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WesW
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Florence, Al., USA
Jan 1970 time: 23:12
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Update: The latest version of the Medieval Mod series is now available at my homepage: http://community.myway.com/pd/wesw
Note: Here is a link to the corrected uniticon.txt that you need for the mod to run correctly. http://apolyton.net/ctp/files/mods/uniticon.zip
Wes Whitaker
This thread is for the update to the Medieval Mod 2. Below is the readme, which details all the changes contained in the update. Links to the download will be added later.
(added by MarkG)
DOWNLOAD HERE!(1.9MB)
Note:This download contains both the original 2.0 and the Update. When you go to install the mod, follow the instructions in the Med mod readme, and ignore those in the Update readme.
Medieval Mod 2.1
By Wes Whitaker
This update contains several changes to the Medieval Mod 2.0.
Installation instructions are located here in the Update readme. I deleted them from this post.
Miscellaneous changes:
1) There is a new Readme, the Units Chart, which prints out in a single page, and is taken from the chart at the bottom of the Medieval Mod Readme.
2) Most of the other readmes have been upgraded to be easier to read. Also, the Color Scheme I have used for the readmes is attached to the bottom of the Misc. Readme. I hope that this may become a standard for future mod-makers to use.
3) I have re-worked the improvements list to a more practical sequence.
4) Hyperlinks have been added to most all of the gl files used by the mod. I have also adjusted the links in the advances’ gls, to account for my re-sequencing of the improvements list.
5) The typo I made in the uniticon text has been fixed.
Fli and Aip changes:
1) The set_govern fli, which tells the AI which government type to use in given situations, has been modified. Most of the changes have the AI switching to Communism or Fascism instead of earlier types.
2) The personality aips have been altered to include Fascists in the unit build queues, and the numbers of post-Modern units the AI aims to build have been altered. The Fascism and Communism advances were also moved up in the advances list for a few of the types, to tie in with the government changes mentioned above.
3) The inputs fli was modified to shorten the war phases the AI goes through. This should have the AI gathering forces and launching attacks in fewer turns than it did previously. This change should complement the increase in roads and ships built by the AI due to previous aidata changes in the Aaips.
4) I have also taken Jav. Cav., Knights and Cavalry out of the core build queue. This should result in a better mix of mounted and infantry assault units being built by the AI in the pre-Modern eras.
Advances changes:
1) I added a new advance, Theology, which occupies the slot formerly held by Philosophy, and gives the Academy. Philosophy drops down three spots, gives the Theatre, and leads to Medicine.
2) The preqs for Ag. Rev. are now Chivalry and Banking.
3) The Mechanical Clock replaces Ag. Rev. as a preq for the Printing Press, and so is not needed by Age of Reason.
4) One of the preqs for Ocean Faring has been changed from Astronomy to Perspective, since Galleons could be researched immediately after Longships with the previous setup.
Unit changes:
1) The new Noble made by Tom Davies has been included in the update, as well as the 16th Century Matchlock Musketeer.
2) Plasma Destroyers are now available with Unified Physics, since Sea Colonies can be researched sooner due to previous changes.
3) The Fire Trireme is now obsolete with Ocean Faring, when the Galleon becomes available. These three changes are reflected in the updated Advances Chart, and in the Med 2 readme.
4) I added another new unit, the Frydman, which replaces Pikemen as the Medieval Age’s defensive unit. Tom Davies also made this unit, which is available with Theology.
5) Samurai are now available with Banking. Now, when you get Jurisprudence, you may either go for the defensive Frydman, or the offensive Samurai. A similar decision arises when you get the Mechanical Clock.
6) Pikemen are now the Renaissance Age’s assault infantry. They are available with the Printing Press.
7) The Musketeer is now primarily a defensive unit, and has had its stats adjusted accordingly. Note to mod-makers: I have simply added the Matchlock Musketeer’s graphics to the scenario folders. The unit still uses the original Musketeer’s text files.
8) Finally, the biggest change in the update: Production and support costs for all units have been reduced by ¼*. This allows the AI to build larger armies, which helps with martial law, leaves fewer undefended cities (hopefully), and, most importantly, gives them more units with which to wage war.
Note: The gl files for units in the post-Modern eras have not been updated to show the reduced unit costs.
*Except for Settlers and Engineers, which were reduced by ¼ for the original mod.
[This message has been edited by WesW (edited January 22, 2000).]
[This message has been edited by WesW (edited January 27, 2000).]
[This message has been edited by WesW (edited September 09, 2000).]
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Morgoth
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England
Jul 1999 time: 05:12
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Wes
Muskateer should be ready tomorrow. Only the attack animation left to do.
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WesW
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Florence, Al., USA
Jan 1970 time: 23:12
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I have found a couple of changes a made for the Update that I didn't implement.
