January 23, 2001, 19:22
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#121
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Emperor
Local Time: 19:53
Local Date: October 31, 2010
Join Date: Dec 2000
Posts: 3,944
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I've found the cause of all my crashes in the patched CTP2. It was occuring within the exchange advance for gold section. It appears that the bug within the diplomacy causes a program crash with my mod. I had to disable it and got no crashes after testing for over an hour (used to get a crash on average every five minutes of gameplay). I'll try to find a workaround, but I doubt I'll get anything to work properly. In the meantine, I'll have a beta of V3.0 ready tomorrow, and will email to the couple of replys I've had. If you want to help me test the diplomacy, let me know.
BTW, I've toned down (read that as refined ) the acceptance levels so that you can't just get everything from the AI. I'll try to get a proper withdraw troops going so the AI actually does retreat instead of fortifying in your territory. This (I hope) should also help the AI's in reaching their limitation of a turn-limit without troops in another AI's territory before requesting/accepting agreements.
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Author of Diplomod. The mod to fix diplomacy.
Rommell to a sub-commander outside Tobruk: "Those Australians are in there somewhere. But where? Let's advance and wait till they shoot, then shoot back."
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January 23, 2001, 23:01
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#122
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Chieftain
Local Time: 09:53
Local Date: October 31, 2010
Join Date: Jan 2001
Posts: 58
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Dale, I had to take your mod out of my scenario for it to work. I kept getting an error, diplomod:39 array index 1 out of bounds. Might want to check that one out, I think that was the variable for # of players in a game, and since I have more than 8 it might create a problem somewhere.
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January 23, 2001, 23:01
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#123
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Chieftain
Local Time: 09:53
Local Date: October 31, 2010
Join Date: Jan 2001
Posts: 58
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Dale, I had to take your mod out of my scenario for it to work. I kept getting an error, diplomod:39 array index 1 out of bounds. Might want to check that one out, I think that was the variable for # of players in a game, and since I have more than 8 it might create a problem somewhere.
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January 23, 2001, 23:25
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#124
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Emperor
Local Time: 19:53
Local Date: October 31, 2010
Join Date: Dec 2000
Posts: 3,944
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Kormer, yeah I know of that one. V3.0 covers that bug.
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Author of Diplomod. The mod to fix diplomacy.
Rommell to a sub-commander outside Tobruk: "Those Australians are in there somewhere. But where? Let's advance and wait till they shoot, then shoot back."
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January 23, 2001, 23:25
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#125
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Emperor
Local Time: 19:53
Local Date: October 31, 2010
Join Date: Dec 2000
Posts: 3,944
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Kormer, yeah I know of that one. V3.0 covers that bug.
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Author of Diplomod. The mod to fix diplomacy.
Rommell to a sub-commander outside Tobruk: "Those Australians are in there somewhere. But where? Let's advance and wait till they shoot, then shoot back."
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January 24, 2001, 00:35
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#126
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Chieftain
Local Time: 09:53
Local Date: October 31, 2010
Join Date: Jan 2001
Posts: 58
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Odd, I wonder why it was working for me before. Oh well, guess it had to do with my other problems of the slic coding not working at all. Make sure to include my name on the list getting version 3.0 tomorrow.
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January 24, 2001, 00:35
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#127
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Chieftain
Local Time: 09:53
Local Date: October 31, 2010
Join Date: Jan 2001
Posts: 58
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Odd, I wonder why it was working for me before. Oh well, guess it had to do with my other problems of the slic coding not working at all. Make sure to include my name on the list getting version 3.0 tomorrow.
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January 24, 2001, 01:51
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#128
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Settler
Local Time: 09:53
Local Date: October 31, 2010
Join Date: Dec 2000
Location: FTC, CO
Posts: 9
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This ain't Tomb Raider!
Ok, I remember my sister and my girlfriend said they hated some video games cuz they were always getting killed.
Meanwhile I would keep playing, dying a lot but progressing through the levels. Killing the boss meant dying a few times until you found their vulnerable spot. For some reason, my female friends could take this with Mario Bros, any other game made it too intense. (There were a lot of 'Fighters' but only the Simpsons brought both sexes, and you die a lot in that game!)
My point is, some of us want to play a peaceful game of Civilization or Call to Power. Others want to die and deal death and convert the planet to a wasteland.
Thanks for all the help getting the AI to kill me! I can't wait to see what's next.
