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WesW
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Florence, Al., USA
Jan 1970 time: 23:12
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Too late, Wouter. 
I have uploaded all three components, with Gedrin's new 'dissemination' trigger integrated into the pack. Tim sent in a couple of new pics for the Colossus and Plato's Academy, so I had to do the pics anyway. You may have noticed that I moved the videos from the pics to the sprites component. This was because the pics component had grown a lot with all the new units and advances, while the sprites had stayed about the same. This makes the components about the same size again.
Btw, Hexagonian sent in a 'Collector's Edition' of the Advances Chart, which I posted by the intro link. You need Adobe Acrobat to use it.
As far as SLIC, I didn't want to add triggers for individual wonders and so-forth, mainly because I didn't know if they would slow the game down significantly.
I am always open to new info about things people have made or are working on, though. I certainly didn't mean that I wouldn't consider adding any new slic stuff.
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gemini
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Hey Locutus how are you?
Well I did post this back about a month ago in one of the med mod threads I think.
I think it's kind of a cool idea, some sort of plague trigger with a percent chance of decreasing certain populations until a certain advance is discovered, and you could also have a population bonus trigger where cities could have a percent chance of recieving another pop point.
I guess it's only a matter of deciding how much population to increase and decrease and what kind of percent chance and with which advance does it disable.
Here's an idea, okay, 4% chance of increasing or decreasing by one pop each turn. Also maybe a 1% chance that the city might increase or decrease by 3 each turn.
Here's how the code might look.
code:
trigger 'popuup' when (g.player){
x = 0;
while(player.cities > x){
setcitybyindex(1,g.player,x);
ronin = random(99);
if(ronin < 3){
randos = random(99);
if(randos < 1){
addpops(city.1,3);
}
else{addpops(city.1,1);}
}
if(ronin > 95){
randos = random(99);
if(randos < 1){
addpops(city.1,-3);
}
else{addpops(city.1,-1);}
}
x = x + 1;
}
}
// this is to disable the above trigger if
//the player has the certain advance.
trigger 'dismeallthetime' when (g.player && discovery.type == 231){
disabletrigger ('popuup');
}
Okay i saw two problems with this. First, once one player discovers the advance that disables the plague/increase trigger all the rest of the players will benefit but I don't think it's a big concern.
Another problem with the code is that if a city is destroyed due to a population decrease the game might crash unless you
there is some way to find out if the city has been destroyed(I can't think of one right now)and then set the value of x accordingly. Anyway this was all written in a rush but I think the fundamentals will work. And I think it would be sooooooo cool. 

quote:

As far as SLIC, I didn't want to add triggers for individual wonders and so-forth, mainly because I didn't know if they would slow the game down significantly.
I am always open to new info about things people have made or are working on, though. I certainly didn't mean that I wouldn't consider adding any new slic stuff.
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I don't think it would slow the game down that much, not even a noticable difference, for my scenario I have added alot of triggers with no noticable difference, only when something huge and significant happens, like when france falls when paris is captured and the cities change hand from French to German control was there a slow down on that player's turn but other than that it seems pretty fast.
Anyway I hope you decide to add this. 
Also there was an interesting idea posted in the creation forum the other day. A national guard improvement or wonder. If it was attached to a wonder then I thought maybe the player that builds it could get some sort of addition pw to build defence improvements or a free unit in each city(but I think the garrison units pretty much already solve that problem). Anyway just an idea.
Thanks....
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Gemini
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gemini
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Actually guys, I was just thinking about it and the trigger wouldn't have to disable once the first civ has discovered the obseleting advance.
code:
if(hasadvance(g.player,id_thisone) == 0){
nest the rest of the code in
}
That should fix that problem.
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Gemini
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gemini
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Thank you Thebirdman. 
Yes actually I believe what you are asking can be done through the use of regions, I can't really think of anyway else to implement this. So for example if one of your key cities(your largest for example) is captured in a certain region, the rest of the cities in that region, belonging to that civ who lost that city would fall to the player who has captured the key city. It would be interesting but might be alot of work. Of course there would have to be a script written for a specific sized map or adjusted for different sizes of maps I would think.
