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DiscoveryOne is offline DiscoveryOne
Chieftain
Atlanta, GA USA
Feb 2000
time: 05:12
  Old Post 13-05-2000 09:41 Visit DiscoveryOne's homepage!
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Wes

Got those last two GLs up to you just now; sorry about the misunderstanding....

Question: Before I actually download the new beta, do I still need to fix the Musketeers graphics problem, or has that been fixed?

skorpion59 is offline skorpion59
Prince
Tulsa, Oklahoma, USA
May 1999
time: 23:12
Post  Old Post 13-05-2000 09:44 Visit skorpion59's homepage!
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Wes,
It is there, I just got it. Did you do a page refresh after you uploaded it? That is the only way you can see the new info.

WesW is offline WesW
CTP1/2 Modification Site Admin
Florence, Al., USA
Jan 1970
time: 23:12
Post  Old Post 14-05-2000 00:05 Visit WesW's homepage!
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John, you will not have to delete those files again, if that is what you mean. Unfortunately, there is no way that I am aware of for *me* to fix this problem once it is in a user's scenario structure. I could put a copy of the Musketeer's sprite in the scenario folder, so that it would over-write the Arquebusier, but that would still leave the tgas. I will put a detailed description of how to fix this in the next version of the Misc. readme. I don't think many people will have trouble with it.

Don, I did try the refresh and all that. I posted the update to the intro file early yesterday afternoon, and when I signed off right after I posted here last night, *it* wasn't even up.

Lord Jack is offline Lord Jack
Settler
Denver, CO
Jul 1999
time: 05:12
Post  Old Post 15-05-2000 01:40
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I have played into the late industrial/early modern age for the first time since installing
the Med Mod and I ran into a couple of new bugs. Most of they are beyond the
scope of the Med Mod but I have not seen them before so I am wondering if
perhaps something got changed in the Mod that affected the later game.

1. My lone remaining iron clad from days of yore now gets the old trireme message
when it tries to venture more than 2 tiles from coastline. I first got this message
shortly after the introduction of the submarine.

2. My transports seem to be a bit buggy about unloading tanks..they won't do it. I
try and unload and nothing happens. To get them off I have to retreat to a city and
have them automatically unload. This makes it very difficult to carry out an invasion.

3. I traded for the technology that allows machine gunners and got the following
message: "In object gem3Gunner,function_SetUnitByIndex: Value out of bounds".
After receiving the message I was able to get back into the game and proceed as
normal. My militias updated fine.

Anybody have any thoughts ideas on these?

(BTW, what kept me playing this far along the timeline was an incredible war with
the neighboring Slav empire. We have been fighting back and forth over a group of
islands that lie between our continents for about 1000 years. I have never had so
much trouble taking and keeping cities from an AI. It's been vastly entertaining.)

Lord Jack is offline Lord Jack
Settler
Denver, CO
Jul 1999
time: 05:12
Post  Old Post 15-05-2000 01:42
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I have played into the late industrial/early modern age for the first time since installing
the Med Mod and I ran into a couple of new bugs. Most of they are beyond the
scope of the Med Mod but I have not seen them before so I am wondering if
perhaps something got changed in the Mod that affected the later game.

1. My lone remaining iron clad from days of yore now gets the old trireme message
when it tries to venture more than 2 tiles from coastline. I first got this message
shortly after the introduction of the submarine.

2. My transports seem to be a bit buggy about unloading tanks..they won't do it. I
try and unload and nothing happens. To get them off I have to retreat to a city and
have them automatically unload. This makes it very difficult to carry out an invasion.

3. I traded for the technology that allows machine gunners and got the following
message: "In object gem3Gunner,function_SetUnitByIndex: Value out of bounds".
After receiving the message I was able to get back into the game and proceed as
normal. My militias updated fine.

Anybody have any thoughts ideas on these?

(BTW, what kept me playing this far along the timeline was an incredible war with
the neighboring Slav empire. We have been fighting back and forth over a group of
islands that lie between our continents for about 1000 years. I have never had so
much trouble taking and keeping cities from an AI. It's been vastly entertaining.)

WesW is offline WesW
CTP1/2 Modification Site Admin
Florence, Al., USA
Jan 1970
time: 23:12
Post  Old Post 15-05-2000 02:57 Visit WesW's homepage!
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#96 Report this post to a moderator
Put an end to popups!

