November 23, 2000, 00:56
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#1
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Emperor
Local Time: 04:41
Local Date: October 31, 2010
Join Date: Nov 2000
Location: Illinois
Posts: 8,595
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Minor Modifications
Whoever heard of Facism in the Rennaisance? I modified the requirement for the Facist Advance by replacing Gunpowder and Theology advance requirements with Industrial Revolution and Mass Media advance requirements.
This makes more sense to me because with the second Industrial Revolution comes new military technology and with Mass Media, comes new avenues for a militaristic leader to appeal to the masses.
Another modification I made was moving the Machine Gunner up the technology tree and moving Ubran Planner down the technology tree. Now, the Machine Gunner requires the Mass Production advance and Urban Planner requires Industrial Revolution advance. I basically switched them around.
The reason for this is that the Machine Gunner did not come in the first half of the 19th century in widespread use and the Industrial Revolution allowed advanced colonial empires in the 19th century - enter Urban Planner.
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November 23, 2000, 11:00
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#2
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Chieftain
Local Time: 09:41
Local Date: October 31, 2010
Join Date: Nov 2000
Posts: 56
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The Urban Planner/Machine Gunner makes sense, but there's a problem with the other one.
Fascism is (stupidly) a prerequisite of Nationalism, which you need to get Democracy. Doesn't that put the discovery of Democracy after a ton of other advances? Or did you change that too?
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November 23, 2000, 11:47
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#3
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Emperor
Local Time: 04:41
Local Date: October 31, 2010
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Location: Illinois
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November 24, 2000, 17:26
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#4
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Chieftain
Local Time: 09:41
Local Date: October 31, 2010
Join Date: Nov 2000
Location: Switzerland
Posts: 64
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Indeed disturbing news. I'd like to apply this changes to my game. Would you tell me which files need which modifications? I would really appreciate your help.
Thanks
Starfighter08
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November 24, 2000, 17:53
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#5
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Emperor
Local Time: 04:41
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Location: Illinois
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November 27, 2000, 23:52
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#6
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Chieftain
Local Time: 09:41
Local Date: October 31, 2010
Join Date: Dec 1999
Location: Seattle
Posts: 58
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Fun,
I need some help with some modification. I like to play with alot of civs on a huge map with tons of ocean, and alot of islands. but then it takes me 10 turns to move my navy anywhere.
what I want to do is change the movement points for naval units, double or triple them, or something.
I've found a file Units.txt, that looks like what I need to change, but when I change movement points what happens is:
In the great library, the new movemnet values are shown, but the actual units don't move any more. a coracles still moves only 2 spaces, while the great library says it can move 10.
any solutions?
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November 28, 2000, 00:56
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#7
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Emperor
Local Time: 04:41
Local Date: October 31, 2010
Join Date: Nov 2000
Location: Illinois
Posts: 8,595
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You have a good point that I overlooked - when I made my modifications, I did not consider the Great Library text file! Thanks for enlightening me on that one.
About your question - I made my modifications in only the units text file and with the ones I increased movement, I still have to test it in a game. I will let you know.
BTW, I compiled a complete, alphabetized spreadsheet of my own to keep track of my modifications in almost all the aspects of the game (units, buildings, wonders, etc.) Each column is an aspect of the game, then the list below the column heading. I look forward to see what I can cook up.
So, do you know anything on how to place the civilizations of your choice on the maps you create?
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November 28, 2000, 01:52
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#8
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Emperor
Local Time: 10:41
Local Date: October 31, 2010
Join Date: Mar 1999
Location: Zwolle, The Netherlands
Posts: 6,737
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Mog'Dug, did you start a new game after making your modifications? Modifications often only take effect when you start a new game.
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November 28, 2000, 03:24
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#9
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Chieftain
Local Time: 09:41
Local Date: October 31, 2010
Join Date: Dec 1999
Location: Seattle
Posts: 58
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yes, I did.
I'm wondering if there is more than one file I need to change. or if it's only units.txt
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November 28, 2000, 10:34
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#10
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Local Time: 03:41
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Join Date: Mar 2007
Location: Florence, Al., USA
Posts: 1,554
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I don't know what would be causing that. If I have any problems with the Med mod II changes, I will let you know.
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November 29, 2000, 00:36
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#11
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Emperor
Local Time: 04:41
Local Date: October 31, 2010
Join Date: Nov 2000
Location: Illinois
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Hey Savant!
I e-mailed you my modifications spreadsheet as an attachement - hope you'll be able to utilize it. And remember that I warned you that I have not started a new game with my new modifications yet, but I hope I don't run into any technical problems.
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November 29, 2000, 01:08
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#12
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Warlord
Local Time: 04:41
Local Date: October 31, 2010
Join Date: Jul 1999
Location: The Mountain Empire
Posts: 185
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Mr. Fun!!! Could you make that spreadsheet available to us? That would be great to have as I would like to make similar changes (I just got my CTP2 today!) and having the units and stuff in a spreadsheet would make it a lot easier!
my email is AE_Savant@yahoo.com or you can email me here at Apolyton: Savant.
OK, so now for the big install and look-see! Damn, will I get any work done this week?
------------------
'Blood will run'
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