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WesW is offline WesW
CTP1/2 Modification Site Admin
Florence, Al., USA
Jan 1970
time: 23:12
Post  Old Post 10-06-2000 05:12 Visit WesW's homepage!
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Medieval Pack beta 5.0+ Support Apolyton, buy Galactic Civilizations

Note: These changes have been made post-5.0 beta, so they are not part of the 5.0 beta.

Well, I spent this afternoon correcting some info in the readmes, and working on the civ personalities.
I reverted the civs back to a single personality. (Harlan had given them two personalities, so that we would not be sure who we were dealing with.) This way, people can set up scenarios with AIs types of their choice. I also changed the personality of many of the civs. A list of the civs and their personalities is now given at the end of the Miscellaneous readme.

MarkG
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Unhappy  Old Post 10-06-2000 17:37
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hi Wes, great work! but...

I get a "gg*.spr not found" message and ctp closes

where * in gg*.spr is: 34, 29, 51, 37, 42, 36, 28, 49, 47, 22, 30, 52, 23, 21. I was able to get the error messages for all of them by creating a copy of another spr file with the name that was asked by ctp. but these are not all, as I got tired of launching ctp all the time and stoped...

Paul is offline Paul
Emperor
Zwolle, The Netherlands
Mar 1999
time: 06:12
Post  Old Post 10-06-2000 18:00 Visit Paul's homepage!
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Did you by any chance delete your old medieval folder and make a clean install? In that case you should also reinstall the other two zips with the pictures and sprites. I also didn't think of that until I started the game and got the error messages.

One thing I noticed was at the startup. The title of the mod goes on to the second line and partially overlaps the description of the mod.

MarkG
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oops, you're right Paul...
I've recently made a totally clean install of everything(from windows to ctp, not just the med mod)

"The title of the mod goes on to the second line and partially overlaps the description of the mod."
I noticed that too

dbrowski is offline dbrowski
Settler

Apr 2000
time: 05:12
Post  Old Post 11-06-2000 09:26
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Downloaded the new beta yesterday and am really enjoying it. Great work!

One strange thing I noticed(and this also happened in the last game I played with the old beta). None of the A1 players built Sphinx. Both games in which this occurred were on regular size maps with 4 other civs. I can't recall the nationality of the A1 civs off hand, but should it matter?

Every other wonder was snatched up as soon as it was available. (I purposely didn't build it myself in one of the games and, sure enough, someone discovered Age of Reason, and noone had built it).

Also, I had tried to start a thread about this awhile back, but I didn't get any responses. Can nukes be loaded onto subs, missle cruisers, etc.? I'm pretty sure this was a feature in the original game, but in a game I actually played that deep into with one of the med betas I was unable to do so.

Thanks for the help.

Paul is offline Paul
Emperor
Zwolle, The Netherlands
Mar 1999
time: 06:12
Post  Old Post 10-06-2000 22:19 Visit Paul's homepage!
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I checked units.txt and saw that the nuke now has SIZE_MED. That means that subs and missile cruisers can't carry it. I don't know if Wes did that on purpose or by mistake, but I don't remember reading anything about it in the Med mod readme.

The Sphinx problem may have been caused by the dummy wonder that Wes created to solve the problem that people wouldn't get a message that someone was building Stonehenge. Wonder.txt now has a double WONDER_SPHINX and the first one of those is the dummy wonder, so maybe the AI wants to build that first Sphinx but can't because it requires some future tech.
[This message has been edited by Paul (edited June 10, 2000).]

MarkG
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damn it Wes! I lost 6 hours of my life playing with the medpack!!

overall: awsome stuff!!!
I think we should rename it to Apolyton Pack v2 and get done with the suggestions for one


one thing: I have to move the pictures to the default folder in order for ctp to see them. I was geting "not found" messages

WesW is offline WesW
CTP1/2 Modification Site Admin
Florence, Al., USA
Jan 1970
time: 23:12
Post  Old Post 11-06-2000 07:03 Visit WesW's homepage!
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Thanks for the cudos, Mark.
If you want to call this the Apolyton Pack v2, that would be great with me. So many people have helped construct this mod, I sometimes feel odd about calling it my own any more (in spite of what some people keep telling me).
The way the readmes are set up, I could just adjust some of their titles, and that would be it.

