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Martin Gühmann
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Berlin, Germany
Mar 2001 time: 06:25
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What mod should we use for our DG-Game? Here are the options I found in the directory and had at least three stars. And to make it clear: Technically we are playing here a single player game.
1. Apolyton Pack
Directory Summery:
various authors have created this file.
The Apolyton Pack is an effort to combine the best player-created files. AP contains the following: Celestial Dawn's Mod v4.2 and the graphics for it, Harlan's Graphic Mod v1.0, TP's PowerSlics v2.00, Slax's Colors00.txt, Zaz's World maps and Uppsala's Mediterranean map. AP uses the scenario pack feature of the 1.2 patch, which means that no default files are overwritten, and installation and uninstallation are pretty easy. Some problems do exist, but there ways to overcome them.
Full readme.
2. Apolyton Pack + Awesome Aips 1.0 (Pack)
Directory Summery:
This mod contains altered aip and fli files for the Apolyton Pack. The changes to AI behavior are too numerous to mention here, but *are* detailed in the readme . There also versions for a setup with no mods, as well as for CD's mod. 1.2 Pathc required.
3. Apolyton Pack + New Trade Goods v1.4 (Apolyton Pack)
Directory Summery:
A great piece of work(again) from Nordicus. Too much stuff to put in here, check the readme first.
4. Apolyton Pack + New Trade Goods v1.4 (Apolyton Pack) + Awesome Aips 1.0 (Pack)
Directory Summery: As Nordicus is one of the authors of the Awesome Aips and of the alternative trade goods I presume options 1 -3 can be combined.
5. Celestial Dawn's Mod v4.22
Directory Summery:
Also named the "Play CTP as it should be" Mod. Lots of lots of small but significant changes.
Main goals:
i. addressing gameplay imbalances; and
ii. extending the scope and depth of gameplay.
Changes from v3
i) a modified Trade system designed to encourage Trade;
ii) a revamp of Governments in order to allow for more interesting choices between them;
iii) the improvement of Science buildings to make the Science v Gold decision more valid;
iv) the primacy of Air Power to make the Modern Age more interesting; and
v) Great Library updates for all the changes and entries for all the new units and advances.
Without doubt a file you must try. See also the 4.2 faq . 1.2 Patch fully compliant
6. Celestial Dawn's Mod v4.22 + Awesome Aips 1.0 (CD's mod)
Directory Summery:
his mod contains altered aip and fli files for Celestial Dawn's mod. The changes to AI behavior are too numerous to mention here, but *are* detailed in the readme. There also versions for a setup with no mods, as well as for the Apolyton Pack. 1.2 Patch required.
7. New Trade Goods v1.4 (Non-CD Version) (Looks like the stand alone version, unfortunatly I didn't find the CD-Version)
Directory Summery:
A great piece of work(again) from Nordicus. Too much stuff to put in here, check the readme first
8. Harlan's Graphic Mod 1.0
Directory Summery:
This mod combines and replaces Harlan's previous Leader and City mods. Harlan describes: "This modpack adds two city styles of Pyramid and Castle to the three existing land city styles of Roman, Arab and Asian. In addition, it adds a style for completely new age, the Industrial Age for all five city styles. So there are a total of 34 new graphics for cities.
This modpack also adds twenty city names for each civ, replaces the leader pictures for all civs with actual famous leader pics, replaces 8 civs with new ones and adds three extra civs."
See the full readme . You can get it two parts too
9. Medieval Mod 4
Directory Summery:
Many many many changes, a MUST download.
The description here is a little bit short, but I think this shouldn't be a problem as a lot of people already know about this mod. I think it is better to download the version of Wes' homepage as it looks that the version in the directory is a little bit outdated. (Version 4.0 instead of Version 4.13 like on his homepage.)
10. Awesome Aips 1.0 (Original)(Looks like the stand alone version of the Awesome Aips)
Directory Summery:
This mod contains altered aip and fli files for a setup with no modified game files. The changes to AI behavior are too numerous to mention here, but *are* detailed in the readme. There also versions for CD's mod, as well as for the Apolyton Pack. 1.2 Patch required.
I think there is no need for explaining the following options.
11. No mods
12. Abstain
Of course not necessary to say that we all play with the Hack Patch.
-Martin
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quinns
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I vote for No Mods. I suggest we just make the Computer Players (a/i's) stronger by initially giving them many settlers each, (2 to 5), and/or much gold, while we start with just 1 settler and 100 gold [standard]. In this way we won't have to rely on mods to make the a/i stronger. Also, we stay within the standards so that we all remain on the same CtP track. I think this is important because if any of our DG players ever want to later apply what they learn in multiplayer games, those games are all played with no-mods (as far as I know).
