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exeter0
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Sydney, Australia
Nov 2001 time: 15:18
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Can someone provide some directions as to how to configure Goodmod for the new Medmod II 2.1 Crusade update?
Thanks.
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exeter0
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Sydney, Australia
Nov 2001 time: 15:18
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Thanks a lot Martin I will give it a go!
And you are right.. I had MM2 V2.0 (LArge Civs) and then installed the 2.1 Crusade update.
One thing I didn't mention was that I install MM2 V2.0 'LARGE CIVS'... is there anything I need to do for a LARGE CIV's configuration?
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exeter0
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Sydney, Australia
Nov 2001 time: 15:18
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Sorry.. 1 more question!
In GM1_MM2_script.slc...
Why have the following scripts been de-activated?
// #include "MM2_diplomacy.slc"
//#include "GM1_strategies.slc"
Thanks again.
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exeter0
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Sydney, Australia
Nov 2001 time: 15:18
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Thanks Dale...
Diplomod.slc is not in the #include list either. Can I just add Diplomod.slc or doesn't GM MM2 support it?
Cheers.
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Martin Gühmann
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Berlin, Germany
Mar 2001 time: 06:18
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quote: Originally posted by exeter0
One thing I didn't mention was that I install MM2 V2.0 'LARGE CIVS'... is there anything I need to do for a LARGE CIV's configuration? |
I guess you want have again the ultra gigantic map feature again. GoodMod for MedPack2 Large Civ version uses the MM2L_const.txt (Yeah you were right that I meant this file), but it uses the standart map.txt. So you have to replace this file in the GM1_MM2L_gamefile.txt as you did it in the MM2L_gamefile.txt, so this should be all since the normal and the large civ version uses the same MM2_uniticon.txt.
quote: Originally posted by exeter0
Diplomod.slc is not in the #include list either. Can I just add Diplomod.slc or doesn't GM MM2 support it? |
Wes sorted all the slic code by authors, so he created for every author a slic file, you can find Dave's slic in the file:
MM2_SLC_Dale.slc
That includes Diplomod, the withdraw script, the airunit script and a building due to conquest destruction code.
To be honest I prefer the plug in method, althought you end with a bunch of files in your directory. It is much easier to replace a script by a more up to date one.
quote: Originally posted by exeter0
//#include "GM1_strategies.slc"
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I disabled this in the MedPack version of GoodMod as it is not compartible with the MedPack setup.
quote: Originally posted by exeter0
So in english, if you want crappy, unlogical, plain stupid AI diplomacy, use diplomacy.slc. |
And I thought this file was good for no diplomacy, it makes the AI to reject everything. (Proposal, Counterproposal and Threat) So even just disabling this file in the original game would improve the diplomacy a lot. 
-Martin
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exeter0
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Sydney, Australia
Nov 2001 time: 15:18
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Thanks again...
quote: Originally posted by Martin Gühmann
To be honest I prefer the plug in method, althought you end with a bunch of files in your directory. It is much easier to replace a script by a more up to date one.
-Martin |
I agree... this sort of links in to the MOD mess thread... but thanks to you I understand how the structure works & I suppose if Dale (for example) was to release a new version of Withdraw... I should theoretically be able to copy/paste the new slc code over the appropriate block in his MM2_SLC_Dale.slc file.
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