As far as game matters, I have noticed the AIs not building the Sphinx as well, but kept forgetting to address it. I have done so now, so hopefully that little glitch has been fixed.
I have also changed the Nuke from medium to small. I don't think that I have ever fooled with it, so this must go back to something earlier.
Lastly, the title of the mod stays on the first line in my game, though the description takes up two lines. Any thoughts on this?

ticktock is offline ticktock
Chieftain
Concord, NC
Jan 1970
time: 05:12
Unhappy  Old Post 11-06-2000 10:26
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This thing crashes after 3 or 4 turns every single time I try to play. I tried on 2 different PC's and still the same thing! I re-installed CTP, updated to 1.2, and put in the 1.21 hack. Then I unzipped the three zip files into my CTP directory and set DebugSlic=Yes. Did I miss a step? Somebody help.

Paul is offline Paul
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Zwolle, The Netherlands
Mar 1999
time: 06:12
Post  Old Post 11-06-2000 11:24 Visit Paul's homepage!
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Markos, when you reinstalled CTP did you not forget to install the 1.21 hack? I did not have any problems with the pictures.

Wes, in my game the first line of the title says "Medieval Pack 3.0 -The Renaissance. One small click for players, one giant leap for" and then "CtP gameplay" comes on the second line, overlapping the mod's description.

Ticktock, what kind of error message do you get? I have had no crashes when playing with the Med mod.

MarkG
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Paul, yes, I forgot the hack after all. not sure how, I thought i had put it...
anyway

Wes,

Paul is offline Paul
Emperor
Zwolle, The Netherlands
Mar 1999
time: 06:12
Post  Old Post 11-06-2000 12:43 Visit Paul's homepage!
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Well, to err is human.

By the way, your post looks unfinished. Were you going to ask Wes something? You seem to have a bad day, or should I say a bad weekend, with all those things going wrong.

ticktock is offline ticktock
Chieftain
Concord, NC
Jan 1970
time: 05:12
Post  Old Post 11-06-2000 17:00
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Paul,
I got a Windows "This program has performed an illegal function" message and in the ctp directory I found a file called CRASH-2F55E08B.DAT with this in it:

>Log started at 02:09AM 06/11/2000
> Executable :\ACTIVISION\CIVILIZATION-CALL TO POWER\CTP_PROGRAM\CTP\CIVCTP.EXE
> Last Written: 09/07/1999 18:26:18.000
> System :
> CPU: Intel Pentium II, Model 3 MMX 267Mhz
> Windows Version: 4.10 build 67766222,
> Computer Name: JOHNWILE
> User Name: John Wiley
> Physical RAM: 133607424 bytes
> Available RAM: 10600448 bytes
> Page File Size: 949485568 bytes
> Page File Free: 856571904 bytes
> Total VM: 2143289344 bytes
> Available VM: 2028732416 bytes
> Memory load: 92% used
> Direct X Version: 0x600
> Cur ScreenSize: 1024 x 768

Paul is offline Paul
Emperor
Zwolle, The Netherlands
Mar 1999
time: 06:12
Post  Old Post 11-06-2000 18:04 Visit Paul's homepage!
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Just the Windows error message, no messages from CTP itself? In that case I probably can't do very much for you. Just one more question: do you have this only when you play with the medieval mod or also when you play a regular game?

If you keep getting these crashes the only thing I can suggest is that you try to uninstall and reinstall CTP. In the "CTP and patches" thread Skorpion59 suggests that you should play the game at least once and reboot your computer before installing patches; maybe that could help?