Jack, are you sure you have the 4.0 beta? The trading tech bug you described should have been fixed for the 4.0 beta.
Note: The scenario icon is of Mt. Saint Michel's for the 4.0. If you still see the Japanese castle, you are using 3.0.

I increased the carrying capacity of transports from 5 to 6 for this mod. This may cause a problem if that sixth unit hasn't been on board long enough to be unloaded when you want to unload the others. Or, it may be something else. Sometimes I can't unload things when I think I should be able to as well, though I figured I was just trying to unload them a turn too soon.

TheBirdMan is offline TheBirdMan
Emperor
A real Master of CTP-PBEM - together with all the others.....
Sep 1999
time: 05:12
Post  Old Post 15-05-2000 17:54
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Hey Skorpion.

You asked 2 weeks ago, how long time a turn took.

Well - it changes from turn to turn.

On a 240x480map, 14 civs - turn 229 took about 15 sec. for each civ. In turn 234 it took nearly 50 sec. for each civ.

In turn 240 it may well have turned back again to 15-20 sec. per civ. I have seen this in many games - I just had in mind giving up a game when it was tooooooo slowwww - when suddenly it acted normal again.

Therefore I'm now very patient before I'm leaving a game (if its fun).

I have also noticed (or I think I have), that you can "distress" the pc to act faster if you are clicking on some of your citytabs or put the mousepointer to one of the edges to the screen. Don't know if it works - but it look like it does?!
[This message has been edited by TheBirdMan (edited May 15, 2000).]

WesW is offline WesW
CTP1/2 Modification Site Admin
Florence, Al., USA
Jan 1970
time: 23:12
Post  Old Post 16-05-2000 08:10 Visit WesW's homepage!
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A short post before I forget about these things. The changes below will be included in the next beta, or the public release- whichever comes first.

I played into the genetic age in my last game (haven't gone that long all year), and noticed that the costs for sea-food improvements (seafood, get it? ) didn't make any sense. Ditto for the minig costs. Therefore, I have standardized their costs for the various terrain types. I also adjusted the cost of tunnels for a couple of types. These changes a detailed in the Terrain readme.

Also, I gave the ability to Pirate to the Ironclad, Battleship, and, perhaps most deviously, the Sub. Actually, these should have been in there all along (Union blockade and Battle of the Atlantic). Oh well, give us time.

TheBirdMan is offline TheBirdMan
Emperor
A real Master of CTP-PBEM - together with all the others.....
Sep 1999
time: 05:12
Post  Old Post 16-05-2000 12:18
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Hey Wes.

One little thing:

I think that "Repeating Rifle" should be a pre for Oil Refining.

I know that weapon knowledge and oil refining are much different advantages, but oil refining allows the destroyer.

And I think the technique "repeating rifle" should be a pre to the destroyer?!?

If I "sound" crazy (more than I nomally do)- well what about a new advance. Sea - no. 10, allowing both battleships and destroyers. Pre's could then be oil refining AND repeating rifle. Troop ship could be moved to sea 9 (Steel)??

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

WesW is offline WesW
CTP1/2 Modification Site Admin
Florence, Al., USA
Jan 1970
time: 23:12
Post  Old Post 17-05-2000 09:49 Visit WesW's homepage!
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Historically, Destroyers were developed a little before the rifles I have in mind in the Repeating Rifles advance.
I guess we were seeing a similar problem, though, since a few days ago I decided to make Oil Refining, rather than Explosives, the second preq for Steel. This means that once you get Explosives, you can go for the land Artillery, or the naval Destroyer. Both are now necessary before you can get Steel. In my last game, I got Steel without having to get Railroads, which just didn't make sense to me.

WesW is offline WesW
CTP1/2 Modification Site Admin
Florence, Al., USA
Jan 1970
time: 23:12
Post  Old Post 16-05-2000 23:20 Visit WesW's homepage!
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#101 Report this post to a moderator
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Woohoo! 100 posts! Let's keep it going. I would like to hit 150 by the time we go public.

TheBirdMan is offline TheBirdMan
Emperor
A real Master of CTP-PBEM - together with all the others.....
Sep 1999
time: 05:12
Post  Old Post 17-05-2000 12:48
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More to Skorpion (and other that may be interessed) about time/turn. I know this belong more to "Normal maps vs. huge maps" - but this started here.....

