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dbrowski is offline dbrowski
Settler

Apr 2000
time: 05:12
Post  Old Post 24-04-2000 02:07
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#61 Report this post to a moderator
Lose 30 kilos (of popups)

MadWoodster, I thought that at first too, but the number is set to 2 in the const.txt file located within the medievil scenario. The const.txt within the ctp_data folder has it at 3, but that shouldn't matter, should it?

WesW is offline WesW
CTP1/2 Modification Site Admin
Florence, Al., USA
Jan 1970
time: 23:12
Post  Old Post 24-04-2000 08:48 Visit WesW's homepage!
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The original setting had units suppressing three slaves each. CD changed this to 2 for his mod, which is what you found in the const.text. The computer still acts as though the setting is three when sending slaves to cities, which can cause trouble.

Also, there is another bug in the mod, which involves the Colossus. I have added the necessary tga to the "new tgas" file at my site. Or, you can go into the pictures folder, and change cw051f to cw042f.

dbrowski, I didn't mean to seem defensive in my earlier post, it was just a lot to cover and explain.

WesW is offline WesW
CTP1/2 Modification Site Admin
Florence, Al., USA
Jan 1970
time: 23:12
Post  Old Post 26-04-2000 11:02 Visit WesW's homepage!
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I have posted the pictures for the mod at my site. I decided to split up the graphics pack to make it easier to upload and download the smaller files, and so I could go ahead and let people get the tgas for the new advances. The current file should be the final version of the pictures folder, unless someone sends in some better pics for a few of the new advances.

I have been busy fine-tuning the advances costs and the links between them, in order to get the timeline accurate.
Paul has already sent in a number of the gls for the new mod, and he and some of the other guys should be getting most of the others ready in the next week or so.

TheBirdMan is offline TheBirdMan
Emperor
A real Master of CTP-PBEM - together with all the others.....
Sep 1999
time: 05:12
Post  Old Post 26-04-2000 11:44
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Hey WES.

I'm here again.

Would you consider some little tiny changes in the units.txt?

Make aircraft carrier able to load small_air, med_air and small_space.

Make all aircrafts small or med.

Triple the value the aircraft carrier can take before it's going down.

Why?

The aircraft carrier are more or less useless as it is now.

With the changes, it's very valueable - specially when you play on very big maps as I do.

Now I play on a brandnew Athlon 650 with a Woodoo 3000 graphic card and 196Meg RAM, the map size is 196x392, civs + babarians = 16).

This size makes some real "lovely" maps!!!

------------------
Woodstock was here!

WesW is offline WesW
CTP1/2 Modification Site Admin
Florence, Al., USA
Jan 1970
time: 23:12
Post  Old Post 27-04-2000 05:05 Visit WesW's homepage!
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#65 Report this post to a moderator
Lose 30 kilos (of popups)

So, Woodstock's moving up in the world. Now, just why do you need this very expensive machine? Hmm...

Btw, I changed the size of Bombers and Stealth Bombers from large to medium, which should allow Carriers to take them.
I had re-worked all of the sizes of the air units for the Modern mod, which included a new, WWII-era carrier. When I re-release the Modern mod, which will now be called the Medieval mod 4, I will have all of this sorted out in a way which should please most everyone.

skorpion59 is offline skorpion59
Prince
Tulsa, Oklahoma, USA
May 1999
time: 23:12
Post  Old Post 27-04-2000 22:19 Visit skorpion59's homepage!
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#66 Report this post to a moderator
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TheBirdMan,

With an A650, on a game like that, how long does it take the AI to cycle through the other Civs?