Btw, I will be posting a new thread soon, I'm putting the finishing touches on my ww2 scenario and after that I will post most of the events that will take place in the scenario(there is alot), and ask for any other ideas at that time, or comments, and during that time I will be doing playtesting so there will still be lots of time to add new events.
Part of that "if paris falls the rest of france falls" is also a percent chance of each of the french colonies in North Africa can either stay under Vichy Control or become free french states. And there is also a percent chance that the Germans may capture french naval assests for thier own use. And tied into that is percent chances that other nations(including spain) may join the Axis at that or around(or before) france falls.
So maybe some of those same fundamentals can be used as a med mod event. 
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Gemini
[This message has been edited by gemini (edited August 29, 2000).]
[This message has been edited by gemini (edited August 29, 2000).]
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gemini
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Hey Locutus, Actually I was refering to the game crashing since the indices would change. Well I don't know if it would crash but it wouldn't work right. I guess a work around is to find out the city size before making an adjustment to the pop and if it would kill the city then adjust the value of the index.
Yes pretty radical ideas and to late to put in the mod but hey, that's why they call me Mr.Radical!!! Lol.
Seeya,
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Gemini
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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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Mr. Radical, 
Oh, come on! I had expected better from you Those indices are pretty easy to get around. Once a city is disbanded, all subsequent cities have their index lowered with one, so you just don't have to add one to x to get the next city. One way of implementing this would be using a temp-variable to keep track of city-size as I did in the example below. (I didn't actually test any of this but it works with units, so why not with cities?)
code: trigger 'popuup' when (g.player){
x = 0;
siz = 1; // init as 1, if nothing changes or city grows,
// any siz > 1 suffices
while(player.cities > x){
setcitybyindex(1,g.player,x);
ronin = random(99);
if(ronin < 3){
randos = random(99);
if(randos < 1){
addpops(city.1,3);
}else{
addpops(city.1,1);
}
}
if(ronin > 95){
randos = random(99);
siz = city.1.size; // change to city.size
if(randos < 1){
addpops(city.1,-3);
siz = siz - 3; // update
}else{
addpops(city.1,-1);
siz = siz - 1; // update
}
}
if (siz > 0) { // only increase x if size still > 0
x = x + 1;
}
}
}
// this is to disable the above trigger if
//the player has the certain advance.
trigger 'dismeallthetime' when (g.player && discovery.type == 231){
disabletrigger ('popuup');
}
As far as the other ideas go, I have been thinking about creating a fortress improvement that would add an extra garrison unit to the city for my ancient scenario (which I'm putting on hold until CtPII comes along BTW), that might be an idea. But giving more PW, I don't know, that could be used for farms etc. as well. But if Wes wants to add SLIC-code for individual Wonders/Improvements I could probably come up with about a dozen better idea's.
I like the idea of provincial capitols and having surrounding cities revolt with them if they themselves revolt (this way you can also simulate the independence movements effects (eg. USA declaring independance on Brittain), if one city revolts, others follow. But it might proof difficult to generalize such a thing to normal random games. How did you do this for your scenario anyway? I mean, city improvements and wonders are lost in the process right? But it sure would be very cool if it would work.
CU later,
Wouter
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NightHawk
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Ann Arbor, MI USA
Aug 2000 time: 05:12
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I am a little bit stuck with the Med Mod 4. I installed it, and tried to use it, but the screen was thoroughly messed up. No tile graphics showed up at all, and the Settler movement graphics wouldn't clear. Basically, it is completely unplayable.
When I tried to install and use the Celestial Dawn mod, I got the same thing.
Is this specific to these mods, or have I done something wrong?
NightHawk
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gemini
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Nighthawk, does it also give you the same problems in the normal(no mod) game?
Locutus, Hey good ideas and good job with the code to. 
Anyway, Yes you are correct about it destroying the city improvements and wonders, I did try a work around by spawning units by each city and using the addorder(I think that's what it was called) to make the units move automatically into that city but it only partially worked, if I remember from testing the code it would addorder successfully for the human player but when dealing with the nonhuman players it would not work. So if the ai captured paris the units would get created but they would not move into the french cities. So the only other way was to destroy them.
Two big disadvantages.
