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DiscoveryOne is offline DiscoveryOne
Chieftain
Atlanta, GA USA
Feb 2000
time: 05:12
  Old Post 15-06-2000 17:18 Visit DiscoveryOne's homepage!
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Wes

I'm having two little problems with the Med Mod...

1) Whenever one of my cities builds a Wonder, any other city building a Wonder shuts down as if it was building the same Wonder, and I have to begin building it again (but I don't lose any production). Not a major thing, but can be a pain.

2) I'm still not getting my information pop-ups coming in right; they keep saying stuff like "You're fourth out of [num of civs]" or "Science; [num. rank of civ] out of [total num. of civ]". What file controls this, and how can I fix it? I thought it was me, but I just did a complete dump and reload (with MM 5.0 beta) and it still crops up.

Otherwise, a great mod! I'm itching for the Modern one! (BTW, I like the Age of Wonders for the title.)

Paul is offline Paul
Emperor
Zwolle, The Netherlands
Mar 1999
time: 06:12
Post  Old Post 15-06-2000 18:01 Visit Paul's homepage!
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2) DebugSlic=Yes in userprofile.txt

WesW is offline WesW
CTP1/2 Modification Site Admin
Florence, Al., USA
Jan 1970
time: 23:12
Post  Old Post 15-06-2000 19:03 Visit WesW's homepage!
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Unfortunately, the pre-made maps that came with the Apolyton Pack cannot currently be used with the Medieval Pack, though I think Don is working on this.
I hope to have a number of pre-made maps bundled with the Med Pack when it is made public. I also hope to be able to send Don maps that I create for my games, and let him *sanitize* them for placement at his mapsite and my homepage, so that players can download them periodically and pick their own opponents, and perhaps own starting locations and number of opponents.

As far as I know, and I should know, the Cruise Missile is the only unit that the AI doesn't use (and so I don't use it either). The AI uses all of the buildings and wonders.
The game was shipped without the National Shield or Fascists being in any of the AI queues, but I have put them in.

John, that is disturbing news about the Wonders. I beleive that I have had two Wonders going at once in a recent game, and have had no problems. I will check it, though.
I have noticed that something has changed in regard to Wonders; it did this about a month ago, I guess. If you were constructing a wonder, and another city completed it, you could simply continue to produce the wonder, thereby keeping your production stored, until you changed it manually. Now, if you do not change the city to producing something else on the first turn after the wonder gets built, you lose your stored production. I figured that this was how the game was *supposed* to work all along, so I haven't worried about it until now.

Btw, I forgot to mention in my last post that my foray into the flis yesterday taught me a lot about what to change for the large maps/ large civs versions of the modpack. I hope to have this version ready for the initial public release as well.

As you can see, the Med pack is still far from complete.

skorpion59 is offline skorpion59
Prince
Tulsa, Oklahoma, USA
May 1999
time: 23:12
Post  Old Post 15-06-2000 20:09 Visit skorpion59's homepage!
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Yes, the Pre-Made maps are coming. I planned on having them available by now but some problems came up in my Seattle office which has required my attention. Since the game info is saved with the scenario files, I had to wait until the Med Mod 5 beta was shipping before starting the conversion. Wes' 'sanitized' maps are done as well as a few Flat-Maps. I have been trying to figure out how a person can easily set the player or starting position without building their own scenario but it is not possible. It can be done by changing the player number in the userprofile.txt file though. If I don't get more time soon I will release those and then gradually add to them as more are released.

Don

TheBirdMan is offline TheBirdMan
Emperor
A real Master of CTP-PBEM - together with all the others.....
Sep 1999
time: 05:12
Thumbs up  Old Post 16-06-2000 10:45
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No problems with wonders.

The game is working very fine - even with my own "homemade small" mods added.


DiscoveryOne is offline DiscoveryOne
Chieftain
Atlanta, GA USA
Feb 2000
time: 05:12
  Old Post 16-06-2000 19:10 Visit DiscoveryOne's homepage!
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Thanks Paul! (I'm an idiot! I just forgot to do that....)

Wes- I'm starting another game today to see if it was my imagination, or if DebugSlic did the trick, perhaps.

hexagonian is offline hexagonian
King
Gnawing on your mind...
Jun 1999
time: 23:12
Post  Old Post 16-06-2000 23:06 Visit hexagonian's homepage!
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Discovery One,
I made the same oversight with the userprofile.txt. I changed it, but I didn't start a new game - it didn't correct the problem in my current game - I probably will continue with the current game I have, since its not a big deal.