Maybe its time to upgrade. I have a 333 with 128M memory and it takes the AI 5 minutes to take its turn in the later stages of the game. This was with 24 to 30 Civs. I dropped playing on gigantic maps pretty fast.

dbrowski is offline dbrowski
Settler

Apr 2000
time: 05:12
Post  Old Post 28-04-2000 23:19
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I've played about 6 or 7 games up to the modern era and then opened up the map to see what's up. In any of these games I have never seen the A1 build a mine on a forest/jungle tile( this may be why I noticed myself catching up somewhat after being able to lay down several mines on forest/jungle w/river that is common around the first couple of cities). Has anyone else noticed this, or is my computer just too slow to allow the A1 to build these?

WesW is offline WesW
CTP1/2 Modification Site Admin
Florence, Al., USA
Jan 1970
time: 23:12
Post  Old Post 29-04-2000 00:13 Visit WesW's homepage!
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Getting the AI to mine forests and jungles is the main thing I want to work on when I get with the fuzzy logic guys here.
The AI knows how to mine these types, but the only time I have seen it do so is on tiles with resources. I believe that if the code variables are adjusted properly, the AI will start mining them normally, which will be a huge improvement to the game.

curtkath is offline curtkath
Settler
Outremont, Quebec, Canada
Apr 2000
time: 05:12
Post  Old Post 29-04-2000 08:03
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I was wondering, how eager are the AI's at seeking out and exploring ruins? If I send out enough speedy units, seems I always grab them all, well worth it despite the occasional Barbars. Is there a way to add other goodies to ruins, such as a boost in public works/reputation, or maybe there's just a trade resource underneath. I love arhcaeology, got a dead city fetish.

curtkath is offline curtkath
Settler
Outremont, Quebec, Canada
Apr 2000
time: 05:12
Post  Old Post 29-04-2000 08:06
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Hmph, archaeology, I mean; geez, glad I never did that on a research paper!

curtkath is offline curtkath
Settler
Outremont, Quebec, Canada
Apr 2000
time: 05:12
Post  Old Post 29-04-2000 08:12
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#71 Report this post to a moderator
Got spare money?

Oh yes, I also mentioned other ruin options because, fun as they are, I never really thought finding new advances was very realistic; unless it were, say, the recipe for mummification, or the secret of Damascus steel. Just nitpicking, am I.

WesW is offline WesW
CTP1/2 Modification Site Admin
Florence, Al., USA
Jan 1970
time: 23:12
Post  Old Post 29-04-2000 09:16 Visit WesW's homepage!
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#72 Report this post to a moderator
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I don't know if other effects can be added to the Ruins or not.
I have been trying to get the bugs out of the dummy Wonder I am trying to use. I finally set it up to become available with physics9, and obsolete with Stone Working. If someone has a better way, I would be happy to hear about it.

I also had one of the new Wonders crash my game when I built it the standard way, instead of buying it with the cheat mode. I have no idea why this is happening, but I have replaced the Null movie I had set up with the movie of the original Wonder that the new ones most closely resemble. I think that I will just keep it at that.

dbrowski is offline dbrowski
Settler

Apr 2000
time: 05:12
Post  Old Post 30-04-2000 00:41
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Wes, I finally got around to deleting the files from the pictures menu that will restore the correct graphics for the muskateer unit.

All of the pictures were correct, but the actual sprite that you move around the map was still the same as the arquibruiser.

Did I do something wrong, or is there another file to delete?

WesW is offline WesW
CTP1/2 Modification Site Admin
Florence, Al., USA
Jan 1970
time: 23:12
Post  Old Post 30-04-2000 07:53 Visit WesW's homepage!
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#74 Report this post to a moderator
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Dbrowski, you need to change the sprite (the sprites folder is right next to the pictures folder) from Gu22 to Gu52. If it tells you that Gu52 is already present, just delete Gu22. Sorry I forgot about this part.

dbrowski is offline dbrowski
Settler

Apr 2000
time: 05:12
Post  Old Post 01-05-2000 05:23
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#75 Report this post to a moderator
Tired of ads?

Wes, thanks for the reply, the sprite is correct now. In fact, the militia trigger also worked properly after I discovered Flintlock in my current game(including multiple militia in large cities).