1. Wonders and Improvements destroyed.
2. Original City names lost.
Well concerning the improvements and wonders being lost, it wasn't a major concern for my scenario since the game is not structured around wonders or improvements. Infact I don't have any plans to add any at this time. I know, radical idea right? Well not really, the game is really designed around an unconvetional idea to a civ game and revolves around resources on the map(heavy and light industrial zone graphics), like it was in the real war with nations fighting for control of the industries, tech is very important to the game with *alot* of options and *alot* to research, and also events. The events are almost the wonders of the game. For example the Atlantic Wall event. Where once triggered little cement pillboxes will pop up all along the french northern coast and there will be a defense bonus, also of course, the maginot line is in the game. Oh and of course all the units included will keep the player and ai very busy.
Concerning city names being lost, for my scenario with the press of a button all the original city names will pop up again. So that problem is solved.
Sorry for the thread jacking Wes. I'll shut up now.
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Gemini
[This message has been edited by gemini (edited August 29, 2000).]
[This message has been edited by gemini (edited August 29, 2000).]
[This message has been edited by gemini (edited August 29, 2000).]
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WesW
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Florence, Al., USA
Jan 1970 time: 23:12
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Nighthawk, if regular games run ok, I am not sure what to tell you. Did you try re-booting the computer, and trying the mod again? If you have a system crash or 'illegal operation' message, this can cause the game to malfunction in a manner similar to what you described. Re-booting should solve this.
Then open the Troubleshooting Guide (in the text component zip), and follow the steps Don outlined at the bottom of it.
All these slic triggers sound very interesting, guys. I am going to out out the med mod 4 as is, though, unless people report errors with it. (I hope someone out there is playing it, because I haven't had the time, and am not going to have the time.)
I have been having a real bad spell with my head the last week, and am already falling behind in school. I have a Labor Day trip this weekend, and by then surely to hell that Fed Ex package will have arrived which will keep me busy for the next month or two.
From what I understand, the Activision people are set on getting CtP2 out for the Christmas season, and I can't wait to see what we can put together with the more powerful, easier to use slic2 and the stuff we have all already made for CtP1.
Can you imagine playing the Med mod 4 against an AI that knows how to wage war effectively? Plus a lot of new Wonders, improvements, etc.
How about a WWII scenario with all the possible events Gemini outlined above, and an AI that can adapt to the changing situations?
I know I'm excited!
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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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Gemini,
Yeah, I experimented with changing city-owner a while back myself. The AddOrder thing really sucks, it only works for humans (made it necessary to eliminate the space-city garrison from the MedMod, I couldn't get units to launch into space - now with the MakeLocation function it might work after all but I'm not gonna bother since space-cities are pretty rare anyway).
I really like your unconventional (too say the least ) view of the game's focus. It's much more historically accurate, individual cities are still way too important in Civ. I can't wait to have a look at your scenario The 'science-policy' and focus on events sound interesting as well. If the AI can handle all this, it sounds like this is gonna be the best scenario I've ever played.
But this does mean that the 'changing owner'-thing would never work for a regular CtP game. Oh well, we'll see what CtPII has to offer. 
Wes,
Don't worry, I'm playing I'm almost done with my current game so I'm soon gonna download your latest build and try that (but I don't suppose there will be too much diffences).
One thing I noticed already is that using a cruise missile attack occationally causes the game to crash, but I haven't figured out when exactly 'occasionally' is, it seems pretty random and I can't find any kind of explanation for it. I know there was a thread about this a while back, I think I'll dig that up and see if it offers any usefull insight. The only solution I know of for now is the same as the one for the AI, don't use it. 
I also noticed that the further in the game you get, the less the AI seems to bother to upgrade its units. I'm currently fighting the Turks (coincidentally I'm playing with the Greek myself so the historic accuracy is high ) and we're both in the early Genetic Age and a lot of his cities are defended by stacks of 7 or 8 (which is of course very nice) but at least 2 (most of the time even more) of those units are bombards or arquebusiers or musketeers or whatever. The rest of the defenses seem to consist largely of (Machine-Gunner) garrisons backed up by Howitzers and the occational Armor. So the defenses of most cities really only consist of 5 usefull units. I'm not sure if anything can be done about this, but I thought I'd mention it anyway (BTW I'm playing on Emperor level with 5 Civs and on a map with 90% Water).
