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hexagonian
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Gnawing on your mind...
Jun 1999 time: 23:22
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Download CRADLE 1.33 from here!!!!
Well, it has been a wonderful ride...
This will be my last supported update for Cradle (for some time, at least - I will not close the door, but I am moving on to other things). So if players have any suggestions regarding adjusting the elements of the game, you will have to do them on your setup.
However, if there are issues with the 3 new SLICS in Cradle that create unforseen MAJOR (emphasis on major) bugs, I will post the files.
Please note: The new SLIC files offer a variety of effects that will affect gameplay. I realize that there may be certain SLIC files that players may not like. To disable a SLIC file, go into the following files.
Cradle 1.33, Ultra Gigantic, Global Empire, SETI Project - CRAG_script.slc
Birth of an Empire- CRARR_script.slc
At the bottom of the file, there is a list of the SLIC files. Locate the SLIC file that you want to disable and type
//
in front of the entry.
In addition, if you want to disable the Visible Wonders or the City Expansion SLICs, you will need to replace the 1.33 (CRA...)_tileimp.txt and the (CRA...)_gl_str.txt files with the ones that are found in Update 1.32.
With the addition of new blood in the Modding community, there probably will be the creation of many new SLICs, and there may be a call to add those SLICs to Cradle. I am not going to leave the forums, but I may ask for Cradle-compatible files if I see something interesting.
If you are a SLICcer, and you have something that you feel would be a great addition to Cradle, feel free to adapt it to Cradle. I will be more than glad to add it to my website as a separate add-on, but I will not be playtesting the files myself. It will be that SLIC creator's responsibility to make sure that the files are stable and are totally adapted to Cradle 1.33.
1.33 README
Unzip 1.33 Update into the Activision\Call To Power 2 folder.
Below are the update details. The .txt file updates are VERY minor - most of the additions are related to the new SLICS and the inclusion of Leonardo's Graphics.
SMALL FIXES
1. Great Library fixes regarding Ocean Faring and Spies/Revolutionaries.
2. Dromons no longer have transport ability.
3. Enable Advance for Longship is Ocean Faring instead of Hull Making.
4. Advanced Farms produce 20 Food on Plains instead of 15 Food.
5. Increased Research Cost for Republic and Caliphate governments.
6. Message fix for Bloodbath.
7. Fixes to the following SLICS - BetterAI, Air Units, Commerce Improvements, SoundFix, GoodMod.
NEW ADDITIONS
8. Added Leonardo's Graphics Mod.
9. Added Immortal Wombat's Visible Wonder Mod.
10. Added Martin's MessageIcon Mod.
11. Added Pedrunn's City Expansion Mod.
Many thanks to everyone who made this Mod possible, especially the talented SLICers. I hope you have enjoyed this Mod - I feel that Cradle is one of the best Mods for any civ-style game currently available.
Currently, I am working on a CTP2 Lord of the Rings Scenario, (based on Cradle files). However, I have not heard anything from any of the playtesters on this Scenario. If anyone wants to test the files, email or PM me. I have no idea if I made it too easy or too hard though, so realize that this is a work in process.
If there is little demand for this setup, I will table it.
Finally...The main reason why I am closing the door on Cradle is that I have played almost no CTP2 over the past 6 months (other than Succession) - and my kids have been using the computer more and more now, so I do not have much playing time. The time I do have has been playing 'Posiden' - and 'Emperor' has just been released (this game is better than 'Pharaoh', my all-time favorite game, so I know I will be playing this exclusively for some time).
But I am not leaving...I'm assimilated into the collective.
Dave Sobotka
aka hexagonian
Last edited by hexagonian on 18-09-2002 at 22:28
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child of Thor
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Hex,
Sad to hear this may be the last Craddle. It really was the Mod that revived CTP2 for me.I'll download it as soon as i can. Good luck with Lotr, i'll certainly give that a bash when it's done.
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Zaphod Beeblebrox
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aachen, germany
Aug 1999 time: 05:22
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unfortunately it seems there is no bonus gold/food/production from the goods.
can't find the reason why, but it seems those bonusses just get ignored. any idea hex or martin?
besides that i really love it!
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Zaphod Beeblebrox
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aachen, germany
Aug 1999 time: 05:22
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another problem is the unit updater, its ignoring militia units, only upgrading regular ones
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Zaphod Beeblebrox
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aachen, germany
Aug 1999 time: 05:22
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well it doesn't work, i guess the problem is that after checking
enadv[0]=AdvanceDB(ADVANCE_BRONZE_WORKING);
OLD_UNIT_TYPE[0]=UnitDB(UNIT_SPEARMAN);
NEW_UNIT_TYPE[0]=UnitDB(UNIT_HOPLITE);
PER_UNIT_UPDATE_COST[0]=280;
it just stops looking through the later lines so never reaching the
enadv[26]=AdvanceDB(ADVANCE_BRONZE_WORKING);
OLD_UNIT_TYPE[26]=UnitDB(UNIT_SPEARMAN_MILITIA);
NEW_UNIT_TYPE[26]=UnitDB(UNIT_HOPLITE_MILITIA);
PER_UNIT_UPDATE_COST[26]=280;
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Zaphod Beeblebrox
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aachen, germany
Aug 1999 time: 05:22
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noticed the ability to build them as well, though i never did so
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hexagonian
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Gnawing on your mind...
Jun 1999 time: 23:22
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quote: Originally posted by stankarp
Hi David (Hexagonia).