As I guessed, now on turn 243 it takes less than 60 sec for ALL the other civs to take the turn. 2 turns between turn 235 and 242 took a little more that 15 min each(!) the rest between 7-12 min each.

See - sometime you have to be patient.

Q: Does this happens because the game goes in a kind of loop for some turns????? Or is it simply due to the pc is thinking????

MadWoodster is offline MadWoodster
Warlord
A wierd and mad place called Southampton
Jan 2000
time: 05:12
Post  Old Post 18-05-2000 18:34 Visit MadWoodster's homepage!
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First great work WesW the mod just gets better and better.

My second point is slightly rude but could you implement some of the ideas that you just posted in the CTP2 suggestions list eg the chariot instead of the mounted archer and increasing the strengths of tanks. Also if you used a multiplier on all units factors would it give you more flexibility on setting them. I remember on the archer front you wanted to give 1.5 well if you multiplied all values by 2 you could then give them 1.5 x2=3 though I realise this would take time to go through and update all values.

WesW is offline WesW
CTP1/2 Modification Site Admin
Florence, Al., USA
Jan 1970
time: 23:12
Post  Old Post 18-05-2000 20:29 Visit WesW's homepage!
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Woodster, I guess those two unit suggestions were from the Diodorus post that I pasted in. Myself, I am satisfied with the current Mounted Archer. Besides, I don't make sprites, so it's out of my hands anyway.
As for unit values, I would think that the difference between 1.0 and 1.5 would be the same as that between 10 and 15. If anyone knows better, I would be happy to hear it, of course. That one time has been the only one where I have felt squeezed by the numerical options. If I changed it, we would also have to change all the gl texts as well, so you are talking about several man-hours of work.

MadWoodster is offline MadWoodster
Warlord
A wierd and mad place called Southampton
Jan 2000
time: 05:12
Post  Old Post 19-05-2000 20:05 Visit MadWoodster's homepage!
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#105 Report this post to a moderator
Lose 30 kilos (of popups)

Oops, me forgot that they had already implemented a x10 thing so therefore ther eis no problem, I just got confussed.
As for the unit point fair play I'ld like a Chariot but as I can't draw I'll have to wait for some one to draw me one.

TheBirdMan is offline TheBirdMan
Emperor
A real Master of CTP-PBEM - together with all the others.....
Sep 1999
time: 05:12
Talking  Old Post 22-05-2000 11:09
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Hey Wes.

Think the Ship_of_the_Line gets obsolute too quick (only managed to build two).

I know this varies as how the advances are obtained (hard work/exchanges/ruins), but still......

Think a second pre should be added to "Steam Engine"?!



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

WesW is offline WesW
CTP1/2 Modification Site Admin
Florence, Al., USA
Jan 1970
time: 23:12
Post  Old Post 23-05-2000 04:37 Visit WesW's homepage!
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The era of dominance of the SotL and Ironclad can be pretty short in the game, but that was what happened historically as well. From what I remember, SotL were developed at about the start of the 18th century, and were obsolete by the middle of the next century. The Ironclad's era was even shorter, lasting only a few decades until the Armored Cruiser and Destroyer came along.

Btw, I noticed in the gl folder that the Med Pack has almost 700 gls written specifically for it (non-Apolyton Pack gls). And on average, each of them has probably been modified once or twice since its creation. This is just to let you know the amount of work that has gone into that aspect of the mod.
Over the weekend, I forgot to bring any of my printouts to my parents house when I brought my computer, so I ended up relying on the GL to answer any questions I had about the game while I was playing it. I believe I was able to find everything I needed to know this way (though it would have been easier with the charts handy). Considering all that has been added and altered to the game by this Pack, this is a major achievement. Since at least half of the gl work has been done by people other than myself, I take my hat off to Paul, John, Chuck and the others who have contributed in this area.

DanMc is offline DanMc
Chieftain
Salisbury, UK
Oct 1999
time: 05:12
Cool  Old Post 29-05-2000 09:52
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#108 Report this post to a moderator
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Hi everyone!

