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hexagonian
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Gnawing on your mind...
Jun 1999 time: 23:13
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...is now up at my site
The Land of Hexagonia
Link to Cradle Thread 1.3
Below is the readme spelling out the changes. You should proably start a new game with the update, as the changes encompasses altered SLIC files, as well as a set of new SLICs.
Unzip the Update into the Activision\Call To Power 2 folder.
MISC FIXES
1. All playing options in Modswapper designated with 1.31 to clarify current version.
2. Updates to Great Library to clarify information regarding Government-specific units, as well as many other Great Library corrections and additions.
3. PDF Information Chart provided for Unit Updater, Special Units and Actual in-game Government Comparisons.
4. PDF Government and Unit Chart updated.
ADVANCE FIXES
5. Infrastructure prerequisite is Masonry and Capitalization prerequisite is Oligarchy.
UNIT FIXES
6. Trireme HP increased to 13 and movement increased to 3.
7. Removed 'Plant Nuke' and 'Steal Technology' ability from Diplomat - inserted 'Throw Party' ability.
8. Praetorian defense increased to 30.
9. Cataphract HP reduced to 12.
10. Man-at-Arms attack increased to 30.
11. Knight HP reduced to 12 and cost increased to 900.
12. Teutonic Knight cost increased to 700.
13. Janissary HP increased to 18 and defense increased to 30.
14. Pikeman defense increased to 35.
15. Crossbowman range increased to 40.
16. Fascist HP increased to 23.
17. Composite Archers, Praetorians and all Leader Units can move/attack in mountains.
GOVERNMENT FIXES AND BALANCES
18. Increased Martial Law effect for Oligarchy to (+2)/1 Martial Law unit from (+1)/1 Martial Law.
19. Increased Food Coefficient of Fascism to 1.25 from 1.1.
20. Increased Food Coefficient of Ecotopia to 1.5 from 1.1.
21. Increased Knowledge Coefficient of Oligarchy to 1.5 from 1.45.
22. Increased Production Coefficient of Dictatorship to 1.4 from 1.25.
23. Increased Production Coefficient of Tribunal Empire to 1.3 from 1.2
24. Increased Gold Coefficient of Oligarchy to 1.6 from 1.35.
25. Reduced Gold Coefficient of Republic to 1.2 from 1.3.
26. Changes to Infrastructure and Capitalizaion Coefficents. Refer to the Government PDF chart and Great Library for breakdown.
SLIC BUG FIXES
27. Fixes to Updater SLIC code include the following:
a. Added Hover Infantry Militia upgrade from Machine Gunner Militia at Chaos Theory.
b. Triremes and Heptiremes upgrade to Dromons at Astolabe instead of Greek Fire.
c. Ironclads upgrade to Submarines instead of Frigates (PT Boats) at Oil Refining.
28. Diplomod 3.5 Multiplayer bug fix.
29. FortsforAI and PW Cheat SLIC bug fixes.
NEW SLIC FILES
30. Pirate SLIC code included from Locutus.
31. Partisan SLIC code included from Locutus
32. Settler Population Disbander SLIC included from Immortal Wombat/Martin.
33. BetterAI SLIC (improved AI pathing) included from Martin.
As usual, please report any problems with file crashes and problems with downloading and unzipping. I did test this on my system though...
Locutus, could you link this thread to the Cradle link in the topped thread - and drop the 1.3 Cradle link?
Last edited by hexagonian on 02-05-2002 at 21:49
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centrifuge
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Cool, thanks for the work.
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Bluevoss
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Orlando, Florida
Dec 2000 time: 05:13
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Hex,
I'll load her in, but not yet. I'm still hooked deep in my current game!
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Bluevoss
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Orlando, Florida
Dec 2000 time: 05:13
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Quick question - I'm at 1300AD in my current 1.3 game (I'll get through it yet - just need about 30 more hours!). Anyway, if I download 1.31, are those files going to overwrite my 1.3 files? Or will they remain different so that I will have different versions in modswapper?
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ElvisMonster
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Jackson, MS
Jan 2002 time: 23:13
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Just dropping in to report a bug...
Whenever I attemp to build a Mosque, I receive this error message:
quote:
unable to find file 'moschea.TGA'
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And please note that I am not using the corrected updater codes. For whatever reason I'm getting a "page not found" message when I click on the link.
By the way, HELLUVA mod! I'll admit I was a little freaked about downloading and unzipping all of those files, being as how I'm a tech moron, but I'm really glad that I "toughed it out". Great job!
[edit: I just downloaded the correct updater codes. Maybe this is the fix. I'll let you know shortly.]
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hexagonian
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Gnawing on your mind...
Jun 1999 time: 23:13
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Elvis,
It looks like you are using Leonardo's Graphics package...
