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WesW
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Florence, Al., USA
Jan 1970 time: 23:12
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I'll just say that the Tank now represents a mid-to-late 21st century version of the unit. I don't see the basic structure of tanks changing radically from now until then, and this placement makes for the best gameplay, imo.
I am in the Industrial age in my game, and everything is going well. I have experimented with eliminating the over-crowding effect of the Aqueduct, and I like the change. Now, you need all of the happiness improvements, sometimes as soon as you get them. There are not enough happiness improvements if you have a large war discontent.
I think I will add back one point of the over-crowding effect for the public release, to give people a little room, but the Aqueduct has always seemed a little too good of a value to me, and this makes things better, imo.
The other big news is I think I have finally succeeded in getting the AIs to attack more often. Previously, I had made small adjustments to the 'attack_troops' setting. This time, I added a zero to the value, and I think I am seeing definite changes.
Before, the AIs would usually choose to bombard rather than attack when it came to naval combat. Now I have noticed them attacking much more often, it seems. I have not had enough land combat to make a conclusion, but I am hopeful based upon what I have seen.
I am keeping track of the timeline and gold amounts generated. Reducing the government gold coefficients have certainly not messed anything up, so I consider this minor change a success. I will probably increase the cost of the late-Renaissance age advances, and I will keep track to see how the later advances play out.
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Milkman
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Oak Harbor, Washington, USA
May 2000 time: 05:12
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Hey WesW how detailed would u like them? And are there any u have already received not in the current version on your website? Cant say they will be fantastic reading but maybe u could use some of them or parts of them.
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wheathin
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Hi Wes - I noticed a few things in the MedMod 3.0 (I realize its old hat, but I downloaded it only a few months ago) that may have escaped notice in the upgrade, regarding production improvements:
The readme lists the increase in pollution for Robot plant as 60%; in the txt file its coded as 30%. (I think thelower value is the better choice, mirroring the Nuke plant, which is also 30/30, but unmentioned in the readme.)
Fusion Plants have not had their effects scaled in line with the other improvements - they still add 50% production. I was thinking 60% would be better - the 'motherload' of production in the late game.
I like the shift to the 30% intervals, but it means that other improvements need changing. Now, the Pharmacy and Sec Monitor 25% bonus seems HUGE (as do some of the Wonders) - maybe those should be reduced to 15%? The sum of all these changes (including Robots, Nukes, Forges, Fusion, Pharm, SecMon) means that total unWondered production increases are limited to 300%.
Also, the reduction in polluting means that presently there is only a total of 300% increases in pollution from factories and airports, but 600% in pollution cleaning ability (i.e. you will never need Ecotransit). Tweaks to the other imps are needed:
I was thinking starting with removing the fusion plant's pollution reduction. If it gives a 60% production bonus - the game's largest! - maybe it doesn't need the other effect.
Recycling plants now clean up all pollution of Forges, Factories, and Refineries combined! Clearly, too powerful - reduce to 160%
Same for Ecotransit - 160%. That leaves 80% for the Sec monitor, for a total of 400% reduction, eliminating all pollution for a player (300% increase plus the 'base' 100%).
[This message has been edited by wheathin (edited August 13, 2000).]
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coldsteel
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If I hit f8 to go to the wonder library, go to neural interface under "advances", then click on the hyperlink to "The Borg" the game crashes on my computer.
cold
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coldsteel
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I have an ally who gives me an advance every time I demand it, very many times. If I recall in apolyton pack and previous versions allies would give you one advance on demand and that was it for the whole game. medieval 4.0 might be more challenging if that were retained.
cold
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MadWoodster
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A wierd and mad place called Southampton
Jan 2000 time: 05:12
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I think the idea was that as you no longer used a coal power plant you should have some decrease in pollution caused as nuclear ones don't pollute (well not unless a fission one melts down at least)
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Pintello
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Deltona, Florida
Jan 1970 time: 05:12
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Hi Wes,
You have school coming up and "some other things" huh. Are you by chance one of Activision's 3rd Party Scenario Creators for CTP2 they mentioned? Or are you not allowed to talk about that? Lt. John did say that we would recognize some of the names.
If I were looking for 3rd Party Scenarios Creators, I would ask you, Tom Davis, Harlan, and Nordicus. I would ask you because of how much you have gotten out of the AI. I would ask Tom Davis because he makes the best 3rd Party Sprites out there. Some of Tom's Sprites are every bit as good as the stuff Activsion comes up with. I would ask Harlan because he seems to have a very good handle on what a WW2 Scenario should look like. Finally, I would ask Nordicus because of his experience in improving Diplomacy. But, if I had to pick only 2, Lt. John said a couple, I would pick you and Tom Davis.
Timothy Pintello
[This message has been edited by Pintello (edited August 16, 2000).]
[This message has been edited by Pintello (edited August 16, 2000).]
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MadWoodster
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A wierd and mad place called Southampton
Jan 2000 time: 05:12
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Mind you Timothy I seem to recall you aren't that bad at moding yourself, while WesW has done alot of the work for the Medieval Pack there are other sout there like yourself who did a lot towards it.
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WesW
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Florence, Al., USA
Jan 1970 time: 23:12
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Well, I have gotten my IExplorer and Outlook Express going again, so I am happy. It turned out that I just needed to download the 5.0 version of Explorer and get OE again as well. The support guy at Microsoft said that I would have to re-install Windows to get them working again. Well, back to the game....
From what I know of the scenarios being put together, you need to be pretty good with SLIC, which I am not. Therefore, I am not one of the guys putting together a scenario. I *do* plan on converting the Med mod 4 over to CtP2 when it comes out, so you tell me which you would rather me do? 
I do think the CtP2 *boxed* scenarios are going to be very enjoyable, which would make them the first such scenarios to ever come with a civ game (except for maybe the Roman and WWII ones from the original civ2).