Downloaded v3.0 a while ago, but have only just got around to playing it! It's going to take a fair while to learn the advance chart though! I seem to be storming down one branch of it after the later advances, and have ignored things like Drama (Theatres? Who needs 'em! I don't care if they're unhappy - just build those horse archers dammit!! )

Just something I've noticed though - I disbanded a city, and the garrison unit remained there - I even moved it (causing it to die), but it just re-appeared. It's even been upgraded in the with the others! I'm not sure if this needs to be addressed as a slight problem, vis-a-vis the "Wall of Beef" problem caused by the cow. You could just build and disband cities across a mountain range for a pretty effective "Maginot Line" -type effect (although thinking about it, the Germans just went around it when they invaded, didn't they! Damned efficient, those Germans! )

Anyway, it's quite a testament to everyone's effort that this is the only negative point I have to make. Congratulations, and keep up the good work! (Ugh! Can't believe I just said that! Anyway, you all know what I mean!)

Dan

------------------
Just a thought......

DanMc is offline DanMc
Chieftain
Salisbury, UK
Oct 1999
time: 05:12
Cool  Old Post 29-05-2000 09:53
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AAAACCCHHHHOOOOO!!!!
[This message has been edited by DanMc (edited May 30, 2000).]

gemini is offline gemini
Settler

Jan 1970
time: 05:12
Wink  Old Post 29-05-2000 09:50
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Got spare money?

That's kinda funny in a strange way haha!!!


Anyone else experience this problem when disbanding cities?????

------------------
Gemini

skorpion59 is offline skorpion59
Prince
Tulsa, Oklahoma, USA
May 1999
time: 23:12
Post  Old Post 29-05-2000 12:39 Visit skorpion59's homepage!
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The Garrison will eventually disappear. The reason it does this is because the Garrison is not supposed to move. Unfortunately, giving a unit a movement of zero still lets it move. So... both the AI and human player would end up moving the Garrison. To get around this, the Garrison is automatically disbanded and a new unit created in its place whenever it moves. During the auto-upgrade process, the SLIC checks to see if the units are in a city. If not, it is deleted and not recreated. It might not be pretty but it works and adds a whole new dimension to the game.

Forster is offline Forster
Settler
Columbus, GA
Oct 1999
time: 05:12
Question  Old Post 29-05-2000 20:59
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I've just finished reading this entire board, and now I have a question. What exactly needs to be downloaded to use the mod? Are any previous mods out there that need to be downloaded first? Are there other mods that can be downloaded that will work with this mod, but are not necessary?

Paul is offline Paul
Emperor
Zwolle, The Netherlands
Mar 1999
time: 06:12
Post  Old Post 29-05-2000 22:46 Visit Paul's homepage!
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You can find the latest version of the Medieval Mod at Wes' site. Just click on the homepage icon in one of his posts. You will find three zip files there with the text files, the pictures and the sprites. You also need the 1.21 hack. That can be found here at Apolyton.
[This message has been edited by Paul (edited May 29, 2000).]

WesW is offline WesW
CTP1/2 Modification Site Admin
Florence, Al., USA
Jan 1970
time: 23:12
Post  Old Post 30-05-2000 00:36 Visit WesW's homepage!
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#114 Report this post to a moderator
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I have been making a few minor adjustments today...
1)I took away the Warrior's ability to pirate (I don't know why this was there in the first place.)
2)I also reduced the fuel for the Helicopter from 35 to 14, which gives it 2 turns worth, like the Interceptor. In Civ2, the Helicopter had several turns worth of fuel, but it suffered damage when it did not end its turn in a base or city. In Ctp, it does not receive this damage, so you ended up with an untra-long-range unit. Attack choppers are essentially modern versions of Dive Bombers, and this change will have them acting as such.
3)I also increased the movement of Triremes from 2 to 3.
Finally, I have been tinkering with the aip settings in the Default, Gather and Takecity files, to try and get the AIs to be more aggressive militarily. I also adjusted some of the special attack settings. The AIs are building large armies in my games, and usually have large tech leads on me as well. However, they seem unwilling to use their grould forces much, even against each other when they have land connections.

Finally, I would like for those of you with some undrstanding of the Aips to review the Aip comments text, which CD wrote. Specifically, do you think his understanding of these settings is correct:
4)double seige_priority = 405000.0 for all except siege_off.aip = 0, and takecity.aip = 415000.0. Determines priority assigned to conquering cities.
5)double attack_troops_priority = 405000.0 for all except takecity.aip = 415000.0
Determines priority assigned to building attack_troops?
6)double bombard_priority = 407000.0 for all except takecity.aip = 415000.0
Determines priority assigned to building bombard troops?