Just wanted to say what a great mod Cradle is. It is nearly the ultimate civilisation TBS game, certainly for the past. |
I'm glad you are enjoying the Mod. It was a lot of work, to say the least... I started the Mod in Jan 2001, so it has taken almost two years of work. (note: unedited post said 2000 - I started it in 2001)
To be honest, a lot of the credit for Cradle has to go to people on these forums. There were also a lot of early discussion on these forums regarding how to alter the txt files, so a lot of what is in Cradle is based on those discussions. And a lot of the credit does have to go to the SLICers, because so much of my Mod is tied into their files.
The things I can take (most of the) credit for is the tech tree/wonders/buildings/governments/unit progession and many of the graphic elements. And I did do a lot of the balancing, but the thing to note is that even though the default AI was weak, the default CTP2 game was actually structured very well, and I worked off of that structure.
quote: Originally posted by stankarp
I like a good challenge, dont mind long games and like something that needs detailed thought and advanced planning. The CTP2 base is great because it is easily the most streamlined and effecient game I have ever played. The city management interfaces are just so easy one wonders what the new crop of designers have been smoking when designing games like Civ3 and Medieval Total War. |
I do think that CTP2 has an excellent system that reduces the tedium factor.
So I take it that you tried civ3???
quote: Originally posted by stankarp
Diplomacy. The code at the moment basically means the AI just hates you more and more and eventually you get all of them attacking you. It would be nice if the AI kept to ceasefires occassionally and if there was a fear factor, ie, when you get one down on its knees it should be prepared to trade techs and gold for a ceasefire. At the moment it sticks its finger up and just lets you do your dirtiest. The AI's should also be a bit more responsive to bribery, certainly early in history. |
This is one area that civ3 is superior to CTP2, although in defense of Cradle, the diplomacy model in Cradle fits into history. You can make deals with the AI and can often have periods of stability, but you cannot let your guard down for a second.
Consider that ancient civs were very aggressive to one another, and were more driven to warfare based on ethnic/religious differences, so having a hair-trigger AI feels right. We tend to look at things with a 21st century mindset, so we project that mindset onto the past. Although we have had the most violent and bloody wars in history over the last 100 years, it is because our technology has finally caught up to our hatreds. Throughout history, the hatred has always found an outlet.
History is a bloody mess...
Having said all that, I would still like to see a more cooporative AI developed.
quote: Originally posted by stankarp
Piracy. Would be nice if you could actually profit from piracy and see how much you get. |
I know that you are supposed to get a benefit from Piracy, but it is unclear.
quote: Originally posted by stankarp
Capturing advances from cities is already being worked on and I hope it sorts itself out. It would be a nice addition to the PW and Gold bonus you get for capturing cities. |
This should be an easy addition to Cradle when the file is finished, so keep watching the thread where this is being worked on.
quote: Originally posted by stankarp
I retire in 9 weeks and after that, would be happy to try to experiment with coding if given a few pointers.
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Enjoy your retirement - I have 25 years to go...
Last edited by hexagonian on 23-09-2002 at 18:06
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Pedrunn
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of Natal, Brazil
Jul 2001 time: 02:22
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Hex, In the second time i sent you the city expansion i must have sent you yhe wrong file wich was the version 1.0 that used to give subneural ads (rational thought) to the player, finish regular improvements when they shouldnt and didnt removed the ruins after 100 turns passed.
I feel so bad to dirty the name of the great Craddle mod with such a stupid mistake.
But here is the right version of the city expansion code with the Craddle settings as you requested. I would like you to test it while loading to check syntax errors (that very unlikely ill be in) before adding to the update 1.33
PS: I have just seen the IW wonder code that has a flaw giving subneural ads for a whole turn to a player when a wonder is created. I can fix it. But I hope to talk to IW before. After all he may not like someone noising in his code without permission.
NOTE: stankarp, thats probably why you received rational thought when conquering a city from my advance from city conquer code. With this CityXcode and the new improvemnt in IW's code it wont happen again.
PS: Sorry all.
Attachment: cra_cityexpansion.slc
This has been downloaded 6 time(s).
Last edited by Pedrunn on 21-09-2002 at 19:40
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The Rusty Gamer
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Christchurch, New Zealand
Apr 1999 time: 17:22
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Pedrunn,
Can you calculate a factor based on initially half what was originally paid for in PWs but it devalues more as time goes on - the longer the tile is there, the less value it returns (depreciation). This is if we pillage either an enemy's tiles or our own!
While we're on this, can we also get the same payback in PWs when a tile is replaced or upgraded. So, for instance, if we go upto a superior type of farm or change to a mine, that we get a portion of the original value of the farm back?
Also, while we're on about tiles, is it possible to cancel a tile that you have laid down in the same turn with no loss of PWs? Sometimes its easy to lay down a tile in the wrong place accidentally, or you might change your mind about where to put it or what to put down.
Last edited by The Rusty Gamer on 22-09-2002 at 11:58
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Pedrunn
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of Natal, Brazil
Jul 2001 time: 02:22
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quote:
While we're on this, can we also get the same payback in PWs when a tile is replaced or upgraded. So, for instance, if we go upto a superior type of farm or change to a mine, that we get a portion of the original value of the farm back? | This code already exists. I made it for ADG you can find it some thread down here. We just need to fill the amount for each TI.
quote:
How about a simple code that gives you 20% of the value of the tile improvement you pillage back in PW. |
As i said five minutes to make it. But same problem as replace gives PW problem we need to fill the the bonus for every TI.
I wont do this but i can make editing really friendly. So any takers to do this?
What you think, dave?
Last edited by Pedrunn on 22-09-2002 at 17:25
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