[This message has been edited by Locutus (edited August 30, 2000).]
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NightHawk
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Ann Arbor, MI USA
Aug 2000 time: 05:12
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Thanks to all. I finally found all the *readme* files. One of them instructed me how to properly install the patch, mod, and the mod pack. It seems to work now.
NightHawk
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XMon
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Tampa, Florida
Sep 2000 time: 00:12
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Hey
I've been lurking here for about a month and I just installed Med Mod 4 and think it's a great mod but have a couple problems/concerns that I hope WesW or someone can help me with.
Category A (bugs me a little bit but no big deal):
1-when the Global Ranking box comes up I get the text without having the value put in the fields (meaning it says "you are ranked" followed by some code enclosed in brackets).
2-same thing with the city growth box. All the values are missing and instead there are bracketed codes.
3-if 2 Wonders are built in the same turn (I know this rarely happens if you're not cheating, now you know my secret)only one .avi is shown. This doesn't happen with the standard CTP game...it shows both .avi's one after the other.
Category B (somewhat irritating):
1-No one will exchange maps with me if I approach them first.
2-You know how you get that little icon on the left side of the screen letting you know when new units etc are built? The icons for "you're so great, you captured [somepoorciv]'s capital" and for "the city of [insert doomed city here] was ANNIHILATED!" never go away. 3000 years later that icon saying Perth was ANNIHILATED is still there! Why is this?
Category C (I can't deal with this!):
Wes, I love this mod but these two things kill me...
1-when I bombard a unit which is itself capable of bombardment...I take a big hit. For example, a cannon rolled up to the coast and attempted to bombard my two stacked ironclads (this is the part of timeline I am playing right now). The cannon was not succesful in bombarding my units but when I returned the favor, one of my ironclads was significantly damaged. Same thing every time I bombard another unit capable of bombardment itself. I can imagine the reasoning that a bombarding capable unit would counter with it's own bombardment but the game play just doesn't feel real. In real war it is possible for a unit to surprise another and sink it or destroy it without reprisal. Plus, if the game does not allow the land unit to bombard my sea unit then it seems odd that I'd take a hit when bombarding said land unit. I'm finding that a majority of the time I'm better off with direct assault in that I'm taking less of a hit than when I bombard and I think this is the opposite effect intended with the bombard function.
2-This one is killing the game for me! NO ONE will capitulate to my no trespassing demands! This makes diplomacy impossible and I'm pretty much forever at war with everyone because I will not accept foreign units in my city tiles and they will not stay away. I mean...I've got 20 cities and heavy cruisers and some dumb little civ with 5 cities and caravels refuses to stay away from my territory and thus those caravels die. Not at all realistic. I'm really not enjoying the game primarily because of this no trespassing thing. I'm not expecting Wes to change the mod because of me...but can someone tell me where to make adjustments to the code to rectify this?
I used to mess around with making mods with Civ II but never tried it with CTP. Having found this site about a month ago I've gotten excited about the idea of CTP mods and have TONS of ideas but since CTP2 is so close to release I'm not going to even try to learn the programming until the new one is out. My interests are in the years after the invention of nuclear weapons and how the Cold War changed the face of military conflict. My ideas center around espionage and unconventional warfare including guerilla warfare, special ops, war by proxy and terrorism etc. I don't think Civ or CTP give a good feel for the current way that war is conducted. I'm just sad I didn't find this site sooner so I could've put my two and a half cents in for CTP2.
WesW...I think Med Mod 4 is awesome and plays better than the standard version but for the bombardment thing and especially the "no trespassing" issue. Thanks mucho, and thanks if anyone can help fixing the above.
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XMon
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Tampa, Florida
Sep 2000 time: 00:12
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OK, I may have figured out the diplomacy problem and the counterbombardment thing. I never really looked into these files until today. I monkeyed with a couple of the diplomacy .fli files to hopefully help keep other civs from refusing my request to not trespass (like taking out the bit out having to not be at war with anyone to accept a no trespassing request - I don't care if you're at war with someone else as long as you're not at war with me, stay away!). I don't say anything when naval war units move through my seas but when transports start sniffing around looking for a place to land settlers or other units I get territorial.
