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Immortal Wombat
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in perpetuity
Dec 2000 time: 05:19
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quote:
Next, Immortal Wombat created the Visible Wonders Mod, is it compatible with the SuperApolyton Pack? Also, the same question for his Natural Wonders Mod |
Ok, I did make an SAP version of the VisiWonders, but the search is screwed ATM, so I'll find it later if you need.
The mods are easy enough to explain the manual installation of though. (I hope :scared
a) Get the Apolyton Tile File
b) Unzip both mods into the normal directory.
c) Open IWW_tileimp.txt and IWN_tileimp.txt (ctp2_data/default/gamedata)
d i) For both of them, (one at a time though) find the wonder tileimprovement entries, and copy them to the clipboard. (ctrl-C)
d ii) Paste the wonder tileimprovements into APOL_tileimp.txt, at the bottom, out the way of everything else. (ctrl-V)
e) open APOL_Script.slc (ctp2_data/default/gamedata)
in notepad, and at the very bottom, add the lines:
code:
#include "IW_wonders.slc"
#include "IWN_naturalwonders.slc"
Natural Wonders only: You'll need to do a search/replace in APOL_tileimp.txt for "ICON_TILEIMP_NWONDER", and replace it with "ICON_TILEIMP_UNDERSEA_TUNNEL" - this will not alter anything in the game, but it will save some trouble on installing.
Note: This will not give you all the GL entries and stuff, but if you can live without that for a few days before I get the proper stuff rigged up, then feel free.
:hmm: Let's try the search again....
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Martin Gühmann
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Berlin, Germany
Mar 2001 time: 06:19
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quote: Originally posted by RunsWithDwarf
Next, Martin Guhmann created the City Mod 2.1/City Mod English and City Mod 2 Graphics Pack, What is the Difference between City Mod 2.1 and the City Mod 2 Graphics Pack? and is one required to play with the other? Also are they compatible with the SuperApolyton
Pack? |
As Lucutus stated the difference between the CityMod 2.1 and the CityMod2 Graphics is that the graphics pack only contains the source graphics I made for CityMod2. I used for the original CityMod the graphics by Harlan, as I did not made these city styles you won't find them in the graphics pack. CityMod2.1 is a playable mod in comparision to the graphics pack. I released this graphics pack, because we don't have a sprite viewer, so everyone who wants to change these graphics has to make screen captures.
CityMod English is another story, the original CityMod version was only in German, and I registered here at Apolyton afterwards I submitted the CityMod, therefore Chris Horscroft did the translation. Even if CityMod2.1 is a bilingual version, I can't request easily to remove CityMod English version from the Directory as I did not made the translation
quote: Originally posted by RunsWithDwarf
Next, Martin Guhmann created the Commerce Improvements for AI's, is it compatible with the SuperApolyton Pack? |
There is a version in the Apolyton Pack but it is actual an obsolete version, therefore you can download the latest version and unzip it into your ..\ctp2_data\default\gamedata\ folder and open file APOL_main.slc with any editor of your choice. Replace there the line:
#include "APOL_ComImpSForAIs.slc"
by
#include "MG_ComImpsForAIs3.slc"
That should be all.
-Martin
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Martin Gühmann
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Berlin, Germany
Mar 2001 time: 06:19
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quote: Originally posted by Martin the Dane
I noticed to things while playing "Giganitc Goodmod SAP" The AI doesnot seem to place Resource-Improvement TI's on Good-Tiles. My guess is that it has to do with either the teraform prohibition on thouse tiles, or the fact that there is already a TI there. |
It is the fact that there is already a tile improvement.
quote: Originally posted by Martin the Dane
Too bad Activision didn't do the goods as in CTP1, so you could use the terrain.txt and goods.txt files to set the resouce output of tiles there. It was such a nice and simple way of doing it. |
Yeah it was simple in CTP1, but as Activision was nearly bankrupt as they released the CTP2 programmers hadn't the money and the time to finish the game.
quote: Originally posted by Martin the Dane
Another thing: I enslaved a city with black squares to one side, but the slavers were created all over the place, so I got valuable inteligence information. Not that it will mater much in the long run, but.... |
Yup this is a very nice feature, even if you get some inteligence information, I will keep this feature in the next version of the kill city option, as the kill city option is buggy and needs an update anyway. But in return for the inteligence information you could lose some cities in the next version, of course only if these cities gained too many slaves in this enslavement action. 
-Martin
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RunsWithDwarf
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Felton, Delaware
Sep 2002 time: 05:19
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Thank You!, Pedrunn, Locutus, Martin, and IW.
