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WesW is offline WesW
CTP1/2 Modification Site Admin
Florence, Al., USA
Jan 1970
time: 23:12
Post  Old Post 08-08-2000 05:43 Visit WesW's homepage!
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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.

hexagonian is offline hexagonian
King
Gnawing on your mind...
Jun 1999
time: 23:12
Post  Old Post 09-08-2000 01:56 Visit hexagonian's homepage!
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Good idea to make the adjustment on the Aquaduct. Less happiness bonus, and you retain growth (faster rate to more unhappiness). heheheheh!

WesW is offline WesW
CTP1/2 Modification Site Admin
Florence, Al., USA
Jan 1970
time: 23:12
Post  Old Post 09-08-2000 07:39 Visit WesW's homepage!
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Thanks, Hex.
I made a few other changes last night. I reduced the effect of the Grand Canal (Stonehenge) from 25 to 20 percent extra food. This puts it in line with the Aqueduct improvement and Pasteur Institute wonder.
I also made the Temple and Courthouse more expensive. I raised the maintenance cost of those two and a few other improvements. Nothing major with those others.
It seems I am going to have to go in and raise the costs of the majority of the games advances. I am also going to see how the current unit settings work out. Once I do that, I think I may be ready to put this one out for public release. I start back to school for the fall semester in two weeks, and I certainly want to have this finished by then.
Btw, I am still looking for someone to write up historical gls for the new units. If no one steps forward, I may try them myself this weekend or there-abouts.

Milkman is offline Milkman
Chieftain
Oak Harbor, Washington, USA
May 2000
time: 05:12
Post  Old Post 09-08-2000 09:29
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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.

WesW is offline WesW
CTP1/2 Modification Site Admin
Florence, Al., USA
Jan 1970
time: 23:12
Post  Old Post 10-08-2000 08:12 Visit WesW's homepage!
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Thanks for the offer, Milkman. I received a letter today from ajbera offering to do them. He said he loves doing research, so this should be right up his alley.
It's too bad John wasn't able to finish up his work on the advances.
Btw, if you have looked at the pic of the Opera House, you may notice it is in a city we are all going to be getting more familiar with over the next month or two.

WesW is offline WesW
CTP1/2 Modification Site Admin
Florence, Al., USA
Jan 1970
time: 23:12
Post  Old Post 11-08-2000 12:57 Visit WesW's homepage!
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I just wanted to tell everyone that I just installed ICQ. I guess I need to update my profile....
(Now I can reply to mod crashes in 'real time'. How thrilling.)

I altered the advances' costs tonight. Probably not enough, but it will make some difference. The ones most affected were the 19th and 20th century stuff. I increased the cost of all the later advances by 10,000.
I was going to wait until I got to those advances in my current game before making the changes, but I am having a crash problem, so I went ahead and did them anyway while I wait on some help.

My to-do list:
Incorporate the screenmod into the pack.
Go over the readmes to see if they make half-way sense.
Update fli zips and Large version of the game.
That's all I can come up with right now.
When I put the 4.0 version out for public release, I am going to have to put it in a new scenario folder, like I did for the 3.0 version. This may mess up any maps you have saved under current verisons. Just letting you know ahead of time....

wheathin is offline wheathin
Prince
home
Apr 1999
time: 05:12
Post  Old Post 13-08-2000 23:41
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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).]

coldsteel is offline coldsteel
Chieftain

Jan 2000
time: 05:12
Post  Old Post 14-08-2000 01:21
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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

coldsteel is offline coldsteel
Chieftain

Jan 2000
time: 05:12
Post  Old Post 14-08-2000 09:00
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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

WesW is offline WesW
CTP1/2 Modification Site Admin
Florence, Al., USA
Jan 1970
time: 23:12
Post  Old Post 14-08-2000 13:47 Visit WesW's homepage!
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Thanks, Wheathin
I guess I have been so obsessed with preventing disasters that I never thought about making the pollution reducers equal the pollution producers. I have made the following changes, in addition to all the ones made in the 4.0 version:
Nuclear and Fusion plants no longer reduce pollution. I could never figure out the premise behind this anyway, which goes back to civ2 at least.
The Security Monitor had already had its reducing effect removed.
The Mass Transit and Eco-transit improvements reducing effects are now 150%. Combined with the Recycling Plant's 100% reduction effect, the total of producers and reducers should equal one another.
The pollution units removing effect of the Recycling and Solar Plants should give you a chance to save the world if an un-cooperative nation or nations are threatening to cause disasters with their pollution.
I have adjusted the costs and maintenance of the various improvements to suit these changes, imo.