If anyone else has better suggestions, please post them here.
[This message has been edited by Paul (edited June 11, 2000).]

ticktock is offline ticktock
Chieftain
Concord, NC
Jan 1970
time: 05:12
Red face  Old Post 12-06-2000 09:15
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Thanks Paul,
I printed out Scorpions instructions and followed them to the letter. AND IT STILL CRASHED!! I don't see how anybody is getting this mod to work at all. I have re-installed it at least 15 times on two different PC's re-booting and playing between patches and still get the same thing. I can play the game fine with the 1.2 patch and the 1.21. I unzip the three files, reboot, and try to play again, and after about 3 or 4 turns, it crashes. I only get enough time to play games, once every few weeks, and this time was wasted in frustration! Oh well, time to give up and wait for CTP 2.

Paul is offline Paul
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Mar 1999
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Post  Old Post 12-06-2000 09:37 Visit Paul's homepage!
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When you start a new game, do you click on "select scenario" and select the Medieval Mod? Or do you just start a new default game?

The Med mod installs its own aidata files in the default CTP folder, overwriting the originals. So if you play a default game of CTP it will still use the Med mod AI files which include the new units and other stuff for the Med mod. I tried this on my own computer and it would also crash just like yours.

The solution is to make a backup copy of your original aidata folder (including the aip subfolder) before you install the Med mod. Now you can switch between the folders depending on whether you play with the Med mod or a default game. Or you can copy the aidata folder (including aip subfolder) into the scenarios\medieval\default folder and install Modpicker. Look at http://members.home.nl/paulvdb/modpick.htm for more info about what Modpicker does and how it works.

WesW is offline WesW
CTP1/2 Modification Site Admin
Florence, Al., USA
Jan 1970
time: 23:12
Post  Old Post 11-06-2000 23:11 Visit WesW's homepage!
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Sorry you are having problems, John. Are you using Winzip to unzip the files? Pkunzip will not work properly. You might also want to try the changes recommended in the Misc. readme, since you have an older computer (going by the crash specs you posted). If these don't work, I cannot think of anything else right now that I could suggest.

Btw, I included copies of the original aidata files and the current Med Pack aidata files in the readme folder, so that players could switch them out whenever they wanted. This is especially convenient for people who multi-play.

skorpion59 is offline skorpion59
Prince
Tulsa, Oklahoma, USA
May 1999
time: 23:12
Post  Old Post 12-06-2000 01:07 Visit skorpion59's homepage!
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The 'CtP1 & Patches' is to fix patch-related problems so it will not help you.

You have an installation problem. Unzip all 3 files into a temp directory to make sure you are doing this right. If you are, then xcopy all the Med Mod files to their appropriate directory in the DEAULT CtP dirs. This will take the scenario aspect out of the picture. Alternately, download the 3 files again. They could of been corrupted during the download. Make sure you use Winzip and make sure you recurse the directories.

ticktock is offline ticktock
Chieftain
Concord, NC
Jan 1970
time: 05:12
Thumbs up  Old Post 12-06-2000 03:27
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Doh! I didn't realize that you had to run a modpack as a scenario! As Gilda Radner used to say "Never Mind" (you gotta be real old school to remember that).

Thanks for the help guys. The game is running fine now and looks great.

Sorry for the mix up.

WesW is offline WesW
CTP1/2 Modification Site Admin
Florence, Al., USA
Jan 1970
time: 23:12
Post  Old Post 12-06-2000 08:37 Visit WesW's homepage!
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Glad you got straightened out, John.

Just a post here about my current game, which is pretty different from your typical game.
I was going to be real brave at the outset of the game, and place myself in the middle of a large, arching continent, with an AI on either side of me, and an isthmus to the continent of a third AI in the northwest of my territory.
Well, I drew the Hebrews and Indonesians as my neighbors on the continent, and they have both *loved* me the entire game. I have an alliance with the Hebrews (a mistake, since they have units all over my territory, including some chokepoints, forcing me to build alternate road routes around them), and I have excellent relations with the Indos, in spite of the fact that the Indos built the Forbidden City (this was the first time I can remember that relations had not deteriorated to the point of war when a civ built this wonder).
The Hebrews have bought a trade good from me, and a have bought two from the Indos, who have not pirated these routes once, again a first I believe. These examples really point out how Nordicus' diplomacy half of the AAips have affected the game.
I am at war with the civ with whom I have the isthmus connention with, the Mexicans, and have been at war on and off with the other two civs in the game, the Zulus and Russians. I am gradually conquering the Mexicans, though it has not been easy. The AIs will attack targets of opportunity, like if I leave a unit or two near to one of their troop concentrations. The Russians also landed six units on my home territory once, declared war the next turn, and later used these units to wipe out a small stack I had sent to engage them. The Mexicans once wiped out a stack of seven Jav Cavs and Horse Archers I had sent on a deep raid into their home territory with Bombards and Musketeers, again showing excellent tactical decisions.