Wes (and others involved in this),
WOW!!!

I actually haven't played single-player CTP for almost 6 months. I'm involved in 3 PBEMs (for my CTP fix) and had been playing 'Pharaoh' and 'Alpha Centauri' recently. With the upcoming release of CTP2, I decided to give CTP a few more turns around the block. I was enjoying AC (though only playing it fot the past 3 weeks), but getting back to CTP made me realize how much I prefer it over AC. I had downloaded MedMod4 recently and had started a game last weekend, but found out that Wes had released MedMod5, so I downloaded/reinstalled it 2 nights ago, and started a new game.

I'm playing on Emperor, with 8 civs. I managed to get lucky and get a settler out of a goody hut in the first couple of turns. I also got a slaver stack out quickly and got my capitol to pop. size 8 - the next largest city is 4. I beat all other civs to Colossus and am working on Stonehenge now. I am currently in second/third, and just got a message that my science rate is the fastest.

The new units/wonders/advances really add depth to the game, though none of the other civs (I had contact with 2 others) are too friendly to me.

Some questions regarding the game though,

Is the difference between Emperor and Deity in MedMod the same as in the default game? It has been said that the only challenge in CTP was on Deity level. Of course, I did get a good start my current game though...

Regarding terrain, I have a couple of Plains tiles with goods on them. One has cotton, the other has something else (the type of good escapes me at the moment). Both tiles do not have any improvements nor rivers, but the cotton plains tile is worth more production. Is this because of the type of good on it?

I'm glad that you eliminated the production in the sea tiles, as it never made sense to me that you would have production in those tiles in the first place (especially in the early game). I didn't rush out and settle coastal tiles as I normally do. And finally, swamps are worth something.

Regarding mines on forests - that is also good. Those, in combo with Forges, make for a potent early combination - does the AI put a priority on building them?

Does the Militia count as a military unit within a city tile? Does this mean that I can only have an additional 8 units stacked within a city? I noticed that one on my slaves revolted when my slaver city only had the militia unit in it. Is this normal?

I do wonder about the Militia unit in terms of game balance, because this allows the aggressive human player to launch military stacks out into the field a little quicker. A free defender means an additional attacker can be built. But if the AI is able to stack and launch military forces more effectively, then maybe it was needed. One of the problems I had with the unmodified CTP game was this lack of military aggressiveness on the part of the AI.

Great job - I may not rush out and buy CTP2 the day it is released.
[This message has been edited by hexagonian (edited June 16, 2000).]

Paul is offline Paul
Emperor
Zwolle, The Netherlands
Mar 1999
time: 06:12
Post  Old Post 16-06-2000 23:51 Visit Paul's homepage!
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hex, the production, food and gold are increased for some trade goods. See the terrain chart for the values.

And the militia unit counts as a unit in the city, so you can indeed only have 8 more in the city. But I believe they don't control slaves, so that could have caused your revolt.

dbrowski is offline dbrowski
Settler

Apr 2000
time: 05:12
Post  Old Post 17-06-2000 03:28
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To Wes, and all the others, CONGRATULATIONS! This game is great. If you guys somehow had the stamina to flesh out the rest of the game as you did the early game I doubt that CTP2 could hold a candle to it.

A couple of points:

1) The helicopter is supposed to have 5 turns of fuel and it crashes after 2. I imagine you just have to increase the fuel number in the unit file to fix that.

2) I noticed in the improvement file that the cost on the airport was reduced significantly. This makes it way to cheap for a pretty good improvement(IMO). In my current game even average cities were building it in 3 or 4 turns.

3)Refering to the post above by Hex, mining of forests IS good... for the human player. It is a real advantage(perhaps even a game unbalancer) because the A1 does not do it.(Although as Wes mentioned once, the A1 will mine a forest tile with a trade good occasionally).

4) With the game as it currently is, i.e. no Modern Mod on top of the Med Mod, I would suggest increasing the science required for advancements in the modern and future era. I've found that after enjoying the rich and challenging early, medievil, and renaissance periods the game is just a quick race through advances(2 to 5 turns per) without the time to use the new techs before they become obselete.

A note to Hex: unless you are new to the game, playing on anything other than Deity level is probably a waste of time(in terms of a challenge).

