 |
|
DiscoveryOne
|
|
Atlanta, GA USA
Feb 2000 time: 05:12
|
|
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
|
|
Tulsa, Oklahoma, USA
May 1999 time: 23:12
|
|
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
|
 |
Florence, Al., USA
Jan 1970 time: 23:12
|
|
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
|
|
Denver, CO
Jul 1999 time: 05:12
|
|
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
|
|
Denver, CO
Jul 1999 time: 05:12
|
|
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
|
 |
Florence, Al., USA
Jan 1970 time: 23:12
|
|
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. 
|
|
|  |
 |
|
WesW
|
 |
Florence, Al., USA
Jan 1970 time: 23:12
|
|
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.
|
|
|  |
 |
|
MadWoodster
|
|
A wierd and mad place called Southampton
Jan 2000 time: 05:12
|
|
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
|
 |
Florence, Al., USA
Jan 1970 time: 23:12
|
|
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
|
|
A wierd and mad place called Southampton
Jan 2000 time: 05:12
|
|
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.
|
|
|  |
 |
|
WesW
|
 |
Florence, Al., USA
Jan 1970 time: 23:12
|
|
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
|
|
Salisbury, UK
Oct 1999 time: 05:12
|
|
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......
|
|
|  |
 |
|
skorpion59
|
|
Tulsa, Oklahoma, USA
May 1999 time: 23:12
|
|
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.
|
|
|  |
 |
|
WesW
|
 |
Florence, Al., USA
Jan 1970 time: 23:12
|
|
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
|
 |
Florence, Al., USA
Jan 1970 time: 23:12
|
|
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.
|
|
|  |
 |
|
WesW
|
 |
Florence, Al., USA
Jan 1970 time: 23:12
|
|
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.
|
|
|  |
All times are GMT. The time now is 05:12. Apolyton Time is 00:12. |
top of page
|
|
|
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
|
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
|
|
|
|
|
|