In checking the files, it looks like Leonardo did not provide me the .tga for the mosque when he sent me those files. Anyhow, here is a fixed set of files that should take care of the problem. (also available at my site)
If anyone else is using the Graphics package, this should be installed.
As a sidenote, I am currently looking at the various victory conditions and am scaling them down to make them more achievable - at this point in time through my own gameplaying, they appear to be incredibly tough to accomplish. (although others may have a different experience)
Also, I have located a potential bug in the 600 turn 'Birth of an Empire' setup that makes this setup impossible to accomplish.
For the time being, stick to the basic 1.31 game...
Attachment: graphics_fix.zip
This has been downloaded 12 time(s).
Last edited by hexagonian on 16-05-2002 at 21:23
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ElvisMonster
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Jackson, MS
Jan 2002 time: 23:13
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Thanks for the help, Hexagonian! Now back to my regularly scheduled fantasies of WORLD DOMINATION and whatnot.
Have a said "HELLUVA good mod" lately?
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hexagonian
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Gnawing on your mind...
Jun 1999 time: 23:13
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1.32 is now available at my site
As stated in an earlier post, this update mainly addresses the 4 Victory Options.
I did a clean install on my system last night with this update with no problems (all files are included in this update). If you are using Leonardo's Graphics package, there is a file update at my site that makes 1.32 compatible with his files too.
Cradle of Civilization Update 1.32
Unzip Update into the Activision\Call To Power 2 folder. Below are the update details.
MISC FIXES
1. Subneural Ads (Activision dummy advance) Goody Hut bug fix.
2. Obsolete Advance for Temple of Solomon is Christianity instead of Vernacular Prose.
3. Cost of Monasteries increased to 2,000 from 1,400.
4. Plague disasters affect 1/8 of the population of a city instead of 1/5 of the population of a city.
5. Tile Improvement buttons for Endgame options (Obelisk, Colony, Satellite Relay Station) correctly labeled.
6. Elephant Warriors HP increased to 13 from 10.
7. Shipyards can be built on beach tiles to repair all Naval units (enable advance Map Making).
ENDGAME OPTION ADJUSTMENTS AND FIXES
Rise of an Empire
8. Sequencing/Endgame Activation bug fixed.
9. New Wonder replaces Appian Way for 'Rise of an Empire' activation sequence (Pax Romana - enable advance Bureaucracy - costs 9,000 production).
10. Build 15 Forums/15 Courthouses/15 Theatres/15 Arenas instead of 20/20/20/20.
Global Empire
11. Decreased cost of Manufactories and Governorships to 3,000 from 5,000.
12. Build 20 Manufactories and 20 Governorships instead of 30/30.
13. Decreased cost of Colonies to 2,500 PW from 3,000 PW.
14. Renamed Voyage of Columbus to Voyage of Magellan.
15. Decreased cost of The Voyage of Magellan to 12,000 from 25,000.
SETI Project
16. Decreased cost of The Icarus Project to 25,000 from 32,000.
17. Build 30 Think Tanks instead of 40.
18. Endgame Activation reduced to 50 turns from 75 turns.
Solaris Project
19. Build 30 Power Satellites and 30 Gaia Computers instead of 10/10.
20. Endgame Activation increased to 50 turns from 10 turns.
As usual, report any download/unzipping problems here on this thread.
If anyone can create a SLIC file that addresses the need for a message when the AI attacks the human player and starts a war, it would be greatly welcome.
Last edited by hexagonian on 23-05-2002 at 01:12
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hexagonian
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Gnawing on your mind...
Jun 1999 time: 23:13
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Could you check and see if you have gotten Subneural Ads, and tell me if you are playing one of the Victory options, or playing 1.32...?
If you have gotten Subneural Ads, then I have to revert my bug fix to what it was pre-1.32, as this is the only change that I made that may have caused this to happen.
It will be a one-file fix though (CRA_Advances.txt), and I will post the file at my site and here in this thread.
Last edited by hexagonian on 24-05-2002 at 00:31
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hexagonian
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Gnawing on your mind...
Jun 1999 time: 23:13
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Could you send me your gamefile? - if you have several earlier saves, this would help even more, so I can see if I can duplicate the event. I'm kind of stumped on this...
What I thought happened was that you (or possibly the AI) managed to get one of the future advances through a goody hut (either Hextapul, my dummy advance or Subneural Ad, which is the Activision dummy advance.), causing the game to think you were in the future age and then upgrading the city graphics to the futuristic graphics. As this was the first time that this had been reported happening, my assumption was based on the changes that I made to attempt to fix the Subneural Ad bug.