Also Wes, is the 'A1 can't build Sphinx bug' a relatively simple thing to fix? If so, could you post it here. I was thinking about starting a new game and that bug is kind of annoying(especially when I get greedy and build it myself partway through the early game!). If its too complicated I'll just wait for the next release. Thank's again for all your hard work.
[This message has been edited by dbrowski (edited June 16, 2000).]

Paul is offline Paul
Emperor
Zwolle, The Netherlands
Mar 1999
time: 06:12
Post  Old Post 17-06-2000 10:08 Visit Paul's homepage!
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Lose 30 kilos (of popups)

Wes lowered the amount of fuel for the helicopter from 5 to 2 in this version.

dbrowski is offline dbrowski
Settler

Apr 2000
time: 05:12
Post  Old Post 17-06-2000 20:32
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Thanks Paul, I didn't know that. Also, I noticed the airport gold% was reduced to 30, but with lower pollution as well, it still seems kind of cheap.

WesW is offline WesW
CTP1/2 Modification Site Admin
Florence, Al., USA
Jan 1970
time: 23:12
Post  Old Post 18-06-2000 10:22 Visit WesW's homepage!
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Sorry about the Helicopter snafu. This was one change I forgot to mention in the readme (which I have corrected). I did elaborate on my reasons for it when I made the change. It should be somewhere on page 2 or 3 of the Med 3 thread.

Gemini, I missed your earlier post: The aips I marked with ** are the ones listed in the Readme text that were not included in the game (didn't you notice a pattern there? )

Regarding goody huts (ruins); I made some changes to the risks text for the Large Maps version of the mod, and I liked them so much I have decided to use them for regular games. Basically, your chances of getting good stuff from huts is a little lower, with the biggest reductions being on Raging Hordes settings. On Raging hordes, I reduced the chances of getting settlers, reduced the amount of gold you got, and increased the max number of barbarians that can randomly appearing from 2 to 3.

On other matters...
There is a pretty big difference between Emporer and Deity in the post-Renaissance ages. I always play on Restless Tribes and Emporer level.
From what I can tell from posts and the Risk text settings, Raging Hordes was probably easlier than using a lower setting, with its increased opportunities for getting slaves, higher gold from huts, and the damage the Barbarians would do to the AIs. The new settings will hopefully change this somewhat.

As to mining Forests; this change allows for more areas of the map to be able to support successful civs, even if it just the human who can use this ability at the present time.
Before, you just couldn't have a competitive game if you were stuck in a place without sufficient hills and/or mountains to develop. Now, you can make a decent game wherever you are placed, unless it is the polar regions. And the AI doesn't lose the ability to do anything. I have worked with people in the past to try and get the AIs to use the new mining abilities, but to no avail. I wish this could change, but the new abilities are only a positive, to my thinking.

Also, I did increase the science required to research some of the modern-era advances, back when I was fine-tuning the settings for the new advances. The advances in columns 10 and 11 of the Advances Chart, I believe, cost much more now than they used to. This is something that I will look more closely at when I do the next version of the modpack.

The Sphinx bug was relatively easy to fix.

I am playing a game on a gigantic map right now with 8 opponents to see how my Large maps version does (the game is pretty wild, too. I think I will try this more often). When I am finished with it, I may post one more beta of the text files before giving Mark the ok to post it here at Apolyton. It will depend on where the maps Don is working on are at. I really want to have this thing public in the next week or two.

gemini is offline gemini
Settler

Jan 1970
time: 05:12
  Old Post 19-06-2000 06:37
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quote:

Gemini, I missed your earlier post: The aips I marked with ** are the ones listed in the Readme text that were not included in the game (didn't you notice a pattern there?



Hi Wes, Sorry man, I misunderstood. I thought you were saying that those aip files were included with the original game.
Sorry for the trouble.

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

WesW is offline WesW
CTP1/2 Modification Site Admin
Florence, Al., USA
Jan 1970
time: 23:12
Post  Old Post 19-06-2000 10:08 Visit WesW's homepage!
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Don and I have made a disturbing discovery the last couple of days: The const.txt, which contains settings for all kinds of things in the game, is not completely read when placed in the scenario section. I have therefore been forced to move it to the original section, where it will overwrite the original file. I have placed a copy of the original const. file with the original aidata files in the readme folder.