I am thinking about reducing the cost of the Cineplex by a large amount, and reducing the cost of the Cathedral to match the cost of the Hospital. Anyone have any thoughts on this?

dbrowski is offline dbrowski
Settler

Apr 2000
time: 05:12
Post  Old Post 13-06-2000 09:41
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Wes, definately agree on the cineplex. Although it can be a plus if you are maintaining a huge army, I always found it to be to expensive for the benifit.

As far as the hospital/cathedral, I think it is about right. The marginal extra expense of the cathedral is probably worth it because it is a marginally better improvement(because of the Sensorium and Hagia Sophia possibilities).
[This message has been edited by dbrowski (edited June 12, 2000).]

Ganja is offline Ganja
Chieftain

Jun 2000
time: 05:12
Angry  Old Post 13-06-2000 02:05
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I just came across an error !!!!!!

I just fired 4 cruise missiles at an enemy city and got the error "no object id", something like that anyway. They were fired from a stealth sub.

Can you please advise or correct this error.

Thanks

Ganja is offline Ganja
Chieftain

Jun 2000
time: 05:12
Post  Old Post 13-06-2000 07:11
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BTW the game crashes to desktop when this error comes up....Just to think I hadn't saved the game for 3 hours either

BigJ is offline BigJ
Settler
Texas
Jun 2000
time: 23:12
Question  Old Post 13-06-2000 09:19
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Wes, I was just wondering about something. Looking through one of the readmes there are details about advances and units and so on that are not implemented but will be in a 'modern mod'. I was just curious, are there any plans to go forward with these features? By the way, I love your mod. It is great.

WesW is offline WesW
CTP1/2 Modification Site Admin
Florence, Al., USA
Jan 1970
time: 23:12
Post  Old Post 14-06-2000 09:39 Visit WesW's homepage!
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Ganja, I saw your post right after you reported your crash. The only thing I can think of that might have caused this crash is the Cruise Missile fix that Locutus made via SLIC a week or two ago, and which was included in the 5.0 beta. Unfortunately, SLIC is not my thing. I contact Locutus, and he puts it together, either by himself or in concert with some of the other programmers here. I had expected that either he or one of those other guys would have chimed in with an answer by now. Be patient, and lets see what they say.
Btw, once you get into a game, turn on the autosave feature, and save the game manually every few turns. It will save you a lot a frustration.

BigJ, you might want to search the forums for a Modern mod thread started by myself a few months ago. This was going to be the monster mod that the Med pack 3.0 turned out to be. I had all the files written for it too, except for gls, but there was a bug somewhere that crashed the game after about 20 turns, and on one could ever figure it out. I finally gave up on it, and started what turned out to be the Med pack 3.0. It will end up being better this way, since I found out that there was so much that needed to be done between the Medieval and Modern ages. I have kept all the files from the Modern mod, and when the Med pack 3.0 (or Apolyton Pack 2.0) goes public, I hope to be able to come out with what will now be called the Med mod 4.0 a few weeks afterwards. This mod will have all the Modern mod stuff that has not been implemented yet, plus some more things that we have thought up since I abandoned the original. I hope that this mod will finish out the game (especially since CtP2 will be only a few months away at that point).
Btw, I expect that, while CtP2 will be much better out of the box than CtP1, many of the changes made in the Med Pack will have to be re-done for CtP2, so I don't plan on throwing anything away when the new game comes out. Hopefully most of the text files will be very similar, so that we can easily modify them to create a CtP2 version of the mods here. The flis and aips may be less alike, but surely they won't be more complicated than those in CtP1, so I hope those will turn out alright as well.

