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deleted
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formerly of Jack
Oct 2000 time: 05:12
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Hey all
First let me say this Mod is great. But I think something is wrong, I'm playing with 4.0
on emperor, and the AI will not mine the forrest, every thing else seems to be working fine.
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coldsteel
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4.11 froze at 2050ad in a deity game against 1 opponent (2nd was killed 3800bc). The ai had most of the techs it usually gets (no cybernetics of course) but no future techs yet.
cold
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WesW
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Florence, Al., USA
Jan 1970 time: 23:12
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Let me see if I can address some of the things which have popped up here the last few days....
I started 3 new games, and played them each to about 2000BC to see if there was a pattern to the freeze-ups that Chris mentioned. In the first game, I had one pause at 3150BC, in the second game there were none, and in the last game there were several. The best I could tell from viewing the AIs, the pauses coincide with the AIs rush-buying improvements, especially Stockades. If Barbarians pop-up close to their cities, for example, then the AIs would do this. Why this would start causing pauses, I don't know. What this would have to do with the disseminate trigger is also a mystery.
None of these pauses caused a crash on my system, however.
As far as the AIs not mining forests, this is something that I never could get them to do, except in rare circumstances. I hope that this will change in the sequel, if I decide to implement this feature in a mod for that game.
Same thing with getting the AIs to counter-attack, which Dida mentioned in his thread. I and some others worked on this, trying everything we could think of, to no avail.
Cold Steel, could you go back to your game that crashed, and check to see if it had anything to do with the founding of the first space city?
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coldsteel
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In a couple 4.11 games the ai was able to build the first city in space. The freezes could still be associated with building the star ladder, last game the star ladder was under construction then later the game froze.
Too bad, I think I figured out a strategy that would always win before the computer could research all the future techs. You can always demand one tech from each civ at some point in the game, so you can always get communism from somebody as soon as someone researches it. Then either demand or research cannons. Then bury the computer in stacks of cannons, since under communism you can really churn them out.
Maybe. Perhaps we'll never know. 4.11 always freezes before I can find out who wins the race.
coldsteel
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coldsteel
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Out of curiosity, has anyone ever seen a computer ai independently research cybernetics in med mod 4.10 or 4.11?
cold
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coldsteel
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Has a human player successfully researched cybernetics in 4.10 or 4.11? Just checking.
cold
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gemini
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Hi guys, I've been following the thread for quite some time. I have personally experienced problems with the hack 1.21 and have reinstalled just the civctp.exe version 1.2. I was wondering if the problems associated with the ai "freezing" could have something to do with the hack. I would be interested to know if any "freezing" occurs when the mod is played with just version 1.2 of the exe file.
------------------
Gemini
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WesW
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Florence, Al., USA
Jan 1970 time: 23:12
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Well, it looks like we will never know the answers to some things about the mod. I hate to leave anything unanswered, but I am very pleased with the Med mod overall, and I am moving on to Ctp2, which appears to be all that the original should have been, but wasn't.
I will keep the 4.11 upadte posted on my homepage, so those of you who have yet to try out the game can enjoy our work. The basic 4.0 version, which you will need to install before adding the update, will continue to be available here at Apolyton. I will also leave it up at my homepage for as long as possible.
I plan on making a Medieval mod for Ctp2, though I will take it slow, play the game a few times and try and get input on the forums about what things people woud most want to see added to the sequel before getting together with my cohorts and putting it together.
Once again, I say thank you to all those who helped me construct the mod, and to all of you who responded with feedback and recommendations, both on the forums here and by email. The mod could not have been made without the efforts of all of you.
Be sure to check out the ctp2 forums and my homepage for the latest developments on the Med mod.
I will check back in here periodically to answer any questions as best I can, and to acknowledge any thank you's that people care to submit, but my work on the Med mod for Ctp1 is done. Good bye! 
--------Wes Whitaker will return in The Medieval Mod II: In the Beginning--------
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shmily_dana
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Tucson,AZ USA
Aug 1999 time: 05:12
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The link to the website at the top is broken. Where can I get the 4.11 fix?
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420
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ohio,usa
Oct 2000 time: 05:12
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Dude I love your Mod! Found only a few bugs in it, just in the Great Library where some things were missing. I have a little older one though. Now if I can only find someone to play an MP game with...
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Cannes
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Copenhagen, Denmark
Jan 2001 time: 05:12
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With the danger of seeming like a complete moron...
How do you start a scenario? What steps do you go through after having installed the mod?
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coldsteel
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I wonder if the computer players are now capable of researching cybernetics (and neural interface)?
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Cannes
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Copenhagen, Denmark
Jan 2001 time: 05:12
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Hey Wes!