While I am at it, what are your thoughts about placing a modified userprofile.txt in the original structure, with the debug already set to "yes"? This would mean that those of you who play with more than 8 civs would have to manually change it again, but it would eliminate the problems everyone has with the SLIC messages.
I have been thinking about this for some time, and, as we have seen, even veteran players sometimes forget to change the debug when installing or re-installing the game.

Everyone with an opinion post here quick. I plan to have the next, and hopefully last, beta posted in a few days, with customized aips for the large maps, and the last few standard game changes included as well. Hopefully, this beta will be out for a few days, so that we can get in a game with it, and I can be integrating Don's maps into the pack. Then it will be off to Mark for the public release.

Paul is offline Paul
Emperor
Zwolle, The Netherlands
Mar 1999
time: 06:12
Post  Old Post 19-06-2000 11:18 Visit Paul's homepage!
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I don't know if including a modified userprofile.txt is a good idea. Besides the number of civs there are several other options in userprofile.txt that we would have to set again. I'm at work right now, so I don't know exactly what they were, but they include screen resolution and I think also the animation options.

hexagonian is offline hexagonian
King
Gnawing on your mind...
Jun 1999
time: 23:12
Post  Old Post 19-06-2000 17:56 Visit hexagonian's homepage!
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Just make sure that there is a note in the installation readme concerning the userprofile.txt. I forgot that your mod incorporates the Apolyton Pack.

In the past, I had the Apolyton Pack always installed as part of my setup, but now I have two setups on my system - one for my PBEMs and the MedMod.

Pintello is offline Pintello
Warlord
Deltona, Florida
Jan 1970
time: 05:12
Post  Old Post 19-06-2000 20:33
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Hi Wes,

I am playing on a map of the size 90x180, however, this map size seems to have messed up the rivers settings. What do you change to get more rivers into the game. When I used your Beta on a regular size large map, there river distribution was fine, however, when I changed the large map to size 90x180 something happened to the rivers and they are nolonger evenly distibuted. Could you give me some help on this?

Regards,
Timothy Pintello

Savant is offline Savant
Warlord
The Mountain Empire
Jul 1999
time: 00:12
Thumbs up  Old Post 19-06-2000 23:59
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quote:

Originally posted by WesW on 06-19-2000 01:08 AM
Don and I have made a disturbing discovery the last couple of days: The const.txt, which contains settings for all kinds of things in the game, is not completely read when placed in the scenario section. I have therefore been forced to move it to the original section, where it will overwrite the original file. I have placed a copy of the original const. file with the original aidata files in the readme folder.

Golly! I just installed it all ala Skorpion's wonderful instruction set and by god! it works! So now I'll move that cpnst.txt file. NICE WORK Wes! This was my first problem-free installation from scratch of modpack since I started playing mods last summer. You rule Wes !

quote:
While I am at it, what are your thoughts about placing a modified userprofile.txt in the original structure, with the debug already set to "yes"? This would mean that those of you who play with more than 8 civs would have to manually change it again, but it would eliminate the problems everyone has with the SLIC messages.
I have been thinking about this for some time, and, as we have seen, even veteran players sometimes forget to change the debug when installing or re-installing the game.


Yes, do that. I agree. I didn't forget bc I remember it from all the other installations I made over the many months, but even Marko has forgotten (as in an earlier post). Just need to advise newbies about the change.

Everyone with an opinion post here quick. I plan to have the next, and hopefully last, beta posted in a few days, with customized aips for the large maps, and the last few standard game changes included as well. Hopefully, this beta will be out for a few days, so that we can get in a game with it, and I can be integrating Don's maps into the pack. Then it will be off to Mark for the public release.


Great! I've just started playing and am at 1000 AD.. doing pitifully but the game is doing great after I moved the missing sprite and picture files into their directory (see Marko's problem - again ).

So, if you make changes, you might want to include the:
a. slics=on trip
b. the const.txt where it belongs
c. the missing sprite/picture files

I saw that the cruise missile was set to 'small' so I guess you are caught up on that issue as best as can be.



------------------

'Blood will run'

[This message has been edited by Savant (edited June 19, 2000).]

skorpion59 is offline skorpion59
Prince
Tulsa, Oklahoma, USA
May 1999
time: 23:12
Post  Old Post 20-06-2000 00:51 Visit skorpion59's homepage!
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Pintello,

You probably already know this but I thought I would pass along some info in case you didn't. (I have been working on correct map generation on larger maps for a week now and much of the knowledge here came from Mr Ogre.)