Cold, I will try and see about that crash later. I have not had much success getting the AIs to give me advances, unless they are far ahead of me on the chart.

MadWoodster is offline MadWoodster
Warlord
A wierd and mad place called Southampton
Jan 2000
time: 05:12
Post  Old Post 14-08-2000 22:53 Visit MadWoodster's homepage!
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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)

WesW is offline WesW
CTP1/2 Modification Site Admin
Florence, Al., USA
Jan 1970
time: 23:12
Post  Old Post 16-08-2000 00:24 Visit WesW's homepage!
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Adam, I didn't get your email address last week (still learning the Netscape stuff). I need to know when you will have the historical gls ready. I think I am going to go ahead and get this mod released by the weekend.
I couldn't get my last game going again, so I was not able to see how the post-Industrial ages played out, but I feel pretty good about things. I have school and some other things coming up soon, so I don't have any choice but to get it out and let it go.

Kevin Montgomery is offline Kevin Montgomery
Settler
Idaho, U.S.A
May 2000
time: 22:12
  Old Post 16-08-2000 06:49
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Praise the Lord and pass the ammo At least I now have this to look forward to after this already pitiful excuse for a week Thanks alot Wes.

Pintello is offline Pintello
Warlord
Deltona, Florida
Jan 1970
time: 05:12
Post  Old Post 16-08-2000 20:45
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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).]

MadWoodster is offline MadWoodster
Warlord
A wierd and mad place called Southampton
Jan 2000
time: 05:12
Post  Old Post 17-08-2000 02:25 Visit MadWoodster's homepage!
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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.

WesW is offline WesW
CTP1/2 Modification Site Admin
Florence, Al., USA
Jan 1970
time: 23:12
Post  Old Post 17-08-2000 08:58 Visit WesW's homepage!
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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.

Pintello is offline Pintello
Warlord
Deltona, Florida
Jan 1970
time: 05:12
Post  Old Post 18-08-2000 09:28
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Hi Madwoodster,

I am not really much of a moder. All I figured out was how to add production, food, and gold resources to trade goods. It was left up to Wes and Nordicus to use that discovery in their mods.

I like beta testing though, and I think I would make a good beta tester for Activsion. Wonder if they will contact me? They haven't yet, but then their beta version isn't suppose to be out for another week or so. Oh well, a guy can always dream. Fantasy worlds are so much more predictable than the real one.

Timothy Pintello

MadWoodster is offline MadWoodster
Warlord
A wierd and mad place called Southampton
Jan 2000
time: 05:12
Post  Old Post 18-08-2000 03:02 Visit MadWoodster's homepage!
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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.

DiscoveryOne is offline DiscoveryOne
Chieftain
Atlanta, GA USA
Feb 2000
time: 05:12
  Old Post 18-08-2000 08:19 Visit DiscoveryOne's homepage!
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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....

WesW is offline WesW
CTP1/2 Modification Site Admin
Florence, Al., USA
Jan 1970
time: 23:12
Post  Old Post 19-08-2000 06:38 Visit WesW's homepage!
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Well, I have been working with the gls today. I integrated the 4.0 version into the 3.0, and didn't have a crash or anything.

I made gameplay gls for the new improvements and units, and corrected many of the gameplays for existing improvements whose effects have been changed.

I set the effect of both the Kremlin and Pentagon to a 45% reduction in unit support costs. This should work out to about 10% of total production, which puts it in line with other wonders.

I also made it so that capturing a city will always result in the destruction of one improvement. Bombarding a city has a 50% chance of destroying something.

Finally, I made a change in the aips to try and keep the AIs from making so many settlers when they have no where to send them.

Just about there...

wheathin is offline wheathin
Prince
home
Apr 1999
time: 05:12
Post  Old Post 21-08-2000 00:50
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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?