First of all I love the work you've done with the mod. It is absolutely brilliant!
I know you propably wont be working anymore with it, but I just thought I would let you know about the few bugs I encountered...
Pollution used to be a problem in Ctp at the difficult levels. Now even at deity level on huge maps with 40 30+ cities I don't have pollution problems at all! Not even unhappiness in any cities caused by pollution!
The "turns until next disaster counter" also seems to be broken completely.
Another that is broken is the population counter. When it surpasses 1 billion it overwraps and start couning in thousands ie, 1 billion people shows up as 1000 (I think). That is if having about 40 30+ cities and another 20 cities in the 10-20'ies in the genetic age would give you a population of 25 billion....
That's all I can think of for now. I'll get back to you if I encounter anything else.
Thanks again for sharing your work.
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Cannes
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Copenhagen, Denmark
Jan 2001 time: 05:12
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hmm... I just gotten into the industrial age building factories and refineries in my cities and now the pollution works... This is definitely deity this time. Maybe my last game was emperor level... Anyway it would seem strange that there is no pollution on emperor level, no?
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Cannes
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Copenhagen, Denmark
Jan 2001 time: 05:12
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Aha!
It's the dominiques solution wonder that is the cause of it! It is definitely too powerful if you ask me...
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JPF_civplayer
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Seattle, WA, USA
Jul 2000 time: 05:12
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Rats, ran into a weird problem with a cruise missle. I restarted my saved game and when I try to attack anything with an already built cruise missle, it crashes the game. Not sure what is going on. I will probably just park it in an interior city or something, not sure if disbanding it or letting it die in the air will cause the game to crash but I'll explore those options too. And, it'll be interesting to see if building new cruise missles will cause problems or if it's just a problem with saving a game and restarting it with cruise missles...
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coldsteel
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4.13 crashes also when the computer gets into future techs. Did it two different games for me anyway. I believe the original game had some feature where it was impossible to finish the last future advance no matter how much science you had. I don't know how that worked.
cold
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gregw
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Wakefield, MA, USA
Apr 2001 time: 05:12
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Aw great, after several months 'clean' here I am addicted to CTP again! :-)
Ah well, there are worse things to which one may be hooked...
Anyway, I have to say that CTP, with and only with the Med Mod, is the best civ game I've played! Well, OK I've only played CivI, II, TOT and Colonization, but hey. I don't think I'll buy CTP2 because it lacks the space layer...which I think is the coolest thing! (Next to undersea cities anyway...)
Here are a few random thoughts:
I'm confused as to which version/release of the Med mod I have. Dominick's Sol'n. is there and not Inquisition, but the "The technology of XXXXX is so well know that news of it arrives..." works fine. I can also add settlers to cities. Ironclads can't see subs, according to the 'units.txt' file. (Subs have visibility class=1 and ironclads can only see visibility class=0.) Fighters have a vision range of 2. The dates on the files are 9/16/00, so I guess this would make it version 4.01? :-)
It seems that the changes in subsequent versions mostly had to do with units, advances and wonders. Dominick's was sacked and 'future X' greater than 4 were, too. I can do those myself easily enough (I was planning to reduce the number of wonders anyway...that's the only real fault I had with the mod...too many wonders!)
What freaks me out is fooling around with Aips and SLIC files. I'm afraid I haven't much of a clue with those! So what I need to know is, was there anything done to those, and if so, is it just a line or two that even a non-hacker like me can fix? And since the mod seems to be working well enough anyway, would I even notice the difference?
I had the cruise missile problem too, and I had a thought: maybe the 'bombard' and 'use only once' traits were confusing the poor program. Why not give the CM an attack value equal to the bombard value, and use it like a regular unit? Kinda like in CIV II. I haven't tried it yet, though. I also noticed in script.slc there is a line referring to a 'MissileBugFixTimer.' Any idea what this is?
I've noticed that the AI doesn't seem to build the wonders that are new to the Med mod. In those fearsome AIP files (ie. scimany.aip) the new wonders are listed well after the original ones. Could it be that the AI is ignoring them because they are so far down on the list? I know that priorities are given according to the number next to the item in question, but could the order of the list have any relevance? The AI also seems to never build forges, but I have no idea why that would be. I thought I read somewhere on Apolyton that you can enter as many wonders as you want, but any over some value are ignored. (50 or so??) Maybe this is the cause, and maybe there is something similar for improvements.
The other day I was wiped out by global warming, so I decided to double the values in pollution.txt. And now I see you beat me to it!
What was the problem with space marines? It's been a while since I got that far, but I seem to remember an 'issue.' Nothing crashed, but something weird happened.
Anyway, excellent mod. I've been meaning to give you a public 'thank you' for a while. So THANK YOU!!!!!
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