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January 24, 2001, 01:51
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#129
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Settler
Local Time: 09:53
Local Date: October 31, 2010
Join Date: Dec 2000
Location: FTC, CO
Posts: 9
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Ok, I remember my sister and my girlfriend said they hated some video games cuz they were always getting killed.
Meanwhile I would keep playing, dying a lot but progressing through the levels. Killing the boss meant dying a few times until you found their vulnerable spot. For some reason, my female friends could take this with Mario Bros, any other game made it too intense. (There were a lot of 'Fighters' but only the Simpsons brought both sexes, and you die a lot in that game!)
My point is, some of us want to play a peaceful game of Civilization or Call to Power. Others want to die and deal death and convert the planet to a wasteland.
Thanks for all the help getting the AI to kill me! I can't wait to see what's next.
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January 24, 2001, 01:51
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#130
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Settler
Local Time: 09:53
Local Date: October 31, 2010
Join Date: Dec 2000
Location: FTC, CO
Posts: 9
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Ok, I remember my sister and my girlfriend said they hated some video games cuz they were always getting killed.
Meanwhile I would keep playing, dying a lot but progressing through the levels. Killing the boss meant dying a few times until you found their vulnerable spot. For some reason, my female friends could take this with Mario Bros, any other game made it too intense. (There were a lot of 'Fighters' but only the Simpsons brought both sexes, and you die a lot in that game!)
My point is, some of us want to play a peaceful game of Civilization or Call to Power. Others want to die and deal death and convert the planet to a wasteland.
Thanks for all the help getting the AI to kill me! I can't wait to see what's next.
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January 26, 2001, 03:44
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#131
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Chieftain
Local Time: 09:53
Local Date: October 31, 2010
Join Date: Nov 2000
Location: Bangkok, Thailand
Posts: 20
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I have download the BlueO frenzy, first I install the
complete diplomat and strategy. I also add new unit and advance to the game. I notice that I can exchange tech with out first install Embassy and the AI are very friendly to me but that is not the problem. The problem is around 13-1500 AD one of the AI develope Gaia Control wonder! I use the cheat mode to see if it has the advance to do it and it does! and the shocking part is it doesn't have all the advance require to reach it. I havn't change anything in the advance.txt relate to gain control tech.
So I reinstall the game and this time use my new unit, advance and use only strategy from Frenzy. Same thing
happen. Anyone has experience this problem?
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January 26, 2001, 03:44
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#132
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Chieftain
Local Time: 09:53
Local Date: October 31, 2010
Join Date: Nov 2000
Location: Bangkok, Thailand
Posts: 20
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I have download the BlueO frenzy, first I install the
complete diplomat and strategy. I also add new unit and advance to the game. I notice that I can exchange tech with out first install Embassy and the AI are very friendly to me but that is not the problem. The problem is around 13-1500 AD one of the AI develope Gaia Control wonder! I use the cheat mode to see if it has the advance to do it and it does! and the shocking part is it doesn't have all the advance require to reach it. I havn't change anything in the advance.txt relate to gain control tech.
So I reinstall the game and this time use my new unit, advance and use only strategy from Frenzy. Same thing
happen. Anyone has experience this problem?
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January 26, 2001, 09:50
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#133
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Warlord
Local Time: 04:53
Local Date: October 31, 2010
Join Date: Nov 2000
Location: Grand Rapids, MI
Posts: 296
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YES! I have had this problem also, but I have only used my own modifications. I have added advances, units, and a couple of wonders/improvements. I am very puzzled by this also. I don't know why it happens.
Although it's very odd, it does not really affect gameplay because there is no way for the AI to build enough obelisks to make the wonder. So I just continue playing. The only problem is the AI devoting resources to the Gaia Controller instead of other things. Oh well.
If anyone knows why this would happen, please let me know. As magma12 says, the computer obtains the pre-req advance for Gaia but does not have ANY of the pre-req's for THAT advance. Very strange.
[This message has been edited by Colonel Kraken (edited January 26, 2001).]
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January 26, 2001, 09:50
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#134
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Warlord
Local Time: 04:53
Local Date: October 31, 2010
Join Date: Nov 2000
Location: Grand Rapids, MI
Posts: 296
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YES! I have had this problem also, but I have only used my own modifications. I have added advances, units, and a couple of wonders/improvements. I am very puzzled by this also. I don't know why it happens.
Although it's very odd, it does not really affect gameplay because there is no way for the AI to build enough obelisks to make the wonder. So I just continue playing. The only problem is the AI devoting resources to the Gaia Controller instead of other things. Oh well.