BigJ is offline BigJ
Settler
Texas
Jun 2000
time: 23:12
Post  Old Post 14-06-2000 06:10
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Yeah, I remember reading something about the modern mod awhile back, but I wasn't sure if anyone was still planning to go forward with it.

The modern mod would fix one of the problems I have had with ctp- the lack of any separate groups of units for the 20th century. It seems strange going from SOTL's to jet fighters. I've just always thought that there should be a group of units and such for the first half of the century and another for the second half. After all, warfare now is quite different from how it was just 50 years ago.

I've also spent awhile myself adding a few advances, units, and so on to add another 'period' to ctp (added to the med mod, of course). It was a quick job, I'm sure the unit values and so on aren't balanced right. I did add the units to the ai files, but didn't add the advances, instead making them required before the key first futuristic advances (mainly space flight). By the way, is there a quicker way to adds units and so on to the ai files? It is a real pain having to edit each main ai file unit list (cleric, slaver, etc.) one by one.

BigJ

WesW is offline WesW
CTP1/2 Modification Site Admin
Florence, Al., USA
Jan 1970
time: 23:12
Post  Old Post 15-06-2000 08:26 Visit WesW's homepage!
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"By the way, is there a quicker way to adds units and so on to the ai files? It is a real pain having to edit each main ai file unit list (cleric, slaver, etc.) one by one."
In a word, no. I can usually copy-n-paste sections from one to another, but it's still a pain. Also, you can't transfer the entire units queues from one to another, either, since they differ in the special units sections.

In other news, I spent about three hours today combing the bowels of the flis and aips (lovely imagery, ain't it). I re-read about all of CD's comments during this time, which I had not done in far too long. Did you know that about half the code blocks contained in the Inputs fli are NOT USED by any of the other files? Included in this are about all of the blocks that I had spent time adjusting the last few weeks.

My biggest adjustment to the files was in the following code block...Background: Units and buildings are given equal priority when build troops is "on". When they are off, troops have a lower priority. I had noticed that the AIs were spending large portions of their production on units by the Industrial Age. I hoped to find a setting to get them to disband units more than they currently do, but was unsuccessful.

Original:if((i_am_stronger_2x_to_4x_than_strongest
_human
or i_am_stronger_2x_to_4x_than_strongest)
and not_ancient_time
and zero_at_war
and not yes_focus_on_units )
{
yes_build_troops_off_aip
}


New:if((i_am_stronger_1halfx_plus_than_strongest_h
uman
or i_am_stronger_1halfx_plus_than_strongest
or costly_army_pcr
or ouch_army_pcr
or slow_slow_science) //Edited by TLL: WW added army_pcr & sci
and not yes_few_cities //WW replaced ancient time with few cities
and zero_at_war
and not yes_focus_on_units )
{
yes_build_troops_off_aip
}

Now, this block is not easy to follow, but this is what "should" happen: If
1)The AI is the stonger than the strongest human, or strongest AI, by 50%, OR
2)The percent of produciton spent on units is above 20, OR
3)The number of turns to the next discovery is above 6, AND
4)They have 12 or more cities, AND
5)Are not at war with anyone, AND
6)Their ratio of units to cities is greater than 2.5, THEN
Turn units off (give them a lower priority then buindings).
Welcome to the wonder world of flis. (And yes, I *should* get paid for this.)

Improvements upon old code block:
1)CD made the change from twice as strong to 1.5x as strong as the best human, and added best AI as well.
2)The inputs of how costly the AIs army was, which I had spent time adjusting lately, were not used *anywhere*, it turns out. I had wondered why my adjustments were not affecting anything; well, they should now.
3)Ditto for turns to next advance. I spent a lot of time looking into having the AI adjust worker placement based upon this setting as well, but ultimately decided that it was too complicated.
4)I had adjusted the "few_cities" setting last week in an attempt to get the AI to expand a little more than it was currently, only to find out that this block was unused as well. Well, at least now *something* is using it.
5)The original block specified "not ancient time" for when to use this block, which meant after the first 120 turns. It made more sense to me to go by how many cities the AI had, since units includes settlers. When an AI has trouble with unit support, it is always when it can no longer expand, so the block kicks in now only after the civ has enough cities to survive in a normal-sized map game.
The last two settings made sense, after I tracked down exactly how the unit focus setting was used, so they were left alone.