The trigger was still not working for the Frydman and Arquebusier, though, and I haven't reached Repeating Rifles yet, so I'm not sure on the next miltia upgrade, either.

WesW is offline WesW
CTP1/2 Modification Site Admin
Florence, Al., USA
Jan 1970
time: 23:12
Post  Old Post 01-05-2000 09:40 Visit WesW's homepage!
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Increase Your PM Length

I'm glad that fixed the problem.
The militia trigger works properly for the first civ to get the unit upgrade advances, but not for anyone else. Thus, none of the AIs will have their militias upgraded to Mouseketeers.

delijoe is offline delijoe
Settler

Mar 2000
time: 05:12
Post  Old Post 01-05-2000 23:27
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quote:

Originally posted by WesW on 05-01-2000 12:40 AM
Thus, none of the AIs will have their militias upgraded to Mouseketeers.


You meant musketeers didn't you? I wouldn't want to see britney spears units in the game

Morgoth is offline Morgoth
Warlord
England
Jul 1999
time: 05:12
Post  Old Post 02-05-2000 00:42
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Wes
Will probably take to next weekend to finish of the ironclad sprite. Done most of the movements but having a few problems putting in the movement waves and showing the smoke disappearing (It's all to do with the mask effects). Basically means a bit more fidling than I'd anticipated and I guess I probably used about 4x the amount of time trying to find a way around it. If you want I can send a sprite with all the scenes (just no waves) to see if you like it?

WesW is offline WesW
CTP1/2 Modification Site Admin
Florence, Al., USA
Jan 1970
time: 23:12
Post  Old Post 02-05-2000 07:53 Visit WesW's homepage!
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#79 Report this post to a moderator
Lose 30 kilos (of popups)

The Mouseketeers was no typo. That's what I always call them to myself.

Tom, send in what you have for the Ironclad, and keep working on the waves. If you can get this worked out, and Locutus can get the SLIC triggers working properly, we will be set to put everything together for one last beta. Most all of the gl texts have come in these last few days, and the rest should be finished soon. Great work, guys!

Since I am the hub of the Med 3 machine, so to speak, I have had the honor of seeing firsthand how everyone involved has not only fulfilled the tasks that I have asked of them, but how time and again they have gone on and done more than I have asked of them. Many times, one of them has written me to say that he had been looking through the Great Library or the mod readmes, and checking their info against what was actually in the game files, and had found mistakes or inaccuracies. And oftentimes these mistakes would be in areas that I had not even asked them to work on. There are many other types of examples as well.
All of this shows, to me at least, how everyone involved with this mod takes pride in his work, and how he wants this mod to be the best, most thorough and professional piece of work that we can make it. You might not agree with all of the changes made in the mod (there are so many, it would be almost impossible *not* to disagree with a few of them), but I don't think that anyone will be able to say that it wasn't put together with pride and excellence.
I have spent an average of about three hours a day, seven days a week for the last eight months working on various mods for CtP. Sometimes I ask myself why, and a large part of the reason is because of the teamwork, comraderie (please don't make fun of my spelling) and friendships that I have developed over the course of these last eight months. Internet friendships are different than the flesh-and-blood kind, but they can still be pretty special.

WesW is offline WesW
CTP1/2 Modification Site Admin
Florence, Al., USA
Jan 1970
time: 23:12
Post  Old Post 03-05-2000 08:48 Visit WesW's homepage!
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#80 Report this post to a moderator
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The new sprites are now posted on my website!
Morgoth, working on a weeknight, finished up the Ironclad, so this should be the final version of the sprites. If Tom gets the new Horse Archer sprite done, I will incorporate it into the main download, and also post it separately so those of you who get the current file don't have to get the whole thing again.
Tom usually doesn't have time to work on these files during the week, so this is just another example of people making the extra effort to get this mod out. The sprites are very good, as always, so take the time to view them out for yourselves, and tell him how much you appreciate his efforts.