The only options pertaining to rivers is in the const.txt file. The following options can be changed:

quote:


PERCENT_RIVER 25 # percent of land with a river on it
RIVER_LENGTH 15 # average river length
RIVER_CELL_WIDTH 10 # Size of cells to be searched for river starts
RIVER_CELL_HEIGHT 10 # (highest point in each cell)



Unfortunately, this doesn't really do you much good if you don't change the settings in the map.txt file. Let's say you change the Gigantic option in const.txt to 140x280 but make no other changes. The map generation process will create a map based on the setting in the const.txt and map.txt files. Since all this pertains to a 70x140 map, that is what is produced. Then garbage is added to fill out the rest of the map. This garbage consists of random water/sea combinations. (To see this easily, make a 140x280 map this way then do a show map in the cheat mode and look at the map in the lower left. About half the map will have this very obvious water/land combo.) To get around this, you need to change the settings in the map.txt file. It has 11 settings for each map size with the 6th setting saying 'default'. These settings pertain to the island/continent slider settings(0-10) in the map options. So, if you always create maps with the slider set at full continent(10), you need to modify the parameters in the 11th(last) setting section for the map size you are using. Be sure and change the initial gigantic map size from 70x140 to 140x280(or whatever you are creating) in the map.txt file as well. Forgetting about game specific things, added movement points, city size limits, etc, this is how you create a larger map. The map creation process and actual settings are an entirely different subject and one which I haven't totally mastered yet. But here is a brief try.

The map generation process uses 4 DLLs to generate the map. They are found in userprofile.txt and look like the following:
quote:


MapPlugin0=dll\\map\\geometric.dll
MapPlugin1=dll\\map\\crater.dll
MapPlugin2=dll\\map\\plasma2.dll
MapPlugin3=dll\\map\\fault.dll
*Note* Your last will say plasma2.ddl, I prefer using fault.dll.



The first plugin creates a height map. The "geometric" DLL used by default basically just sprinkles rectangles around the map, trying to do so in such a way that they clump together to form continents. After it is done, it can actually run the same code as fault.dll, but see below.
The second pass acts as a filter on the output of the first pass. The crater.dll that's used places random circular impressions in the height map.
Once the height map is done, the game sets the water at a level that will give the correct percentage of land, and turns the rest into land, hills, and mountains.
The next two plugins control temperature and humidity (actually terrain type via Meridian and Hlevel, see below). They generate height maps the same way as the first 2 plugins. Note: Rivers, Hills and Mountains are a separate entity from Land. Land is made up of Grassland, Plains, Swamps, Forests and Tundra.

The map.txt setting you deal with are as follows:
quote:


MAP_NUM_CONTINENTS 15
MAP_MIN_WIDTH 4
MAP_MIN_HEIGHT 4
MAP_MAX_WIDTH 30
MAP_MAX_HEIGHT 60
MAP_BUMP_SIZE 12
MAP_MIN_SUBCONTINENTS 2
MAP_MAX_SUBCONTINENTS 4
MAP_SUBCONTINENT_SIZE 0.6
MAP_SUBCONTINENT_HEIGHT 0.5
MAP_BORDER_SIZE 15
MAP_FAULT_LINES 0
MAP_FAULT_LENGTH 1.0
MAP_NS_BORDER_SIZE 5



The "geometric" dll plops down random rectangles. The numbers here affect how random they are. The number of continents is supposed to be the number of "top level" rectangles it generates. The width and height parameters affect the size. "Subcontinents" are smaller rectangles that get placed randomly around the
continents. The height inside each rectangle varies a little bit (I think
the BUMP_SIZE parameter says how much), and each rectangle adds to wherever it is placed. So the places you get mountains are the spots where several
rectangles combined to make a high point. Changing the "Fault Line" produces a fuzzier or less thready continent.

Now, changing the const.txt settings (in particular, MERIDIAN and HLEVEL) allow you to influence, increase or decrease, specific types of terrain(grassland, plains, forest, swamp).

So, the map.txt basically produces the map layout while the const.txt settings(all settings from the start of the file down through the river portion) produce the type of terrain which is applied to it.

While the whole process is a bit more intertwined than this, there is your Brief Overview of everything you DIDN'T want to know about map creation in 5000 words or less.