I also noticed that most of the units with bombard capability also had the counter bombard flag. I just removed them all except for the attack aircraft (because a dogfight doesn't have to be up close with modern aircraft...they can dogfight with missiles without even being close enough to visualize each other), the battleship (to give it a sort of non-active air defense) and the Leviathan and Star Cruiser. The problem that I was experiencing was that, for example, land units not capable of bombarding sea units were inflicting damage by counterbombardment. Didn't seem right to me.
Mucking around with the units brings up a couple of more questions...I used the easymod app and under the "special" tab for visual flag editing I saw a box labelled "special forces" and a couple of the flags are self explanatory but what is the Special Forces flag, Assisted Drops flag, and Paratr Transport flag? Does Paratr Transport mean that an airborne unit can "jump" from this transport unit? Also, I see a C17 Transport unit (can you see where I'm going with this?), how can I activate this unit? By giving it a production value? Anything else I need to do? Will AI know how to use it?
Thanks in advance.
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WesW
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Florence, Al., USA
Jan 1970 time: 23:12
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I have deleted the things that seem to have been answered in earlier posts....
quote:

Originally posted by XMon on 09-02-2000 12:19 AM
Hey
I've been lurking here for about a month and I just installed Med Mod 4 and think it's a great mod...
Thanks. A lot of people here put a lot of time (several thousand man-hours for all the various components) into making it.
Category A (bugs me a little bit but no big deal):
3-if 2 Wonders are built in the same turn (I know this rarely happens if you're not cheating, now you know my secret)only one .avi is shown. This doesn't happen with the standard CTP game...it shows both .avi's one after the other.
Odd. I never noticed this one before. I have no idea what to do about it, though.
Category B (somewhat irritating):
1-No one will exchange maps with me if I approach them first.
You just have to get on their good side. 
Category C (I can't deal with this!):
Wes, I love this mod but these two things kill me...
1-when I bombard a unit which is itself capable of bombardment...I take a big hit. For example, a cannon rolled up to the coast and attempted to bombard my two stacked ironclads (this is the part of timeline I am playing right now). The cannon was not succesful in bombarding my units but when I returned the favor, one of my ironclads was significantly damaged. Same thing every time I bombard another unit capable of bombardment itself. I can imagine the reasoning that a bombarding capable unit would counter with it's own bombardment but the game play just doesn't feel real. In real war it is possible for a unit to surprise another and sink it or destroy it without reprisal. Plus, if the game does not allow the land unit to bombard my sea unit then it seems odd that I'd take a hit when bombarding said land unit. I'm finding that a majority of the time I'm better off with direct assault in that I'm taking less of a hit than when I bombard and I think this is the opposite effect intended with the bombard function.
Winning the bombardment (artillery) duel depends on the strength of the two units, any terrain advantage, and veteran status.
You can only bombard if you have an entire movement point left. That was why the AI couldn't roll its cannon up and bombard you on the same turn. When you used your Ironclads, then a normal duel commenced.
The units in the game, with perhaps the exception of capital ships, are meant to represent more than a single thing (an Archer unit represents more than one guy named Tom, for example). Thus, I can't see units being wiped out without inflicting at least a little damage normally.
2-This one is killing the game for me! NO ONE will capitulate to my no trespassing demands! This makes diplomacy impossible and I'm pretty much forever at war with everyone because I will not accept foreign units in my city tiles and they will not stay away. I mean...I've got 20 cities and heavy cruisers and some dumb little civ with 5 cities and caravels refuses to stay away from my territory and thus those caravels die. Not at all realistic. I'm really not enjoying the game primarily because of this no trespassing thing. I'm not expecting Wes to change the mod because of me...but can someone tell me where to make adjustments to the code to rectify this?
The trespassing problem is recognized as a major one, and has a long history. Nordicus worked on this topic when he made his half of the Awesome Aips with me last year. Basically, it is the lesser of two evils (the other evil being AIs who never launched attacks).
Unless the AI is spoiling for a fight, his ships should not park themselves in your territory permanently, or pillage and/or pirate your routes. (Same with land units, though they may stay around a number of turns.)