The current pictures file should be the final version of that portion of the modpack as well, so those of you who haven't gotten it in the last few days can go ahead and do so now. John sent in a better pic of the Astrolabe yesterday, and I will bundle it with the Horse Archer if and when that file gets made.
Note: When you get these two files, please read the text accompanying them, which tells how to delete the files from the 2.1 version of the mod which cause the Musketeer to show up as the Arquebusier.

This just leaves the text portion of the modpack, which I hope to have done by the end of the weekend. This week has been hectic, and will continue to be so, therefore I can't say exactly when I will get that part done. In the meantime, turn off the Wondermovies, and you should not have any problems. The next version of the texts will be the 4.0 beta, so wait until you see 4.0 before getting them again.
The pics and sprites are called 3.0 because that is the number of the final, public version of the modpack.

Mad-Kat is offline Mad-Kat
Chieftain
Camarillo, CA, USA
Apr 1999
time: 05:12
Thumbs up  Old Post 03-05-2000 12:30
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Great mod! Haven't played enough to evaluate anything though. What's with the 'Special' in the science tree? Is this deliberate, unfinished or a limitation of CTP? Love the new units and improvements. Makes the timeline feel far more realistic. Even as little as I've played I noticed the AI properly kissing my ass now after I wupped them for not getting off my land. They wanted peace next turn! A welcome change from the old AI that seemed oblivious to anything you did. Ha ha! Kneel before Zod!

Nordicus is offline Nordicus
King
Vancouver, B.C., Canada
Oct 1999
time: 21:12
  Old Post 09-05-2000 03:05 Visit Nordicus's homepage!
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Wes, I finally installed your mod (and then spent yesterday customizing it to what I want--I'm so gawdamned picky --but I didn't have to adjust that much).
So, I look forward to giving it a go as soon as I finish the map.
Also, I added all the Aip-Specific material (minus the units yet to be done) and it all went smoothly.
Nice work, bud.

M-K:

Yeah, that would be from AAIPs--> I added some values so that all hell doesn't break loose if you are justified in using force to, say, get the AI's ass on your land.

Milkman is offline Milkman
Chieftain
Oak Harbor, Washington, USA
May 2000
time: 05:12
Thumbs up  Old Post 09-05-2000 19:01
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WesW,

Had to post and tell u and everyone else who worked on the Medeival mods they are FANTASTIC!!!!!!! Playing against the AI is actually fun now. Love the new units and changes in the 3.0 beta.

Loaded the 3.0 beta yesterday. No problems or errors have come up so far. Again thanks for all the hard work by all.

Noticed u were working on a Modern Mod. I have a suggestion for that. Mechanized Infantry. Cant believe Activision left that unit out of the game. Have been modifying Machine Gunner unit to Tank movement rates, upping their production/support costs to just below the Tank, and making them available at same time. Not the same as a whole new unit though. Messes the AI up some on how to use it etc...

WesW is offline WesW
CTP1/2 Modification Site Admin
Florence, Al., USA
Jan 1970
time: 23:12
Post  Old Post 10-05-2000 09:37 Visit WesW's homepage!
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Thanks, guys.
The 4.0 beta is almost ready to go. I am still waiting on a few gls, but that is about it.
I have been working with some of the programmers I know here about improving the AI's behavior, ala the AAips. We haven't had any luck so far on other things, but we are now trying to find the settings which might get the AI to launch legitimate amphibious invasions. I will post any positive results we obtain, and post the files at my site.
Other than this aip work, I don't expect there to be much adjustment needed to the current game settings. In the short games I have played lately, production values, the number of units produced, and the timeline all seem to be about right, at least up to the Industrial Age.

Milkman is offline Milkman
Chieftain
Oak Harbor, Washington, USA
May 2000
time: 05:12
Post  Old Post 11-05-2000 02:39
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Has anyone had problems opening the advance chart readme for this mod or is it just me? My wordpad just goes to 0% complete then locks up when opening it.