Don
[This message has been edited by skorpion59 (edited June 19, 2000).]

skorpion59 is offline skorpion59
Prince
Tulsa, Oklahoma, USA
May 1999
time: 23:12
Post  Old Post 20-06-2000 01:17 Visit skorpion59's homepage!
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Wes,

I have to agree with Paul on the userprofile.txt issue. I change most all the settings and I don't want to lose those changes when installing a ModPack.

If you want to do something, add a message, a la TP's, that comes up on the first round of the game that says, 'Did you change the Debug Option to Yes'.

[This message has been edited by skorpion59 (edited June 19, 2000).]

Paul is offline Paul
Emperor
Zwolle, The Netherlands
Mar 1999
time: 06:12
Post  Old Post 20-06-2000 01:26 Visit Paul's homepage!
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That message on the first turn sounds like a good idea. I have also made some changes to userprofile.txt that I would like to keep.

Pintello is offline Pintello
Warlord
Deltona, Florida
Jan 1970
time: 05:12
Post  Old Post 20-06-2000 01:28
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Hi Don,

Thanks for the information. I will have to look at it carefully to get everything right, but still thanks for the response. I will try again based on this information.

Timothy Pintello

WesW is offline WesW
CTP1/2 Modification Site Admin
Florence, Al., USA
Jan 1970
time: 23:12
Post  Old Post 20-06-2000 22:10 Visit WesW's homepage!
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Don, your description of the "fault" setting on the maps intrigued me. Could you give some examples of what happens when you play around with this setting?
I will not put in a userprofile.txt in the mod. I need someone to put together a "Troubleshooting Guide" in stick in the readme folder. I think this would be a good way to handle the problems that people have. I have too much to do right now to put it together. Don's step-by-step installation in his thread would need to be included, as well as examples of the debug errors, and how to fix them. Anything else anyone can think of would help as well.

John, did you check about the "two wonders" bug that you might have found?
I haven't checked the "green me" changes either. I guess I will do it in the next few days.

I spent about three hrs last night working on the mod, and just about everything is ready to go from my end of things.

I was changing some of the terrain settings for the "Large" version of the mod (see the Huge maps thread), and finally figured out that the "env freight" line in the terrian text sets the value the game puts on terrain when deciding on the shortest route for caravans. The value for roads and ocean types were the same, which explains why the game chooses to leave roads and cross sea tiles on your internal trade routes. Well, I changed the value for ocean types from 33 to 50, which should mean that the routes will keep to roads now, and this will keep your internal trade routes safe from Pirates whenever possible. Another annoying bug removed.

I made what aidata changes I thought needed to be made for the Large version of the mod, and figured out a couple more that should help all versions of the game a little.

For the Large version, I made travel on Grasslands and Plains quicker when using rivers, roads and railroads, and made new versions of the appropriate gls texts to show the changes I have made (I also configured the terrainicon.txt to show them).

Finally, I updated many of the readmes to show the latest changes to the modpack, and re-structured the way you go from one version of the mod to another. Now, you simply unzip the version you want to change to into the Call-to-Power folder, like you do when initially installing the modpack. These zips are included in the Readme folder.

I will take a little time to check everything, and then I will post this last beta in a couple of days.

Pintello is offline Pintello
Warlord
Deltona, Florida
Jan 1970
time: 05:12
Post  Old Post 21-06-2000 00:23
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Hi Don and Wes,

I spent some time last night playing with the map settings as Don described in this post yesterday and I have some very positive results to report.

By adjusting the different continent settings higher, I was able to get a very well distributed map set to size 90x180. It worked like a charm.

I also upped the river settings to 95, 25, 12, and 12 respectively in the Const.txt file. The results were very nicely distributed rivers with every decent size land mass having atleast a couple of rivers. This also resulted in some fairly long rivers as well, which I thought was more realistic. After all, the Nile, Mississippi, Missouri, Volga, and several others cross most of various contients. However, most of the rivers created are fairly short, no more that 4 or 5 squares long if that.

More rivers seems to affect the AI in a positive manner as well. I thought I was doing very well, until I took a look at the power graph and the total ranking popups started coming up. Unlike previous game with poorer starting points than this one, I have never been more than 4 on Science, and I only recently was able to come out ahead on number of cities. By using a lot of barbarian slave labor, I have managed to make my capital the largest city in the world, but only by one and the rest of my cities are 5 or smaller, even those with Barbarian Slave Labor of their own.