WesW is offline WesW
CTP1/2 Modification Site Admin
Florence, Al., USA
Jan 1970
time: 23:12
Post  Old Post 30-05-2000 04:26 Visit WesW's homepage!
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Me here again...
I don't know about the rest of you, but I am still having *serious* problems with pollution disasters in my games. Today I have made a whole series of changes to try and get this under control once and for all.
I cut the pollution from Refineries in half, to 60%. I reduced the cost, production and pollution of Airports and Robotic Plants by about 40%. I also cut the costs of Recycling Plants and Eco-Transit by 1000 each. These changes are detailed in the Improvements section of the Med 3 readme.
Also, I increased the threshold at which disasters occurred by 20% across the board in the pollution text.
In addition, I made some changes to the construction and gw texts. These changes are detailed in the Misc. readme.

I hope that these changes will allow players to enjoy the game more, and allow for the usage of more of the improvements, now that their side effects are reduced. Myself, I never built any of the pollution-causing production improvements other than the Factory because their adverse effects seemed to out-weigh their benefits. Perhaps this will now change.

TheBirdMan is offline TheBirdMan
Emperor
A real Master of CTP-PBEM - together with all the others.....
Sep 1999
time: 05:12
Wink  Old Post 31-05-2000 09:45
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Hey Wes.

Don't know how you are doing.

I'm using your mods - have a very big map - many civs.

I like those disasters - specially the flood - and I have not been able to get even a little tiny flood. Even though I have reduced the limits in the pollution.txt......

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

WesW is offline WesW
CTP1/2 Modification Site Admin
Florence, Al., USA
Jan 1970
time: 23:12
Post  Old Post 01-06-2000 20:39 Visit WesW's homepage!
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Woodstock, do you remember if the pollution file you adjusted was the original file, or one in the scenario section? The Med Pack doesn't even have a pollution text in it. I ask because I seem to remember that Nordicus included a customized pollution file in some of his stuff for use with large maps.
Myself, in my current game I was supposed to have the first flood disaster in 1836, before I altered the settings above. I may still have it in a few turns.

On to other things...
I have made a number of other changes to unit abilities today.
1)I got the game to always put the militia unit in front of any ranged units that are helping it defend a city.
I tested, and found that the only time it did this before was with the Arquebusier and Musketeer, which happened to be the only militia units with a ranged attack. I therefore gave the other militia types a ranged attack, and the game started using them as intended. This ranged attack is only .1, going by the standard values, so it should not affect the battle's outcome, though the game may place these units behind other infantry in the battle.
2)I gave back the Ironclad the ability to bombard land.
3)Mobile SAMs can no longer bombard land and water. I don't know why they had this ability in the first place.
4)Battleships can now carry two missiles, and the Stealth Sub can now carry small land units (covert units), like the regular sub.
5)The Swarm can counter-bombard.
6)Artillery and War Walkers may now be built in sea cities, in order to give added defense.
7)I increased the size of some of the modern and post-modern land units from small to medium, as I only want covert units to be small.

If anyone knows of any other changes they would like to see made, or knows of any reason against making the changes above, please let me know.

Pintello is offline Pintello
Warlord
Deltona, Florida
Jan 1970
time: 05:12
Post  Old Post 01-06-2000 22:55
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Hi Wes,

If the Cruise Missle fix described in a different thread in this forum test out correctly, you may want to include that in the Med Mod 3 also. That way, if someone wants to use the Cruise Missle later in the game they will be able to use it as intended.

Regards,

Timothy Pintello

Pintello is offline Pintello
Warlord
Deltona, Florida
Jan 1970
time: 05:12
Post  Old Post 01-06-2000 22:56
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Hi Wes,

If the Cruise Missle fix described in a different thread in this forum test out correctly, you may want to include that in the Med Mod 3 also. That way, if someone wants to use the Cruise Missle later in the game they will be able to use it as intended.

Regards,

Timothy Pintello

Pintello is offline Pintello
Warlord
Deltona, Florida
Jan 1970
time: 05:12
Post  Old Post 01-06-2000 22:57
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Hi Wes,

If the Cruise Missle fix described in a different thread in this forum test out correctly, you may want to include that in the Med Mod 3 also. That way, if someone wants to use the Cruise Missle later in the game they will be able to use it as intended.

Regards,

Timothy Pintello

 
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