You guys really make this easier than you have to, and I
want you all to know, that I am truly grateful, for all of your help.
You guys, as well as a few others that I haven't named, are the real reason that the Apolyton site is such a success, IMO.
You don't blow people off, or ignore their questions as being beneath you. Your polite, courteous, as well as forthcoming, and honest in your responses. Something I find very rarely in some of the other forums I frequent.
It would be nice to hold you up (or Apolyton rather), as a positive example, of what some of these other forums could achieve in their communities, as opposed to all the bickering and infighting that is seen in them.
And for that gentlemen, I thank you!
By the way, If there is anything I can do to help contribute to the community, other than bombard you guys with countless questions, please let me know, I am at your disposal. However, please keep in mind that I am currently unemployed, and also, I am not exactly
what you might call computer literate. (So don't be asking me to write no programs, yet!) I am on what you might call, the poor man's scholarship program, which basically means if I can get the information firsthand, or secondhand for that matter, and comprehend what I'm reading or hearing, then I commit it to memory or paper which ever is readily available, for future use. 
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snoochems
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how do i get the ultra gigantic maps that it says it has on the webpage? I can only get the normal size gigantic maps.
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Pedrunn
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of Natal, Brazil
Jul 2001 time: 02:19
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quote:
Thank You!, Pedrunn, Locutus, Martin, and IW.
You guys really make this easier than you have to, and I
want you all to know, that I am truly grateful, for all of your help.
You guys, as well as a few others that I haven't named, are the real reason that the Apolyton site is such a success, IMO. |

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vanevery0
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I'm playing SAP 2.0. I think I have a bug that involves barbarians. After the barbarian turn ends, the turn counter does not advance to my color, and I can't move my units. I can examine my units and cites etc. but I can't move them.
Things I tried to fix it:
- at first I could hobble forwards a few turns doing some kind of save/load shuffle. This would restore the game to a normal working mode. But after about 5 turns, this no longer worked.
- added the "no neutral pillaging" fix. Didn't help. Also I cycled Modswapper so I do think the slic code was actually loaded.
- tried deleting various/all barbarian units with the Cheat tool. This would result in a game crash when I tried to resume. An interesting clue: one stack of barbarian settlers was invisibly located at one tile, but visibly "ghosted" upon another tile about 10 units away. Maybe corrupted coordinates?
- turned DebugSlic=Yes, hoping for an error message. Didn't get one. Either I don't know what I'm doing or the behavior doesn't generate an error.
Anyone seen this before? Any idea whether this is a SAP error or a general CTP2 error? I've never seen this behavior in an unmodded CTP2 game, or any game before this one actually. I was playing with 16 players and the barbarians had taken over a couple of towns and had some big stacks roaming around.
It's annoying because I was finally starting to do well....
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Maquiladora
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These 2 errors happen when i build a city then disband it in the same turn (to build a farm outside my borders). Its a fresh install with only SAP2 on it. I close both windows and the game continues okay, but its kinda annoying.
Attachment: errors.gif
This has been downloaded 192 time(s).
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Maquiladora
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Maybe the reason for moving the advance forward was because its not very efficient to terraform until the modern age anyway when you produce alot of PW. You could build 3 farms instead of terraforming in some cases. I dont even terraform deserts sometimes all way through to Gaia Victory because the tile improvement on top will be lost. The only tiles i do terraform are swamps.
What map settings are you using? I dont know how much the map settings have been changed in SAP but i usually play,
WetDry=1
WarmCold=1
OceanLand=3
IslandContinent=5
HomoDiverse=9
and dont get too much desert on a gigantic map. In fact its pretty balanced like that.
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Martin the Dane
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Aarhus, Denmark
Feb 2000 time: 06:19
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Thanks for the explanation Maq I tried your settings, and did I get desrts?
My guess is that 30% of alle land tiles are either desert, dunes, or desert mountains. And 20% is quite frozen. The rest is mostly plains, interspaced with jungels and swaps, only little mountains, hills, and grassland. ost forests are in the frozen regions. No I'll not be playing that map, I used the editor to se it, and it doesn't look fun.
Ok This just points back to finding some way of making a more realistic map-generator. But that's outside the scope of this thread.
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tlatoani
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Mexico
Aug 2001 time: 23:19
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Hi, I was just wondering if the SAP in the files section of Apolyton contains the three bug fixes that are mentioned in the fist page of this thread. I ask because for some reason I couldn’t download the files from Dale’s page, where he states that the bug fixes are included.
Thanks.
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