If anyone knows why this would happen, please let me know. As magma12 says, the computer obtains the pre-req advance for Gaia but does not have ANY of the pre-req's for THAT advance. Very strange.
[This message has been edited by Colonel Kraken (edited January 26, 2001).]
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January 26, 2001, 11:57
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#135
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Chieftain
Local Time: 09:53
Local Date: October 31, 2010
Join Date: Nov 2000
Location: Bangkok, Thailand
Posts: 20
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Well, I have remove the Frenzy and try again. It still
happen it is not date that trigger it, it is just a few turn
after I aquire explosive. I double check advance.txt and wonder.txt there is no change to the gain control tech.
Odd, isn't it?
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January 26, 2001, 11:57
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#136
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Chieftain
Local Time: 09:53
Local Date: October 31, 2010
Join Date: Nov 2000
Location: Bangkok, Thailand
Posts: 20
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Well, I have remove the Frenzy and try again. It still
happen it is not date that trigger it, it is just a few turn
after I aquire explosive. I double check advance.txt and wonder.txt there is no change to the gain control tech.
Odd, isn't it?
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January 28, 2001, 20:41
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#137
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Emperor
Local Time: 19:53
Local Date: October 31, 2010
Join Date: Dec 2000
Posts: 3,944
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The one that annoys me is the message I get when I discover the tech for the solaris project (don't know what it is) and it then tells me I've built the solaris project. Funny, I don't remember turning a city onto that. Hey look, it's still in my building options. Hmmmmm.............
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Author of Diplomod. The mod to fix diplomacy.
Rommell to a sub-commander outside Tobruk: "Those Australians are in there somewhere. But where? Let's advance and wait till they shoot, then shoot back."
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January 28, 2001, 20:41
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#138
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Emperor
Local Time: 19:53
Local Date: October 31, 2010
Join Date: Dec 2000
Posts: 3,944
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The one that annoys me is the message I get when I discover the tech for the solaris project (don't know what it is) and it then tells me I've built the solaris project. Funny, I don't remember turning a city onto that. Hey look, it's still in my building options. Hmmmmm.............
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Author of Diplomod. The mod to fix diplomacy.
Rommell to a sub-commander outside Tobruk: "Those Australians are in there somewhere. But where? Let's advance and wait till they shoot, then shoot back."
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January 29, 2001, 19:22
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#139
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Guest
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THe AI are trespassers Regardless.What you do is reverse thinking.Be like the AI. Go into there border ,fortify near there capitol, and use there roads. More often then not they will ask you to leave.tell them no
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January 29, 2001, 19:22
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#140
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Guest
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THe AI are trespassers Regardless.What you do is reverse thinking.Be like the AI. Go into there border ,fortify near there capitol, and use there roads. More often then not they will ask you to leave.tell them no
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January 29, 2001, 22:52
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#141
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Emperor
Local Time: 19:53
Local Date: October 31, 2010
Join Date: Dec 2000
Posts: 3,944
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Or download 'withdraw' from the files db and have them automatically expelled for you when they agree.
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Author of Diplomod. The mod to fix diplomacy.
Rommell to a sub-commander outside Tobruk: "Those Australians are in there somewhere. But where? Let's advance and wait till they shoot, then shoot back."
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January 29, 2001, 22:52
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#142
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Emperor
Local Time: 19:53
Local Date: October 31, 2010
Join Date: Dec 2000
Posts: 3,944
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Or download 'withdraw' from the files db and have them automatically expelled for you when they agree.
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Author of Diplomod. The mod to fix diplomacy.
Rommell to a sub-commander outside Tobruk: "Those Australians are in there somewhere. But where? Let's advance and wait till they shoot, then shoot back."
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January 30, 2001, 14:22
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#143
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Warlord
Local Time: 09:53
Local Date: October 31, 2010
Join Date: Dec 1969
Location: Halifax, England.
Posts: 178
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Huge pat on the back to you Dale. I always admired those mod designers for the old Civ 2, but their work was as nothing compared to the challenge of getting CTP2 to behave more realistically. You are to be praised for the mere attempt, but the fact you have pulled it off to such wide aclaim is to your great credit. Thanks.
On to my (probably silly) question. If you make the science pact a part of the peace treaty (great idea btw, much more realistic) will it not mean that the science bug that gives the AI a new advance every turn or two be exaserbated?
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January 30, 2001, 14:22
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#144
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Warlord
Local Time: 09:53
Local Date: October 31, 2010
Join Date: Dec 1969
Location: Halifax, England.