If otherwise friendly nations pirate you, demand a stop-pirating agreement. Normally they will accept and honor it.
Note: The game will automatically move workers back to tiles when a unit moves back off them.
For land units, use some of your out-dated ones to form picket lines wherever possible to form a border.
WesW...I think Med Mod 4 is awesome and plays better than the standard version but for the bombardment thing and especially the "no trespassing" issue. Thanks mucho, and thanks if anyone can help fixing the above.
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Hope this helps.
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XMon
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Tampa, Florida
Sep 2000 time: 00:12
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Well...the diplomacy thing didn't work. Everyone still trespasses with wild abandon. I even started a new game and went WAY out of my way to be nice to everyone and they still refused to not trespass. Even the Dutch, who were in love with me, told me screw off, they'd trespass if they wanted to. The reason I started a new game is because the first one crashed. The French (who lived VERY close by and hated me) just discovered Internet and in an attempt to prevent them from getting nukes (I think the Manhattan Project should come back as a Wonder) until the last possible moment, I was sending a couple of Liberty Ships with two armies and also, separately, airborne troops towards the French city with the Internet Wonder to capture and destroy it. I was really getting into it and BLAM! the graphics went all crazy and it crashed. I started another game and I'm in the medieval era and just finished a major campaign to eradicate the Zulus (who were jerks, I was being nice and they kept pushing me...), when BLAM! the same thing, it crashed. In the second game this happened just after I annihilated the Zulus. In the first, I'm not sure if it was JUST after, but it was at least soon after I annihilated the Indians. Is it possible that eradicating a civ causes a crash?
Other things I noticed (if anyone's still here): the airborne unit will not jump from an airfield, only from a city. When you stack eight leathernecks (and presumably marines also...didn't get that far) on a Liberty Ship and attack a city only four (or maybe it was five) of the leathernecks actually attacked the city using amphibious assault instead of all eight. This caused them to die.
I used Easymod to modify the units to take away the counterbombard flag which worked fine. While I was in there I changed a couple of other things too. I gave the helicopter an extra movement turn and also made the copter able to carry one small land unit. I also gave the uboat bombard capability. Weird thing is...taking away counterbombard worked fine but the other changes did not take. I loaded the scenario in easymod and even copied the altered files to med mod 4 default folder but still no change except for the counterbombard...strange. Any ideas?
Any way to make the game recognize jungle as mountain? I know from reading the Activision FAQ that mountain is different from all other land terrain and that you cannot make a unit unable to travel on a specific land terrain other than mountain...but, I think the game might take on a new feel if units with wheels could not travel in jungle. Without getting into it too much, jungle warfare is conducted with foot troops and not with tanks and such unless roads are present. Also, the defense factor is higher in jungle as in mountains in real life, that's why guerilla armies tend to hang out in those two environs. I'd make the concession to allow mounted units travel over mountains to make this work. Maybe I'll start a new thread on this in the other forum.
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WesW
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Florence, Al., USA
Jan 1970 time: 23:12
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I didn't realize that there had been posts made right after my last one here on the 4th.
I keep getting reports of crashes from different people on different things. I have just finished playing around with the game, trying different things. I have yet to have a game that didn't crash before 0AD due to one thing or another.
I never was able to get the game to crash in the same way due to the same thing more than one time, so I have to guess as to the reasons behind the crashes.
The last time it crashed, it gave 2 invalid page fault messages, the 2nd of which said "DDhelp" caused an invalid page fault in kernel32.dll at such-n-such. Ihave no idea what DDhelp is. I did notice the game hanging during random civ's turns for a couple of seconds, which I hadn't noticed before the installation of the disseminate trigger.
I would like for the various programmers and SLIC guys to enter their thoughts on this before reaching a decision, but I think I may have added too many things to the game. I am thinking SLIC triggers primarily, but it may be advances or units or some such. Anyway, I am going to send out email alerts to the people I know who may be able to help, and implore them to post here, even if it is to say "I can't help you."
With CtP2 coming out so soon, if we can't get this thing worked out quickly, there may be no use in releasing the mod at all. I will just wait until CtP2, and transfer the mod to it, and hope that the sequel is more stable than the original.