OOPS, too little sleep and not enough coffee. Downloaded Word viewer and it works fine. Sorry for wasting the space here.
[This message has been edited by Milkman (edited May 10, 2000).]

WesW is offline WesW
CTP1/2 Modification Site Admin
Florence, Al., USA
Jan 1970
time: 23:12
Post  Old Post 11-05-2000 07:20 Visit WesW's homepage!
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#86 Report this post to a moderator
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Milkman, or anyone else, is the Word viewer free? If so, what exactly can you do with it, and where can you get it?
I want to put this info in the Read 1st, so that everyone can view the Advances Chart, which is crucial to enjoying the mod. It will also keep me from having to re-work all of the other readmes into HTML format, which takes quite a bit of effort.

Milkman is offline Milkman
Chieftain
Oak Harbor, Washington, USA
May 2000
time: 05:12
Post  Old Post 11-05-2000 07:31
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WesW,

Yes, the viewer's for Microsoft Excel and Word are free. They do not allow u to edit a file, only view/ print them. Each viewer is between 2-3meg. They can both be found at the following site. http://officeupdate.microsoft.com/A.../viewerscvt.htm
Hope This makes your job easier.

P.S. Im not a programmer but if there is anything i could do to help with the mods, please let me know. Have a basic understanding of the text files in CTP.
[This message has been edited by Milkman (edited May 10, 2000).]

DiscoveryOne is offline DiscoveryOne
Chieftain
Atlanta, GA USA
Feb 2000
time: 05:12
  Old Post 11-05-2000 22:42 Visit DiscoveryOne's homepage!
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Wes

I'll have those GL files done tonight, but I wanted to mention a weird thing I noticed while playing the game for a little while. At some point (Industrial Age, I think), I am getting cities with a Medieval graphic and a Futuristic Wall. It looks pretty strange, especially as the wall is circular while the city is a rectangle...

Hittin' the GLs as soon as I get home!

WesW is offline WesW
CTP1/2 Modification Site Admin
Florence, Al., USA
Jan 1970
time: 23:12
Post  Old Post 12-05-2000 03:31 Visit WesW's homepage!
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#89 Report this post to a moderator
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Thanks, Milkman. This is a big help.

John, that's good to hear. I will try and finish everything else up, so that when I get those, I can post the beta.
I am in the Industrial age in my current game, and I thought there was something odd, but couldn't figure out what it was. Maybe this is it, though I have no idea what the problem would be. It has been so long since I played a game to the Industrial age that I am not sure what everything *should* look like anymore.

Btw, Darryl (Gemini), seems to have finally gotten the bugs out of the SLIC, which I am very happy about.

WesW is offline WesW
CTP1/2 Modification Site Admin
Florence, Al., USA
Jan 1970
time: 23:12
Post  Old Post 13-05-2000 09:02 Visit WesW's homepage!
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The 4.0 Beta has been uploaded to my homepage! Hurray!
However, it has yet to show up on the site.
Could someone explain this to me? It has happened before.
Anyway, hopefully it will be up by the time you read this.
There should not be any bugs in the mod, though I need some help with the dummy Wonder. How do you keep it from showing up in the GL? Right now, it is the duplicate Sphinx.

Also, I left in the experimental aip settings I have been trying. We need to take note of any changes to AI behavior as far as invasions and launching attacks. I am trying to get the AI to launch attacks at targets further away from his territory than it would normally.

I plan on this being the last major beta before public release. Depending on how the timeline runs, I may add a few more advances and/or Wonders (the 5 AIs I normally play against are still snapping them all up as soon as they become available), but at least 95% of the public release version is now implemented.
We need to double-check the GLs to make sure they are all accurate as well.
Users need to keep tabs on this thread, as I will announce any file updates here. I hope that many of you will give reports your experiences with the mod as well. (It would be nice to have a legitimate thread about CtP crack a 100 posts.)
That's all for now.

 
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