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Kramdon
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Thank you Locutus. I got the new trade goods and they're great.
Thanks.
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MadWoodster
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A wierd and mad place called Southampton
Jan 2000 time: 05:12
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Do these files work with WesW's Medieval, and Modern Mod's? Thanks
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MadWoodster
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A wierd and mad place called Southampton
Jan 2000 time: 05:12
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Thanks for the replies guys. Tim, if you read this can you send me the version of trade goods you created to ajwoody@hotmail.com as I don't have your e-mail address thanks.
Look forward to the next update WesW, if you want any help testing it let me know please, thanks,
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I remember asking nordicus after sending v1.3( think) if it was ready for posting and he said no...
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Locutus
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ACS CTP1/2 Manager & Civ4 Co-Manager
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Hengelo, The Netherlands
Nov 1999 time: 06:12
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I asked Nordicus about this yesterday and this was the answer I received this morning:
quote:

Yes, I'm planning on finishing the readme for it by the weekend, then send it in. Apparently, there's a bug in the New Trade Goods Mod--> when someone tried to look at his trade screen to view what was going where, it crashed and caused an error saying that something was 'not found in asset tree,' and the something turned out to be Walrus, or more specifically, a tga file of a walrus.
Have you (or anyone) experienced this? Is there anything in the mod that you've found not functioning properly?
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So it should come in very soon, although with Nordicus you never know, he's usually doing at least 5 things at a time (he did tell me he changed that and was going one thing at a time for a change)
Locutus
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pauli
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herndon, va, usa
Jan 2000 time: 00:12
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the only problem i've had with the new trade goods is that in the "buy" section of the trade screen, salmon are consistently displayed as lobsters.
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ticktock
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Concord, NC
Jan 1970 time: 05:12
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I downloaded 1.3 and have really enjoyed it! the graphics are well done and the variety is a welcome change. With the addition of Harlan's excellent leaders mod, the game has a much nicer feel. However I have noticed two things.
1.The original game over-valued sea square but tt seems that Nordicus has overcompensated in the other direction. In 1.3 the sea squares are not nearly as valuable as the land squares, especially in the early going. Having cities on the coast is a defensive liability and in this game being a port does not really add trade. This leaves no real incentive to build coastal cities. Whats more, inland cities with grassland can grow much faster, and hence larger. This kind of goes against the real world where the majority of large cities are on the coast(albeit more because of trade than food or production reasons).
My only other beef is that forest lands have been de-valued a little too much. Forest squares are now the last place I'll put a worker. But, in truth, logging has always been an important industry.
Anybody have an opinion on these?
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Nordicus
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Vancouver, B.C., Canada
Oct 1999 time: 21:12
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Chuck:
Once again, thank you looking after things during my semi-retirement 
Been working on the readme and I realized that I may need some help on it, esp. the installation section. But I'll email you later about it. I made two minor changes with the resources, so I hope these don't muck up your wonderful gl files too much!
I appreciate all the comments and feedback.
ticktock:
Thanks for the comments 
I didn't receive much feedback initially and so had to adjust everything however I saw best, for the most realistic set up; it was done originally for an earth map, and resource values had yet to be discovered by Timothy. But after he did, I decreased values accordingly.
But I have looked into your two concerns, and I have to agree--forest production was too low and beach food values were too low as well. So, these have been adjusted.
Thanks again.
Markos:
If everything goes well, there should be two versions available for posting sometime next week--a non-CD version and a Pack version--which will likely be put together over at Chuck's site.
Later,
Tom.
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excellent nordicus, I'll be waiting for them...
[This message has been edited by MarkG (edited March 05, 2000).]
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Nordicus
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Vancouver, B.C., Canada
Oct 1999 time: 21:12
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Hey, thanks, bud.

Whatcha been up to lately? Anything good?
Oh, I have updated the readme on the first page. I probably won't post the Pack version of the mod--it's basically the same, just for the Apolyton Pack instead.
Tom.
------------------
"There can be no maximum of creation without a concomitant maximum of destruction, no supreme good without supreme evil"--Heller, paraphrasing Nietzsche.
"The more passion for the argument, the less evidence for it"--Russel.
"If you don't agree with me, you're in denial."
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DiscoveryOne
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Atlanta, GA USA
Feb 2000 time: 05:12
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Congratulations on a job well done!
Glad to have you back, guy!
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MadWoodster
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A wierd and mad place called Southampton
Jan 2000 time: 05:12
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One thing that seems to have slipped through discussion here is the grasslands movement down to 50. Are grasslands really that much easier to move through than plains?
Also any news on when this versions will be combatible with WesW's Medieval Mod.
Thanks for all the great work being put in here to make playing experience more enjoyable.
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Nordicus
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Vancouver, B.C., Canada
Oct 1999 time: 21:12
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Hey, DiscoveryOne (John? that you? in there). Yeah, nice to be back--whatcha been up to, man? Great work on those gl files--had a look yesterday.
MW:
Hi. Yeah, plenty escapes discussion round here 
But the reason for that is because of the addition of movement penalties for other terrains. Attempting to balance it a bit. Using bigger maps probably did influence a bit, however, because of increased time taken to move around--but I have default grasslands set as 33 for my games.
It's pretty easy to change back--let me know if you have any more questions.
Later,
Tom.
------------------
"There can be no maximum of creation without a concomitant maximum of destruction, no supreme good without supreme evil"--Heller, paraphrasing Nietzsche.
"The more passion for the argument, the less evidence for it"--Russel.
"If you don't agree with me, you're in denial."
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