All in all, I would have to say that these map changes have been for the better as far as the game and AI goes. I also changed the last map dll in the userprofile.txt file from plasma2.dll to fault.dll as Don advised.

On other fronts in the Beta 5 game things are going well too. The AIs seem to have their cities well in hand and are placing them wisely for the most part. The new Garrison setup also seems to be working well.

Wes, you will like to hear that the AI Navies appear to be more effectively used. In my games the AIs tend to use navy stacks now. One configuration they seem to like is to stack a Trieme with a Fire Trieme, thus combining a ranged unit with an unranged unit. Pretty smart in my book.

A further example of smart use of Naval units happened in my last game. At one point I had a stack of 4 Carvels that I was using to disrupt the shipping of the Native American whom I was at war with, so the AI responded by sending a stack of 3 Carvels and a Longship to counter it, along with an independent Carval. The independent Carval bombarded my stack and then the 4 stack assaulted my stack. Pretty smart tactics for an AI. Unfortunately for them, I had 4 Carvels and they only had 3 and a Longship, additionally, atleast one of my Carvels, and possibley 2, I don't remember, was a veteran. I lost 2 Carvels for all 4 of the AI's ships, but both were badly damaged. When I then bombarded the lone Carvel of the AI I lost my most damaged one to the counter bombard. End result, I lost 3 Carvels to the AI's 4 Carvels and a Longship. A great victory that could have gone the other way if the AI had stacked all 5 ships or if I did not have all Carvels and a veteran or 2. Still, it shows a remarkable increase in Naval tactics for the AI.

Another stunt the AI pulled that I had not seen before was used earlier in the game. They had a stack of 1 Trieme and 1 Fire Trieme that had 3 Horse Archers on it. They landed those horse archers right next to one of my frontier cities that only had the Garrison Troops and a Phalanx in it. They took that city right from me! It took me several turns to build up the troops and move them to the taken city before I could get it back. In that time the AI had placed a second unit in the city and started developing around it. Fortunately 2 Horse Archers don't fair well against 4 Catapults and 5 Samurai.

Well that is all for now.

Timothy Pintello

DiscoveryOne is offline DiscoveryOne
Chieftain
Atlanta, GA USA
Feb 2000
time: 05:12
  Old Post 21-06-2000 09:08 Visit DiscoveryOne's homepage!
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Wes

Yeah, I'm playing a game at the most basic level, so's I can be sure to get all of the Wonders to test this. (The Harappans still got one, though!)

It happened again, but only once. I built Colossus, and the city building Silk Road stopped doing so. They retained the production, though, so I just continued. Never happened again, although I have had 3 cities doing nothing but Wonder-building whenever possible.

When you do your readme, please make sure that you assume that the downloader knows nothing! I remember when I discovered Apolyton and tried to load a mod, I did it after just loading the game. Some mod-maker (who shall remain nameless) copped an attitude, telling me that it was my fault that I couldn't find userprofile.txt, and that perhaps I should learn Windows first! No one told me that there is no userprofile.txt until you actually play the game! (BTW, it is no one that is on the Med Mod, nor would I think that anyone here would do such a thing!)

Well, enough kvetching, and back to CTP!

WesW is offline WesW
CTP1/2 Modification Site Admin
Florence, Al., USA
Jan 1970
time: 23:12
Post  Old Post 21-06-2000 22:20 Visit WesW's homepage!
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The 6.0 beta of the Medieval Pack is now up!
This version contains the "Large" version of the modpack, and all of the other changes listed in this thread. I am posting this so everyone interested can get it and check to see if it installs properly, if the explanations of how to use the various versions of the modpack make sense, and to report any bugs that come up. I do not plan on making any more changes to the game between now and the public release.
I will be putting together a Trouble-shooting guide in the next few days, setting up the maps and so-forth that Don has ready, and going over the readmes one last time. These are the only changes planned between what is now posted and the public release.

Thanks for the feedback, John. I may mention the wonders occurance in the Trouble shooting guide, but it doesn't seem to be a serious problem. (Not that I have any idea what to do about it if it were.)
The map settings Tim and Don have been discussing will be something to play with during the Medpack 4 development.

mbm is offline mbm
Settler

Jun 2000
time: 05:12
Post  Old Post 22-06-2000 03:37
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What is the recomendations for using the "large" version? (eg. min number of civs and min map size). I play with 8 civs on the default gigantic size map (How do I use bigger maps and more civs?)