WesW is offline WesW
CTP1/2 Modification Site Admin
Florence, Al., USA
Jan 1970
time: 23:12
Post  Old Post 21-08-2000 12:12 Visit WesW's homepage!
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Wheathin, I looked over the improvement chart here, and the costs seem to be about right. I don't think the per citizen amount means nearly as much as the %, so given this they seem in line with one another.

Btw, I received Adam's historical gls today, and John sent in what he had done with the advances a couple of days ago. I managed to construct a few gls from them. I converted Tim's new pic of the Lighthouse as well.
I think that is everything. I am going to start a game right after posting this to try and check things out, then I will begin posting to my site. I will let you know when it is all up.

WesW is offline WesW
CTP1/2 Modification Site Admin
Florence, Al., USA
Jan 1970
time: 23:12
Post  Old Post 21-08-2000 14:13 Visit WesW's homepage!
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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!

WesW is offline WesW
CTP1/2 Modification Site Admin
Florence, Al., USA
Jan 1970
time: 23:12
Post  Old Post 22-08-2000 07:54 Visit WesW's homepage!
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I realized earlier today that I had not put the actual screenmod files into the mod. I have now posted a new text component which contains these files.
If the size of the text component of the mod you have is 2.1 megs, you need to get the new version, which is 2.74 megs.

Locutus is offline Locutus
ACS CTP1/2 Manager & Civ4 Co-Manager
Hengelo, The Netherlands
Nov 1999
time: 06:12
Thumbs up  Old Post 24-08-2000 00:06 Visit Locutus<br><img src=/forums/images/staff-icon.gif>'s homepage!
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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

WesW is offline WesW
CTP1/2 Modification Site Admin
Florence, Al., USA
Jan 1970
time: 23:12
Post  Old Post 24-08-2000 04:32 Visit WesW's homepage!
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Wouter, I don't know what CRC problems are, so you need to spell them out for me.

There are some gl files which weren't made for the mod. John was working on the advances' historical gls when he got a second job and had to stop living. I didn't feel that the improvement hist gls were that important. I did make the gameplay gls for them, which do an adequate job of describing them.
I can make a gameplay gl for the Constitutional Monarchy if I upload another version of the mod.

This is the first report of a problem with modpicker, and I don't know why there would be one now if there has not been with all of the betas and so-forth which used a version of Med Pack *.0.

Gedrin has been putting together an slic function that gives civs a chance of acquiring an advance whenever another civ discovers one. It works like the Internet and Great Library, except that it only fires when the advance is discovered or traded, and the chances of a civ getting it improve with the number of civs who currently have the advance. This is designed to help weak civs keep up in the game, which is something I think we would all like to see.

ajbera is offline ajbera
Warlord
of the Cookieville Minimum Security Orphanarium
Apr 1999
time: 05:12
Post  Old Post 24-08-2000 06:12
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When I have some free time I can work on the gls for the advances, if anyone deems them sufficiently necessary.

Paul is offline Paul
Emperor
Zwolle, The Netherlands
Mar 1999
time: 06:12
Post  Old Post 24-08-2000 09:47 Visit Paul's homepage!
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Wouter, I think you just got a bad download. I didn't get any errors when I unzipped it.

About the Modpicker problems: you're right, I had the same problem. Apparently CTP doesn't like spaces in the paths in civpaths.txt. I had discovered this with Med Mod 3, but at the time I was busy and forgot to post about it.

I guess not many other people use Modpicker, because I don't remember anyone else posting about it either. At least there is an easy solution for the problem: just rename the Med Pack 4.0 folder to something with no spaces in it.

Locutus is offline Locutus
ACS CTP1/2 Manager & Civ4 Co-Manager
Hengelo, The Netherlands
Nov 1999
time: 06:12
Post  Old Post 24-08-2000 23:58 Visit Locutus<br><img src=/forums/images/staff-icon.gif>'s homepage!
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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

WesW is offline WesW
CTP1/2 Modification Site Admin
Florence, Al., USA
Jan 1970
time: 23:12
Post  Old Post 25-08-2000 07:38 Visit WesW's homepage!
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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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