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Radical_Manuvr
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Maryland, USA
Dec 2000 time: 05:23
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I DL'd and unzipped these files in this order:
Cradle 1.3 cradle_allfiles04_08.zip
update 1.32
update 1.34a
update 1.34b
I did not have any version of Cradle, I'm starting with 1.3.
I already had modswapper and I had the latest patch so I assumed I didn't have to reinstall them.
When I tried to load CTPII (800 turn option) (switched to the mod with modswapper) I got an error message that it couldn't find CRA_messageicon.txt and crashed the game. I didn't find any CRA_messageicon.txt files so I copied the original and renamed the copy. The game started okay then but when I get to the screen where you choose empire and leader name those read badstring for empire button and junkstring DECRIPTION_UNIT_CLERIC for the leader name. If I click the empire button I crash. I don't think the messageicon file controls those displays but I must be missing other files as well. Did I miss an update? Any other ideas as to what could be wrong?
Thanks.
Last edited by Radical_Manuvr on 08-12-2002 at 18:53
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Lou Wigman
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Newcastle,Australia
Jun 2001 time: 15:23
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My second game is now at 1550 AD. I am constantly at war with a neigbour who is rated the most powerful in the game. It is marginally more advanced in science and I am holding my own. I do, however have 40 cities all around size 30, all surrounded by latifundia, ports etc. (Am running caliphate at the moment). Despite this I am not catching up in science. The really worrying part is that a civ that I can't see, and so must be reasonably small, is building the Penicillin wonder!!! It just rocked up with a battleship. Another small civ nearby has submarines mingling with my dromons. Something is definitely out of kilter here. My own timeline is holding reasonably true from a historical perspective.
Except for half a dozen or so cities that are producing military units the rest are pretty well permanently on capitalization. I have about 100,000 PW points so there is little point accumulating more. Rush buying soon eats away the cash. I understand the reason for not allowing scientists too early. Just discussing what this does to the game overall, whether it be good, bad or indifferent. Getting the balance right is the key here.
I managed to build a few early wonders but haven't been able to get near one since about 1000 BC.
The unit updater SLIC still doesn't update ships in port but eliminates them instead. Saves on maintenance I guess.
How difficult would it be to allow the building of ports only next the city tile(s)? At the momemt I have ports everywhere which seems a bit excessive.
EDIT
I was wrong. The Byzantines have now slipped into first place. They have 20-30 cities. One of their bombers just flew over my territory. The Kushites are smaller but still substantial. They just attacked one of my coastal cities with 12 submarines. Methinks this game is defunct. Definitely something not right here. Makes my arquebus and trebuchet look rather sick.
Last edited by Lou Wigman on 09-12-2002 at 12:26
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hexagonian
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Gnawing on your mind...
Jun 1999 time: 23:23
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quote: Originally posted by Lou Wigman
My second game is now at 1550 AD. I am constantly at war with a neigbour who is rated the most powerful in the game. It is marginally more advanced in science and I am holding my own. I do, however have 40 cities all around size 30, all surrounded by latifundia, ports etc. (Am running caliphate at the moment). |
This is good - the larger civs are (and should be) maintaining a lead, and it appears that it is not a drastic one.
quote: Originally posted by Lou Wigman
The really worrying part is that a civ that I can't see, and so must be reasonably small, is building the Penicillin wonder!!! |
Based on the tech tree and your status, this is not a huge gap.
quote: Originally posted by Lou Wigman
It just rocked up with a battleship...submarines...bombers |
This is though...
quote: Originally posted by Lou Wigman
Except for half a dozen or so cities that are producing military units the rest are pretty well permanently on capitalization. I have about 100,000 PW points so there is little point accumulating more. Rush buying soon eats away the cash. I understand the reason for not allowing scientists too early. Just discussing what this does to the game overall, whether it be good, bad or indifferent. Getting the balance right is the key here. |
Are you using the suggested changes I made earlier in this thread for Latifundias (0 food) or still using the 1.34b setup? Are the bulk of your cities grown by slaves, or normal pop growth?
quote: Originally posted by Lou Wigman
The unit updater SLIC still doesn't update ships in port but eliminates them instead. Saves on maintenance I guess. |
Just trying to clarify - When you say Port, do you mean within a city or on a Port Tile Improvement?
quote: Originally posted by Lou Wigman
How difficult would it be to allow the building of ports only next the city tile(s)? At the momemt I have ports everywhere which seems a bit excessive.[/SIZE]
Probably not easily, because Ports are built on specific tiles (Beaches), so if you have a city blessed with a lot of them, you will get to build a lot of them. You should not be able to build them on open water.