1)I forgot to make Perspective the second preq for Ocean Faring.
2)I forgot to move the Academy from Philosophy to Theology.
I believe I sent the corrected Advances text to everyone who has the mod. I am not sure if I sent the corrected improve.txt to everyone, so if it's not in your mailbox when you read this, drop me a line, and I will send it out to you. (Neither of these omissions will cause a crash or anything.)
Btw, I hope to have a beta edition of the Modern mod ready in a few days. Anyone interested in playtesting, drop me a line, and I will send you a copy.
You need to get used to the Med mod 2 first, though, as all the stuff in the Modern mod will change the Modern and post-Modern eras more than the Med mod changed the pre-Modern eras.
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skorpion59
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Tulsa, Oklahoma, USA
May 1999 time: 23:12
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Wes,
I just had to look up your sig to see what it meant. I have to say, I agree with you.
I guess when your current project is done, that will make you the top bon.., oh, wait, that would be top baner, wouldn't it?
------------------
Don, Apolyton Junkie
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Mike Wall
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Basingstoke, England
Nov 1999 time: 05:12
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Possibly stupid question, does this mod (2.1) stand alone, or do you need the original?
TIA
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U.S. Sinister
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LRAFB, AR, U.S.
Jan 2000 time: 05:12
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Hey Guys,
Sorry to bother you, but I noticed that you have to have the original medieval mod 2.0 before you can use 2.1. Or maybe I should say 2.1 is an update rather than a stand alone mod. I installed it as a stand alone mod, because I was not aware of this. Well, now i seem to be having a problem with the cruise missle. When I get to the modern age, I build a cruise missle and it will crash the game because the little graphic at the bottom of the screen for it seems to be missing. If you don't know what I am talking about. It's the 9 squares at the bottom of the screen that shows up when you select a stack, and it allows you to select a unit within the stack. I think it keeps saying a tga file is missing. I'm not for sure, because I'm not a computer code god like you guys. I beleive this may be fixed if i install the 2.0 version of the mod first and then the 2.1 update on top of it. My problem is now that you guys have released the 2.1 version, I can't seem to find a place to download the medieval mod 2.0. Could someone please direct me to a place where I can download it. If the moderm mod is half of what the medieval mod 2.1 I'll be extremely pleased. Oh yeah, no longer do I regret buying Civ: CTP, thank's to Celestial Dawn and the rest of you that are molding the game into what activision promised. Thank You!
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U.S. Sinister
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LRAFB, AR, U.S.
Jan 2000 time: 05:12
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One more thing before I stop bothering you guys. I have noticed one thing about two units in Cd's Mod. The spy satellite and the missle cruiser come later than they actually did in history. I know the missle cruiser didn't really shape the cold war much, but the spy satellite did. It allowed the world powers to observe each other with more accuracy. In effect, this knowledge kept the cold war cold. With the knowledge, the nations knew they couldn't launch nukes or move them much without the others knowing. I suggest that in any new mod the spy satellite should come with space flight and the missile cruiser should come with rocketry. Let me know what you think about this suggestion. Thanks.
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skorpion59
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Tulsa, Oklahoma, USA
May 1999 time: 23:12
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USS,
Yeah, that is a problem. Even though I generally have mods, etc from testing, I like to download the finished product from Apolyton like everybody else would do. This way I make sure what everybody gets will work. I have ran into this same problem on other file downloads as well. I guess it is a good thing some of use still have the files around.
I emailed you the MedMod V2. It is over a Meg in size. Let me know if you can't get a file that big through email.
Don
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U.S. Sinister
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LRAFB, AR, U.S.
Jan 2000 time: 05:12
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Thanx Don,
I did get the file just fine. Thanx for sending it to me. That's one good thing about AOL, I can receive and send a file as big as 16 megs, I beleive. Hopefully this will fix my problem with the cruise missle. What did you think about my ideas concerning the spy satellite and the missile cruiser?
Chris
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U.S. Sinister
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LRAFB, AR, U.S.
Jan 2000 time: 05:12
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There is one correction I need to make. I just noticed it. Actually I beleive spy satellite should accompany the advanced composites technology. I think it would be appropriate if the spy satellite came with the stealth bomber and the space plane. Space flight seems a little late as well. As you all know we have had spy satellites in service for a while now, but SDI is still a far off dream. Let me know what you guy's think.
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madcow23
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London, England, UK
May 1999 time: 05:12
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Any plans to "re-release" a stand-alone version of Medieval Mod 2.1?
If we can't get hold of MM2.0 any more (and I don't have it!) it kind of makes 2.1 a bit redundant. Shame as I really want to try it out!
A combined version of 2.0 and 2.1 would seem to make sense...?
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