In other findings...
The "green me" aip was not loaded by anywhere, which greatly surprised me. When AIs sign an eco-pact their pollution *does* go down, but I don't know if it is because of shifts in worker placement, or what. Anyway, I have now added a line to load this aip. I will check to see what effect it has.

Finally, I read the README text file that accompianied the game, and noticed that almost half the aips listed in it that are not included in the game! Below is the file's list, and I have noted the absentees. Some of the files not included were probably absorbed into some of the other aips, but a few really stood out to me.

fallback.aip -
gather.aip -
getarmy.aip -
**gohome.aip -
**gotohim.aip -
highdist.aip -
**impatient.aip -
**islandsettle.aip -
**killarmy.aip -
**leavehome.aip -
**limited_explore.aip -
lowdist.aip -
**manycaravans.aip -
masssettle.aip -
naval.aip -
no_settle.aip -
nosally.aip -
noscience.aip -
**patient.aip -
**pulse.aip -
**runfromhim.aip -
sally.aip -
supernaval.aip -
survival_mode.aip -
takecity.aip -
**transport.aip -
**twosettlers.aip -
**unlimited_explore.aip -
**verypatient.aip -
yes_settle.aip

The ones that stood out to me were "killarmy", which I was looking for earlier today; and "gotohim", "leavehome" and "transport", which I believe would have instructed the AI in how to conduct amphibious invasions with large forces. We can only hope that the programmers have figured out how to get these files to work for CtP2.

One final change: I switched the second preq of Fascism from Nationalism to Repeating Rifles. This keeps you from getting Fascists before you get Machine Gunners.

gemini is offline gemini
Settler

Jan 1970
time: 05:12
Wink  Old Post 15-06-2000 09:12
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Wes, I don't seem to have some of those aip files you talked about. Here is the list.
**gohome.aip -
**gotohim.aip -
**impatient.aip -
**islandsettle.aip -
**killarmy.aip -
**leavehome.aip -
**limited_explore.aip -
**manycaravans.aip -
**patient.aip -
**pulse.aip -
**runfromhim.aip -
**transport.aip -
**twosettlers.aip -
**unlimited_explore.aip -
**verypatient.aip -

Did Nordicus add those in when you guys did aaip's?

That's interesting about that greem_me aip file. I never noticed that it was never set to load when yes_i_agreed_to_stop_polluting. I wonder if that was an error on activisions part or if it's handled some other way. Interesting anyway.




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

Bazman is offline Bazman
Settler
Australia
Jun 2000
time: 05:12
Question  Old Post 15-06-2000 11:59
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While we are talking about Med pack beta 5.0, I was just wondering what aspects of the game the AI don't take into account? What units don't they use, or building don't they build or wonders or whatever?

e.g. I believe they don't use Cruise Missiles?

I would just like to know because I would like to play as fair as possible game with the AI. I don't believe I saw anything like this mentioned in the documentation.

Also, while I'm here, how can a play a map in save game style and still be using the Med Pack rules and units etc? e.g. I want to use the World Maps by Zaz (I think thats who did them). Also, aren't these maps meant to be packaged with Med Pack? I couldn't find them anywhere. Perhaps I'm just wrong and blind

Thanks,
Baz.
[This message has been edited by Bazman (edited June 15, 2000).]

MadWoodster is offline MadWoodster
Warlord
A wierd and mad place called Southampton
Jan 2000
time: 05:12
Post  Old Post 15-06-2000 14:45 Visit MadWoodster's homepage!
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Put simply the cruise missile is not used by the AI, as it is not told to build it in any of the AIPS.
The reason for this, is due to the cruise missile being a bombard unit (this is explained in the thread discussing the errors with it) the AI never actually knew how to use the missile, and therefore it was a waste of space.

 
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