Cradle mod this weekend as well and must admit I was very impressed as well. We did our usual 2 human vs 6 AI multiplayer, with the AI getting 3 settlers and the humans getting 1 on 'Very Hard' difficulty.
We both got horrible start positions in large swamps and found the game to be hours of struggle. The AI was constantly hitting our towns with stacks 9-12 in size and pillaging every road we used to launch attacks. And their towns were constantly manned with 12 quality units. It took between 18-32 units to take a city in a 2-3 waves of attacking.
However, we did reach a year (600BC or so) where the game would *always* crash on the host to desktop. I tried bringing the savegame up singleplayer and no crashing. Looks like both MedMod II and Cradle 1.3 get to a point multi-player where we just can't go any further...
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