Posts: 178
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Huge pat on the back to you Dale. I always admired those mod designers for the old Civ 2, but their work was as nothing compared to the challenge of getting CTP2 to behave more realistically. You are to be praised for the mere attempt, but the fact you have pulled it off to such wide aclaim is to your great credit. Thanks.
On to my (probably silly) question. If you make the science pact a part of the peace treaty (great idea btw, much more realistic) will it not mean that the science bug that gives the AI a new advance every turn or two be exaserbated?
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January 30, 2001, 19:04
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#145
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Emperor
Local Time: 19:53
Local Date: October 31, 2010
Join Date: Dec 2000
Posts: 3,944
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John, thanks. You got me all embarrased now.
As to your research question:
The research bug is unfortunately inherited into the diplo script due to the fact it's internal to CTP2.EXE. This is the same for the advance-for-gold bug. Sorry folks.
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Author of Diplomod. The mod to fix diplomacy.
Rommell to a sub-commander outside Tobruk: "Those Australians are in there somewhere. But where? Let's advance and wait till they shoot, then shoot back."
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January 30, 2001, 19:04
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#146
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Emperor
Local Time: 19:53
Local Date: October 31, 2010
Join Date: Dec 2000
Posts: 3,944
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John, thanks. You got me all embarrased now.
As to your research question:
The research bug is unfortunately inherited into the diplo script due to the fact it's internal to CTP2.EXE. This is the same for the advance-for-gold bug. Sorry folks.
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Author of Diplomod. The mod to fix diplomacy.
Rommell to a sub-commander outside Tobruk: "Those Australians are in there somewhere. But where? Let's advance and wait till they shoot, then shoot back."
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January 31, 2001, 00:16
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#147
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Prince
Local Time: 04:53
Local Date: October 31, 2010
Join Date: Dec 1999
Location: Welland, ON
Posts: 751
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It is me or am I just a really evil person. No matter when I ask for an exchange of even the basics (ie maps) the AI say nope, not going to happen. If I'm the big guy, or the guy in dead last (which is lengthening in each game with frenzy and diplomod) they're not interested. The one thing that is great now is that when I say leave and give them a little something they'll leave and not come back for at least 10 turns, which is more than enough to beef up security. The other thing I noticed occurs only when the AI has a city right on my border is they are much more willing to give that city (but no other one) to keep the peace, even if I'm not strong just have maybe 3 units in the vicinity. This has never happened to me. I'd like to finish (yea it seems like and essay to me) with a hearty congrats to Dale... this has so improved the game and made it that much tougher even on Impossible or as my game now says DEITY That was like the first thing that I did, heck with the game, I want the old familiar titles I love this mod and combine it with frenzy and activision doesn't hold a candle to you guys... nice job.
Rich - one day they'll give me their maps again, one day
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January 31, 2001, 00:16
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#148
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Prince
Local Time: 04:53
Local Date: October 31, 2010
Join Date: Dec 1999
Location: Welland, ON
Posts: 751
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It is me or am I just a really evil person. No matter when I ask for an exchange of even the basics (ie maps) the AI say nope, not going to happen. If I'm the big guy, or the guy in dead last (which is lengthening in each game with frenzy and diplomod) they're not interested. The one thing that is great now is that when I say leave and give them a little something they'll leave and not come back for at least 10 turns, which is more than enough to beef up security. The other thing I noticed occurs only when the AI has a city right on my border is they are much more willing to give that city (but no other one) to keep the peace, even if I'm not strong just have maybe 3 units in the vicinity. This has never happened to me. I'd like to finish (yea it seems like and essay to me) with a hearty congrats to Dale... this has so improved the game and made it that much tougher even on Impossible or as my game now says DEITY That was like the first thing that I did, heck with the game, I want the old familiar titles I love this mod and combine it with frenzy and activision doesn't hold a candle to you guys... nice job.
Rich - one day they'll give me their maps again, one day
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January 31, 2001, 09:19
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#149
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Chieftain
Local Time: 09:53
Local Date: October 31, 2010
Join Date: Jan 2001
Location: Largs, Scotland
Posts: 46
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Not had that problem at all. Installed diplofrenzy half-way through a game though. Perhaps that may give you a lead?
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Nostalgia isn't what it used to be
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January 31, 2001, 09:19
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#150
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Chieftain
Local Time: 09:53
Local Date: October 31, 2010
Join Date: Jan 2001
Location: Largs, Scotland
Posts: 46
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Not had that problem at all. Installed diplofrenzy half-way through a game though. Perhaps that may give you a lead?
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Nostalgia isn't what it used to be
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