I haven't used the beta 6 yet but it looks like my question is answered in the next post

[This message has been edited by mbm (edited June 21, 2000).]
[This message has been edited by mbm (edited June 22, 2000).]

Ganja is offline Ganja
Chieftain

Jun 2000
time: 05:12
Post  Old Post 22-06-2000 18:21
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Just downloaded beta 6.0, when I go to start a new game then select scenario I click on med pack 3.0, the next screen I get 3 choices of games to play - standard, flat and large. These are all version 3.0 is this right ??

WesW is offline WesW
CTP1/2 Modification Site Admin
Florence, Al., USA
Jan 1970
time: 23:12
Post  Old Post 23-06-2000 10:35 Visit WesW's homepage!
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Right, Ganja. You and mbm both need to take advantage of the readmes that come with the modpack. This goes for everyone else as well how hasn't done so yet. They don't take all *that* long, and are well worth the time spent on them.
Remember, the Medpack isn't like a civ2 scenario that you try once or twice and then forget about. Hopefully this is what you will be playing with from now on, so look at the readmes like you would the instruction manual for the original game.
Here is the path to them, for those of you unfamiliar with scenarios: C:\Program Files\Activision\Civilization-Call To Power\scenarios\Medieval\Med 3 readmes

I said that I would not make any more changes to the mod, but you know me.
I am playing my current game on a "huge" map, with 8 civs, and it is a blast! All the civs are filling out their unit lists, settling every patch of dirt (or ice) on the map, and they are starting to slug it out amongst themselves as well.
I have been at war with two or three civs since the early Renaissance age, and it has been a constant struggle for control of the seas, even with me stacking ships. The AIs often stack them as well, and they build so many, it is faster than I can knock them down sometimes.
With the AIs filling out their unit lists, if you start destroying their navy, for example, then ships will be the only units they build, since they don't need any more land units.
The AIs seem to be more willing to launch amphibious invasions far from home as well. I was invaded twice by an AI who was separated from me by an ocean at least a dozen squares wide. I don't know if any more invasions were sunk before they made it to my shores; probably.
I am no 2 in science right now, am fixing to get Machine Gunners, and even the last place civ has Musketeers-it's that even of a game. I tried to make everyone about equal as far as the map was concerned at the start of the game, and the AIs have really responded.

I can really tell a difference now that the game is using all of the alterations present in the const.txt. I feel so stupid about this. I noticed back last *year* that a change I had made to the number of diplomacy requests you could make in a turn was not implemented in the game. I just put it down to an irregularity, and pretty much forgot about it. If I had checked out the file then, we could have been having better games for about 8 months now. Oh, well.

From my current game, I can see that adjusting the timeline for the Large version was a mistake, so I have put the regular one back in, with the reduction to the starting advances still in place.
I noticed that I had not raised the defensive value for regular Hills from 50 to 75 percent as it should have been, so I corrected that. I also made Railroad a second preq for Chemistry.

Let me know what's going on with *your* games!

Martock is offline Martock
Warlord
Greenville, SC USA
Apr 1999
time: 00:12
Post  Old Post 23-06-2000 22:06
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well it seems that since i downloaded the med 6 update, the cruise missile bug i was encountering has disappeared. which is a good thing because i was largely ignoring them and switching to the more expensive bomber units to handle my pest problems. the one thing i've noticed though is that the computer is less likely to do any sort of negotiations. for example, in my current game, 4 of the 7 empires love me (1 is my ally), these "friendlies" WON'T exchange maps, stop pirating(rarely anyway), or stop trespassing(they will NEVER agree to this). now while i'm not really concerend with the maps at this point(i just got done building global sate...) it does bother me that the friendly nations won't agree to get off my lands. it's resulted in me getting into a few wars or cheating and using the "kill" function on their units. i tend to use the kill function a bit late in the game anyway to deal with the old phalnax troops or triemes.

aside from me occassionally whacking the museum pieces off the planet's face, i'm still perplexed at the computer's refusal to negotiate. mind you, i'm playing deity level, huge map, 8 empires. i'm first in all but # of cities and amount of land held. i've got no problem deploying nukes in the game and regularly use them to whack large stacked fleets(i was never one to build up a large navy). with regards to the power graph, i am well above all the other opponents though my ally (scots) is closing the gap. any ideas on why the computer AI won't take to the stop trespassing requests?

 
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