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Martin Gühmann
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Berlin, Germany
Mar 2001 time: 06:25
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quote: Originally posted by Nimrod
This can be done when the game is created by launching the editor instead of launching the game. With this we could give the Artifical Ignorance more settlers, gold, PWs, and even spread them over more land. |
Actual I don't like to use the cheat editor, it will give additional information about the map to the creator of the game, and that shouldn't be done of course everyone can check the map by using the cheat editor but I think no one should do it. Adding settlers, gold and PW for the AI can be done by editing the DiffDB.txt, so here is actual no need to do it. But editing the DiffDB.txt is also some kind of mod.
quote: Originally posted by Nimrod
Personally I would like to use MedMod too. But as Quinns pointed out in another thread, people are not familur with it. Which should make AIPs a nessecity. |
Actual I never played Medmod for CTP1, so I have to get familiar with, too.
-Martin
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miggio
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canada
Jan 2003 time: 05:25
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from the looks of this discussion, the poll says 5 for medmod, i choose no mods but oh well,
as long as were all fine with medmod,
vote or post it dont matter much to me, as long as we get a decision made
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Quickbeam3
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Looks like it will be close but the people see sence they vote for med mod.
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quinns
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I'm in the middle of playing a single player Med Mod 4 game at Deity level with 8 civs. At turn 150 I am nearly double the power graph all the other civilizations. Because the science ability and trade is so bad in Med Mod 4, I am stuck on the Republic and I can no longer expand. I have 25 cities (max at Republic) and I have built everything possible (including academies) in every city. Now my military is causing some unhappiness so I cut back on that. My civilization is number one in all areas (cities, science, production, military, population), except now I have to just wait and wait and wait and WAIT until I can change governments by going throught the long, long, laborious tech tree so I can expand my civilization. It is really not a very interesting MOD now that I have played it. I don't mean to rain on the efforts of those who made this mod, and I know many of you enjoy playing Med Mod. But if we are going through all this work for all of us to enjoy this democracy game, I would hope to get a game that will not bog down like Med Mod does.
I only make these remarks, not to brag , but to emphasize that I strongly recommend not using Med Mod for our game. It is slow and tedious in my opinion. I am campaigning for those of you who have not voted yet to vote for NO MODS. 
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quinns
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I'm in the middle of playing a single player Med Mod 4 game at Deity level with 8 civs. At turn 150 I am nearly double the power graph all the other civilizations. Because the science ability and trade is so bad in Med Mod 4, I am stuck on the Republic and I can no longer expand. I have 25 cities (max at Republic) and I have built everything possible (including academies) in every city. Now my military is causing some unhappiness so I cut back on that. My civilization is number one in all areas (cities, science, production, military, population), except now I have to just wait and wait and wait and WAIT until I can change governments by going throught the long, long, laborious tech tree so I can expand my civilization. It is really not a very interesting MOD now that I have played it. I don't mean to rain on the efforts of those who made this mod, and I know many of you enjoy playing Med Mod. But if we are going through all this work for all of us to enjoy this democracy game, I would hope to get a game that will not bog down like Med Mod does.
I only make these remarks, not to brag , but to emphasize that I strongly recommend not using Med Mod for our game. It is slow and tedious in my opinion. I am campaigning for those of you who have not voted yet to vote for NO MODS. 
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miggio
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canada
Jan 2003 time: 05:25
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reading what quinns posted, i agree with him medmod is not the way to go, I think we should just improve the ai and leave it at that.
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quinns
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I agree with Miggio. We can give the a/i extra settlers and gold (4 settlers and 10,000 gold?? ) but no other modding. What do you think? City styles? I think that would be okay as long as no one has to load any special files on to their system to load the game turns played by the President.
Last edited by quinns on 13-02-2003 at 23:08
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quinns
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Does the Med Mod 4 have the awesome aips in it?
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Nimrod
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cant I be priest?
Oct 2001 time: 05:25
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AI sucks @
Sea invasions - exception - the AI did invade and took a couple cities before I could kick them off my island. This was done with MedMod.
More gold & settlers
This does nothing for the AI. The most outragious start I gave the AI was 500,000 gold and 7 settlers. They beat me to ALP. Whoopy-d-do.
Question for Quinns
What is the land/ocean and island/continent setting for your game?
My issues with MedMod
On diety I usually have one civ ahead of me with little or no chance to catch up, they are too technologically advanced. This is on atleast 50/50 L/O & I/C. The max # of cities is set a little low, however using the large civs scenario setting does make it more balanced. I continue to have trouble getting Con. Monarchy in my games. I enjoy the new units, tech tree, city improvments, and wonders. As an early unit, horse archers kick a$$. Bombarding can backfire! I have made the mistake of bombarding with a SOL only to lose my ships on my turn due to the backfire from the heavy cruiser I was attacking.
Conclusion
I voted for AIPS because the AI DOES need improving. I would have voted for MedMod, but poeple are not familur with it, may install it wrong(may cause problems with turn sharing), or may become too unstable in the later stages(related to the method of install, maybe).
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quinns
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quote: Originally posted by Nimrod
Question for Quinns
What is the land/ocean and island/continent setting for your game?
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50/50 and 50/50
-----
Alright, Frozzy. Good.
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