 |
|  |
 |
|
WesW
|
 |
Florence, Al., USA
Jan 1970 time: 23:18
|
|
Here is the readme for the Crusade update. Attached in the following post is the zipped update files. Unzip them into the Call-to-Power folder as usual.
I have sent Mark and Wouter the zip, so if you have trouble with attachments like I do, I hope the file will be available at other locations shortly.
Medieval Mod II v2.1: Crusade! readme
by Wes Whitaker.
This file covers all the additions made in the 2.1 update of the Crusade! version of the Medieval Pack II.
Thanks to all of you who offered feedback on the forums. Hopefully this update will address your concerns.
For this update of the second version of the modpack, I have again tried to address the remaining failings of the AI.
The changes made in the update are not very numerous, but they involve many of the most fundamental settings in the game, so I believe they may produce a big change to AI performance.
Production changes:
I have reduced the effect of the production improvements from 30%, 60% and 90% to 25%, 50% and 75%. I also reduced the pollution unhappiness from production by 25% for all government types. Finally, I corrected a bug by adding the flag to the Diplomatic personality which told it how long to wait before cleaning up pollution.
I hope that this will help keep the AI from building its cities into chaos due to production unhappiness.
New AI priorities and forcematching:
I have added several new priorities to the strategies.txt, which deal with special attacks and using paratroopers. Thanks to Martin Guhmann and Player 1 for alerting me to the fact that these priorities were missing, and offering their settings for me to paste into my file.
I also altered the force-matching settings the AI uses to determine whether it is strong enough to launch attacks, as well as the force strength necessary for defense.
After making my reductions in these settings, I reviewed those in the Cradle mod, and saw that my new settings were about halfway between my old settings and those in Cradle.
Martin also found and fixed a bug with the commerce tile improvements trigger that he wrote.
Diplomacy:
I fixed part of the personality-switching trigger so that the switched personalities mirror the originals.
I hope that this will make newly militaristic civs act more like militarists.
Difficulty levels:
I increased the max-ahead and max-behind bonuses given to the AI on the Emperor and Deity levels so that they match those found in the Cradle mod, except for the starting gold amount, which I believe the AI uses to rush-buy too many units and thus burden it with excessive support costs.
I also found that I had reduced by half the gold, science and production bonuses given to the AI on Emperor level, and I have raised them to their original settings.
Note: The mod is balanced assuming that the human disbands his second starting settler. I usually use mine as a scout for several turns before disbanding it.
Unit updater and frenzy options:
If you want to use the unit updater and/or frenzy triggers from Cradle in the modpack, simply open up the MM2_script slc file, located in the
C:\Program Files\Activision\Call To Power 2\ctp2_data\default\gamedata folder, and remove the two "//" that out-comment the files.
Example:
// #include "MM2_SLC_unit_updater.slc"
to
#include "MM2_SLC_unit_updater.slc"
Thanks again to Martin for performing the extensive changes needed to convert the unit updater file for use in the Medpack.
Last edited by WesW on 06-03-2002 at 13:08
|
|
|  |
 |
|
Martin Gühmann
|
 |
Berlin, Germany
Mar 2001 time: 06:18
|
|
quote: Originally posted by The Rusty Gamer
Started my first game. Right at the first turn, according to the science screen, if I research Stone Working, I'll get the ability to build undersea bases! The save file (zipped) is attached. |
Enabling advance is Stone Working and obsolete advance is Stone Working as well, so you will never be able to build it. Of course you can go to the MM2_tileimp.txt in your ..\ctp2_data\default\gamedata\ folder, and replace this line in the TILEIMP_UNDERSEA_FORTIFICATIONS block:
EnableAdvance ADVANCE_STONE_WORKING
by this one:
EnableAdvance ADVANCE_NANO_ASSEMBLY
And delete this line:
ObsoleteAdvance ADVANCE_STONE_WORKING
So you can build this tile improvement afterwards you discovered the advance that allows you to build undersea tunnels, this tile improvemnt has the same effect as a land fort, but it cost as two land forts, and you won't find an GL entry until you remove the GLHidden tag in the block of this tile improvment, but also if you removed the GLHidden tag the entry in the Great Library is still empty, unfortunatly I have no idea if Wes included all the images for this tileimprovement otherwise you could be a little bit suprised by what you see on the map instead of the undersea base. If you installed GoodMod or Cradle than the improvment will look like an undersea base. If you don't like to have this tile improvement in than you should replace enable and obsoleta advance by the ADVANCE_SUBNEURAL_ADS.