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coldsteel
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The Great Crash of 2236 -- Well I had no problems with med mod 4 until this point in the game. I don't know what's causing the crash, but 2 different computers both stop mid-turn at 2236. Oh well.
What a great civ game ctp is now with the fabulous med mod improvements! Though I suspect the recently-added slic trigger that gives all the players advances for free when other civs discover them makes med mod 4 too easy to ever lose -- but you better be ready with at least bombards by the 1700s or so when the ai launches a very nice naval bombardment and amphibious assault! Very cool.
Perhaps if *only* the ai's were involved with those free advances and not the human, now that could be tough. Nah, some ai would just trade you for cannons and explosives eventually I suppose. But if all the ai's were militant/aggressive they would hate you from day one and wouldn't trade...
Well I never made it to war walkers in med mod 4 (great idea to push them way into the future to neural interface!) but I suppose they can destroy the world like always when you finally get them.
Oh yeah the lead ai had future techs 10 in four categories but still didn't have some mainline techs (neural interface namely, which I was waiting for). Don't know if that's supposed to happpen. But I had to position to attack in, well, 2236 with just artillery. I think I would have captured the lead ai capital with 20-some artillery surrounding it but I guess I'll never know now.
With other crashes earlier and ctp 2 on the way, I guess it doesn't make much sense to upload my 2236 game file to anyone to examine why it is crashing. I guess that means... can it be? I'm done playing ctp now!? What a concept. Could it be true, finally?
Thanks Wes and everyone else for your hard work in turning a real dog into the best turn-based civ game of all! Well if it didn't crash.
Although nothing seems to *ever* beat that venerable Master of Magic game -- but then if Wes and everyone could have improved the ai in that game, whoa!
cold
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jimn
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My most recent download of 4.0 stuff was from Wes's site middle of last week. I have played a couple of games for an hour or so and one which I've taken through 300 turns. So far I haven't experienced any crashes whatsoever (which is amazing since my computer has been acting kind of flaky recently and I actually did a reinstall of windows a couple weeks ago). The only thing technically I've got going on is that I've got no music (but I haven't turned it off), however, I've had this type of experience with the unedited game and chalk it up to strangeness in my machine that seems to come and go depending on how the operating system is feeling. My conclusion at this point is the game is working great (so far).
From a tactical viewpoint the only real difficulty I've noticed is the new trigger that gives civs a chance to get known advances. Basically this seems to have removed the challange of keeping one's science going and reduced the starting advantage given to the ai at more difficult levels (right now I'm playing emperor).
I don't know if this trigger is sensitive to the number of civs (I'm playing with 16), but for example right now I'm way out in front and have healthy science rate, however, the most mediocre civ in the game is only trailing me in discovery by at most 3 advances. Now it is nice to have the greater challenge in conquest of running up against a few more advanced units, but as I said it does seem to considerably reduce the challenge of really pushing science to stay in the game. I don't know if it is possible to tweak this feature a bit, or if this is basically one of those unfixable challenges like that of balancing trespass vs. ai which never attack.
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Pintello
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Deltona, Florida
Jan 1970 time: 05:12
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Hi Wes,
I am currently playing your Med Mod 4 game. I am at about 850 AD. The game has not crashed on me yet. However, I have noticed a hiccup or two. What I mean is that the game went blank for about a second, twice, but then it came back fine. If I had been using Windows 98 I think I would have definitely have gotten the Page Fault message that you mentioned.
In fact, this is exactly what I got when I was using Windows 98 and something similar happened. Now that I am using Windows 2000 though, everything runs much more stably and things that caused crashes before just cause the hiccups previously mentioned and then go on like nothing ever happened.
I will continue playing the game and see what happens. If I had to make a guess though, I would guess the problem is with the Slic Code that simulates the dissemination of tech. This slic code is constantly making calls to the game and this may result in the page fault errors mentioned.
As a way to test this, I would suggest starting over and remarking out the line at the end of the script.slc file and calls the slic code that makes this tech dissemination take place. If I remeber correctly, it is at the end of the script.slc file. All you have to do is put a // in front of it and this will serve to remark it out so the game will not call it up. Try that, and see what happens. If you still have problems, you have atleast eliminated one possiblity.
Timothy Pintello
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