The other possibility was that in changing the endgame requirements, there may have been something that was affected. But in the basic 1.32 setup, the only change I made to the endgame was to increase the requirements to accomplish it, and I do not believe that this is the cause. (there were more changes made to the files for the other endgame options - hence the question concerning which setup you were using)
It's entirely possible that this is a very rare occurance too, as yours is the first report of this happening. This should not affect the basic gameplay, as it appears that everything else is working within the game, (you still have to work through the tech tree because you do not actually have the advances) but from an aesthetic standpoint, I do not want the graphics changing like this either.
email at hexagonia@yahoo.com
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Turambar
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England
Apr 2002 time: 05:13
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I've had the same problem with that message and the graphics changing and so has some of the other civs. I'm not playing with victory conditions and I can't remember when it happened.
Great update though!
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hexagonian
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Gnawing on your mind...
Jun 1999 time: 23:13
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Lou,
In setting this file up, I based it on the premise that, IMO, getting free settlers/cities and advances were unbalancing (especially the free settler or city), so I greatly reduced the chances of getting those items. I did not want the huts to merely give out gold, so the chances of getting either gold or a free unit are the greatest.
One other thing to note is that I also reduced the vision/scouting ability of the early game units - this was intentional. From a playing standpoint, pulling a Jav Cavalry from a goody hut is one of my favorite things in the game - and at the same time, pulling any unit helps in early scouting. Because of the low movement points of the majority of the early units, even if you get some military units, it is hard to be able to assemble them into an offensive stack.
I do not mind the setup as it is, and I put up with the wait. At the same time, I am open to changing the setup to your suggestion if players want it that way as the norm. And since you generally play multiplay, this may be desirable too. Any other opinions are welcome on this...
What you can also do is keep a backup of your CRA_risks.txt file in the playing options folder and then switch it in whenever you get an update, especially since this is a file that generally does not change from update to update.
Martin, is there a way to add that settler feature to your KillCity code?
Turmabar,
I haven't received the gamefile from Aias yet - you can also send me your gamefile. I did go ahead and revert the affected files back to 1.31, as well as changed the official name of 'Subneural Ad' to 'Rational Thought', so that if it does appear in the game, it will fit in better with the ingame atmosphere. Still, that advance is merely a dummy advance - you will not be able to research it and it leads to no units/wonders/buildings, etc, so dio not bother trading for it or stealing it.
The files are at my site. If applying it to your current game, I do not think it will fix the graphics problem in that game though.
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Immortal Wombat
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in perpetuity
Dec 2000 time: 05:13
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quote:
Martin, is there a way to add that settler feature to your KillCity code?
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There is, but personally I don't see why it is needed. If the city is under size 3, then you can capture and disband anyway, and if its over 3, then it shouldn't be able to be disbanded...
Add this button in the code, just before the last }
code:
Button(ID_DISBAND) {
int_t k;
if(CityIsValid(city[0])){
for (k=city[0].population; k>=0; k=k-1){
if(CityIsValid(city[0])) {
Event: KillPop(city[0]);
}
}
if(UnitsInCell(city[0].location) <= 12){
CreateUnit(player[0], UnitDB(UNIT_SETTLER), city[0].location, 0);
} else {
CreateUnit(player[0], UnitDB(UNIT_SETTLER), city[0].location, 1);
}
}
}
Then add:
code:
DISBAND "Disband"
to the strings file
[code]
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Martin Gühmann
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Berlin, Germany
Mar 2001 time: 06:13
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quote: Originally posted by hexagonian
What I thought happened was that you (or possibly the AI) managed to get one of the future advances through a goody hut (either Hextapul, my dummy advance or Subneural Ad, which is the Activision dummy advance.), causing the game to think you were in the future age and then upgrading the city graphics to the futuristic graphics. As this was the first time that this had been reported happening, my assumption was based on the changes that I made to attempt to fix the Subneural Ad bug.
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To fix this bug go to the CRA_age.txt and modify these lines:
code:
AGE_TEN {
Age 10
StartingRound 0
NeedAdvances 1
SlicObject "Age10Entered"
}
You notice that you need only one advance to enter age ten. Set NeedAdvances 3 as it is in Citymod2. In CityMod2 there are also only three advances of age ten, advances connected to the Gaja Controller. If you don't want that you can enter age ten than NedAdvances must be set higher than the total number of age ten advances in Advance.txt. If it should trigger as indended than only the last advances should be of age ten. NeedAdvances should has then the number of age ten advances without the dummy advances as argument.
quote: Originally posted by hexagonian
Martin, is there a way to add that settler feature to your KillCity code?
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Of course and Ben already posted it, but actual Iprefer this version:
code:
Button(ID_DISBAND) {
if(CityIsValid(city[0])){
if(city[0].population>3){
ChangeGlobalRegard(player[0], -100, ID_BLOODBATH, 50);
}
Event:DisbandCity(city[0]);
}
}
So this should give your settler and of course killing the whole population for getting one settler and no loss of regard is a little bit unrealistic, so this fix it if your city is larger than size 3. But I agree you shouldn't be able to disband cities larger size 3.
-Martin
Last edited by Martin Gühmann on 25-05-2002 at 22:24
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