[QUOTE] Originally posted by Lou Wigman
I was wrong. The Byzantines have now slipped into first place. They have 20-30 cities. One of their bombers just flew over my territory. The Kushites are smaller but still substantial. They just attacked one of my coastal cities with 12 submarines. Methinks this game is defunct. Definitely something not right here. Makes my arquebus and trebuchet look rather sick. |
I can tone down the bonuses in CRA_DiffDB.txt - I'm already going to reduce the science penalty for the human player on the highest level - this will allivate the gap, though I will probably have to refigure the timeline down the road. And I can reduce the bonus for the small civs in technology/gold, but increase the production/food bonus for them so they will stil have a presence.
I do have some questions...
Are the small civs that are way ahead scientifically civs that started the game or are they splinter civs that arose because of a revolt? This will help me determine where to make the changes.
Are you still playing on the same settings in this second game? (very hard, gigantic, 12 civs)
Can you attach a (zipped) gamefile to this thread? I'll go into cheat and take a look around.
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celicakydd
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Harrisburg, PA
Nov 2001 time: 00:23
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ACK...after taking a year long break I wanted to get back in to CTP2 using your fantastic mod...but it appears you have some major balance issues to work out. Is there any way to eliminate the bonuses for someone that falls behind? As far as I am concerned if someone is that backward they deserve to have their head handed them on a plate (even if it is me)
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hexagonian
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Gnawing on your mind...
Jun 1999 time: 23:23
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Thanks for the files Lou. I had a look at them. Some observations...
I can only access the first 8 civs on the list in cheat Several look to be defunct civs - have they been eliminated? Did you start with 8 or 12?
Out of the civs I can access, the Byzantines have a good lead, but they are also in a democracy, which is a powerful government for science/growth, and they are on a continent by themselves, so they have little resistance. So their lead is not totally unexpected to see. My guess is that they had been able to maintain a good science lead (not huge though) and once they hit democracy - boom!!!
I would suggest that in future games that Democracy should be a priority. I did try to make it hard to maintain in a war state but in looking at the setup, Byzantine is in an ideal situation to do good in a democracy.
Looks like they've been upgrading their Tile improvements too... This is good to see. All of their cities have a good setup of buildings.
The rest I could access (Indus/Greece/Babylon/China) are all about your level scientifically - some are behind too.
The ones I could not access are the question though - are they civs that started the game or civs that sprouted up from a revolt? If they are a result of a revolt, then they do get all of the advances of the civ they revolted from. Most of the splinters are gone too, by the look of things.
I did want to see the Kushites too - but based on what I can see with the map, it looks like they have the same benefit as the Byzantines - a large continent all to themselves, so I'm guessing that they are benefitting from that.
On your next game, give a try with less ocean, larger landmass - this may help level the playing field.
Nevertheless, I have reduced some of the gold/science bonuses that have been in place for the next update.
Last edited by hexagonian on 13-12-2002 at 09:34
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Azeem
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I'm having a bit of trouble with loading Cradle 1.34a.
Everytime I play a new game, I get this message that pops up: Slic Error - In object CRA_PiracyTest, function_Random: Value out of bounds
Any suggestions on how to get around this? 
Last edited by Azeem on 17-12-2002 at 00:40
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Azeem
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It already has been and I'm still getting the same error.
It has something to do with the CRA_Piracy file.
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Peter Triggs
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Gone Fishin, Canada
Jan 2000 time: 05:23
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There may be more than one version of that file. Try this one.
Attachment: cra_pirate.slc
This has been downloaded 4 time(s).
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Peter Triggs
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Gone Fishin, Canada
Jan 2000 time: 05:23
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Hmm, that bit about 'necessary errors' is not really correct.
Setting "DebugSlic=Yes" puts you into Debug mode. Every SLIC programmer should do this while he's writing and testing his program. It uses a bit more memory but you get much better and more complete error messages. If you get, for example, an 'out of bounds' error message while in debug mode and then set 'DebugSlic=No', you won't get the error message but the error does not go away. The game just ignores your code so it's not doing what you wanted it to do. These errors are always correctable: it's just a matter of tracking them down.
Azeem,
What's the date on the CRA_diplomod file that you're using? I looked at that code and can't see how, in the version I've got, you could get such an error.
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