-Martin
|
|
|  |
 |
|
|
Just downloaded the file. Will install later. My wife said dinner or else.
|
|
|  |
 |
|  |
 |
|  |
 |
|
WesW
|
 |
Florence, Al., USA
Jan 1970 time: 23:18
|
|
Due to popular demand, here is a modified version of Wouter's slic file which switches the disband code so that it activates upon the discovery of an advance, rather than the game turn.
Now, Ancient age units are disbanded at the beginning of the fourth age with the discovery of Gunpowder, and the code then proceeds as usual, ending with Renaissance age units being disbanded upon the discovery of Cybernetics.
You will need to unzip the file into this folder:
C:\Program Files\Activision\Call To Power 2\ctp2_data\default\gamedata
Right-click, and save as "MM2_SLC_Wouter.zip". This has worked for me. Let me know if you have any problems.
Btw, I do not have access to my webpage, so I cannot update, remove or edit anything on it. Therefore, players need to check this thread whenever they notice it has been posted in. Sorry.
Attachment: mm2_slc_wouter.zip
This has been downloaded 19 time(s).
|
|
|  |
 |
|
Locutus
|
|
ACS CTP1/2 Manager & Civ4 Co-Manager
|
 |
Hengelo, The Netherlands
Nov 1999 time: 06:18
|
|
Hey, don't look at me, I just created the code, I didn't change anything about the ships... The types of Pirate ships that are created are exactly the same types of ships that all other civs can build and I'm not doing anything special with those ships. Most of the Piracy code has to do with finding a location for creating pirates and with finding out what type of ship should be created. The actual creation of the units is exactly one line of code ("CreateUnit(0, type, tmpLoc, 0);"), not much that can go wrong there...
I know from personal playing experience that sometimes the graphics of the game can get screwed up, that units are in a different location that the graphics suggest. Maybe the ships appeared to be in a tile next to the one where they actually were? If so, the ship in deep-water really wasn't in deep water at all but right next to it, while the tile you tried to attack was empty but in the ZOC of the ship you were trying to attack and therefore impossible to enter? You can find out if such a graphic glitch is occuring out by moving the cursor over a tile and check with the status bar at the bottom of the control panel if there's actually a unit there. (Also, the Radar screen *is* always up-to-date, that can help too)
I suspect the main cause for this problem is lack of processing power/memory (since it seems to happen a lot more on the Alexander scenario than anywhere else - and noone else has complained so far). What kind of processor and how much memory does your PC have, Rusty Gamer?
Last edited by Locutus on 11-04-2002 at 16:27
|
|
|  |
 |
|
Martin Gühmann
|
 |
Berlin, Germany
Mar 2001 time: 06:18
|
|
quote: Originally posted by Locutus
I know from personal playing experience that sometimes the graphics of the game can get screwed up, that units are in a different location that the graphics suggest. Maybe the ships appeared to be in a tile next to the one where they actually were? If so, the ship in deep-water really wasn't in deep water at all but right next to it, while the tile you tried to attack was empty but in the ZOC of the ship you were trying to attack and therefore impossible to enter? You can find out if such a graphic glitch is occuring out by moving the cursor over a tile and check with the status bar at the bottom of the control panel if there's actually a unit there. (Also, the Radar screen *is* always up-to-date, that can help too) |
This graphics problem appears also if you played for testing porpose as Barbarian leader and switche to another civ to view the AI results, sometimes it is very difficuilt to find an army, because it is displayed on the wrong location on the map.
-Martin
Last edited by Martin Gühmann on 13-04-2002 at 16:20
|
|
|  |
 |
|
exeter0
|
|
Sydney, Australia
Nov 2001 time: 15:18
|
|
quote: Originally posted by Myrddin
After downloading I get errors when I try to run CTP2:
Advance Subneural Ad not in Advance database
MOVIE_WONDER_MEDIEVAL_PACK_II not in Wondermovie database
MM2_SLC_Martin.slc not in asset database
plus a number of what look like slic syntax errors
Am I missing some files, or just some current versions? |
Check the following:
- Change the line "DebugSlic" from "Yes" to "No" in your userprofile text. This file is found in the ctp2_program\ctp folder.
- Make sure you have the CTP2 official patch.
- Make sure that the 6 Medpack II source files were unzipped into the correct directory... you should extract to the ....\Activision\Call to power II\ directory.
Ex.
|
|
|  |
All times are GMT. The time now is 05:18. Apolyton Time is 00:18. |
top of page
|
| archivepost |
|
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
|
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
|
|
|
|
|
|