I have done everything on my to-do list except package the mod. I should get this done in the next couple of days. As expected, my semester break has been quite hectic. I haven't played CtP at all. 
Tim, send in anymore pics that you run across. I will wait until the end to get them in.
Once I get the last changes made and the packaging done, I will start a game to try and check everything, and then I will be setting this bird free.
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MadWoodster
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A wierd and mad place called Southampton
Jan 2000 time: 05:12
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Fair point Timothy.
I think we would all love to have our input on CTP2 but I wonder how much a beta tester can get change in a game that is so far down the line.
Whateer happened to Celestial Dawn who made some great discoveries when CTP first came out.
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DiscoveryOne
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Atlanta, GA USA
Feb 2000 time: 05:12
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Hey guys! I finally got an evening off, and what do I do? Lurking around Apolyton/CTP....
Working 75 hours/wk doesn't afford me much CTP time, but I may ditch the after-school job, and if so will load up the Mod Mod!
How's Morgoth and his eye? Is he going to try to one day do the sprites for the Mod Mod, even if only for a CTP2 mod?
I'm sorry I was unable to finish the GLs, but it looks as though they've been in more than capable hands.
Check you folks later!
P.S. I think that the secret Actigrammers are Harlan and Morgoth, meself, although Wes does belong in there....
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wheathin
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Wes,
One other production change I totally forgot about - the Incubation Center's 25% is not proportional to the other production enhancements.
More generally, does anyone build Universities in the mod? Publishing Houses have more per-citizen science, and Research Centers are more cost-effective. I've just stopped using them entirely - maybe a tweak is in order?
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WesW
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Florence, Al., USA
Jan 1970 time: 23:12
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The Public Release version of the Med mod 4 is now posted at my Homepage! Please get it, look it over, and let me know if there are any problems with it! If nothing comes up in the next couple of days, I will tell Mark to post it here at Apolyton.
This is the last mod I plan on doing for CtP1. I think I have done about all that can be done with the game, with the help of many others here, of course. I haven't played any other computer game, or read a book for leisure since I started mod-making back in July of last year. I plan on doing some of those things in the next few months, as well as school starting back on Wednesday.
I have had a great time doing these things, have collaborated with some great people from all over the world, made some good friendships, and hopefully learned some skills that I can carry over into my professional life in the future.
I am sure that I will keep up with the forums, both in this section and the CtP2 general one. By the time CtP2 comes out, I will probably feel like getting back into mod-making, so don't think you have heard the last from me there! 
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Locutus
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ACS CTP1/2 Manager & Civ4 Co-Manager
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Hengelo, The Netherlands
Nov 1999 time: 06:12
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Wes,
I downloaded your Mod and gave it a try. It's looking really good, you (and the other guys of course) did a great job once again
I didn't really come very far in the game yet but I noticed the following problems already:
1) When downloading and unzipping your mod I encountered some CRC errors. This is probably just a one-time thing but if more people report problems in downloading/unzipping the mod you might want to check it out (luckily I already had the damaged files from the previous betas, so there's no real problem for me).
2) ModPicker doesn't like how you named the scenario folder ("Med Pack 4.0"), it won't start the game when I start it up with your mod selected. I solved this problem by renaming it to "MedPack40", which solved the problem (apperently ModPicker, or rather CtP itself, won't take spaces and/or dots as part of a foldername in civpaths.txt). Not really a big deal but it can be quite a pain to find out why the game refuses to start (took me almost 2 hours ), so I thought I'd mention it here (maybe you want to mention it in the readme or on your website as well).
3) Some of the GL-files seem to be missing. I get blank area's when I try to read historical info on the new City Improvements or either historical or gameplay info on the new Advances and the Constitutional Monarchy government.
Well, that's all so far. If I encounter anything else, I'll let you know, now I'm going back to my game, I've got some Greeks to kill (no offence, Markos )
Wouter
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Locutus
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ACS CTP1/2 Manager & Civ4 Co-Manager
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Hengelo, The Netherlands
Nov 1999 time: 06:12
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Wes,
A CRC (cyclic redundancy check, but don't even try to remember that ) error means that a zipped file is in some way damaged and can't be unzipped anymore. As I already suspected and Paul confirmed it's due to a bad download this time and won't cause anyelse any problems.
As Paul said, ModPicker probably isn't used by too many people and until now no-one thought of posting about it. Up until now I usually unzipped your mod to my desktop and then manually moved them to the CtP folders (using the old 'Medieval' name) so I never noticed it before.
About the help files: oh ok, just making sure you hadn't forgotten about them. Now you mention it, I vaguely remember you posting this before...
I like what I hear about the new SLIC code, seems like a good addition to the game to me. If Gedrin needs any help with the code, or you need any other SLIC-code, I wouldn't mind helping out. You mentioned a while back you didn't want any new SLIC-code in this version of your mod so I never bothered to offer my services before.
Well, back to my game again...
Wouter
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WesW
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Florence, Al., USA
Jan 1970 time: 23:12
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I can change the name of the scenario folder easily enough, the annoying thing is that it has to be done for all three components of the mod, so all three will have to be uploaded again.
Gedrin sent me the slic trigger today, but I will have to wait until tomorrow to see if it works. If it does, I will post a new version of the text component of the mod (the advances chart had a couple of errors in it as well). I will also post the graphics portions with the scenario folder changed from: 'Med Pack 4.0' to 'MedPack4'.
Adam, if you want to write up gameplay gls for the new advances, I will put them in. They are not 'needed' however, so you may want to spend your weekend on other things. The historical gls can certainly wait until the ctp2 version of the mod, when John will hopefully have time to get back to them.
You did a fine job with the unit gls, btw.
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