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Old July 31, 2001, 00:23   #1
WesW
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Medieval Pack II v1.1: A Call to Arms
I have uploaded the final public version of the Medieval Pack: A Call to Arms.
I have created a webpage version of the Introduction and Installation text at this link http://apolyton.net/wes/intro.txt . I would recommend that everyone review this page even if you are already familiar with the mod, since this file has been expanded to cover some of the topics players keep asking about.
If you already have the July 18th text update, you only need to get the 1.1 text portion here- http://apolyton.net/wes/1_1texts.zip .
If you have the 1.0 version, but missed that update, you will also need to get the new pictures component here- http://apolyton.net/wes/pictures.zip .
If you have not gotten the modpack before, you will need to go to my site and get the sounds and sprites compoenents in addition to these two components listed above. Here is a link to my index page- http://apolyton.net/wes/index.shtml .

Two new files are included in the readmes folder, one for Windows 2000 users, and another Troubleshooting text that covers the three most common problems that players have reported with trying to use the mod.

Below is a chronology of the changes made since the initial public release:

July 30th- Embassy bug fixed where nobles were establishing embassies before contact was made. One preq of Nanite Factory changed from Fusion Plant to Oil Refinery, and Public School preq changed from Academy to University. AI strategy text changed so that AIs will use more scientists. GL info for spy units altered to show relavent info.

July 18th- It contains the fixes to the Cruise Missile (it works now) and Arcologies advance (re-named Mega-Construction)as well as the 40% reduction in advance costs for the last three eras. The changes to wonder effects mentioned previously is in there (the effects of some were altered to remove a bug which Jules discovered). Dale's personality changing code and diplomatic leader pics are included, plus I also added a soundfix by Martin which adds sounds when you place tile improvements. More civs were given the Egyptian Pyramid city style.

July 3rd- Large Civs version posted. Please see the readme on my homepage. Note that you need to get the updates to the standard version of the mod even if you play the Large version.

June 18th- I have lowered the cost of the Bandit Horseman, and both the cost and upkeep of the War Elephant. I went in to give the Elephants the flanking ability and saw that they already had it! I also changed their obsolete advances to Flintlock and Feudalism, respectively. I gave the Longbowman increased defensive stats ala the Bowman, so they are a more complete field unit, and raised their ranged attack to higher than that of the Siege Engine's, since as you pointed out they cannot bombard. I think that they are now one of the game's potentially dominating units. I have also given the slaving ability to Chariots and taken it from Pikemen, since the AIs seem to build only Chariots and never Light Cavalry.
Corrections to the summary section of the GL made.
The modern-day and futuristic governements are much stronger now.
I also reduced the cost of the advances in the last half of the game by about 20%.
I have added two new happiness improvements to the game, the Public Park and the Stadium, and increased the happiness effect of the Movie Theater and VR Amusement Park.

June 9th- changes made to get the AIs to produce settlers. Changes made to messages and map settings to produce more productive maps, and thus better AI civs and more competitive games. Changes made to the difficulty text to make the AIs harder to beat in the last half of the game.


Stargazer, thanks for the info on the Nanite Factory inconsitency. I noted my fix in the chronology above. However, I would not recommend making changes to the mod unless you are willing to get into serious mod-making. It can be very confusing if you are just dabbling in it. For example, you do not need to change the texts which do not have the MM2 prefix. Those files are the original game files, and changing them will not affect the Medpack, but may damage your ability to play the original game. Also, many things are called one thing in the texts, or their internal name, and another thing in the game, or the external name you see when playing. The Drug Store is shown as the Sewer System, for example.

Thanks to everyone who has been making progress reports. This is the only way that I can know what needs work and what is working well.
These reports can also help you keep trying the mod should your first game with it appear to be disappointing. Keep trying, and I feel sure that you will be rewarded. This game has a lot of replay value, and sometimes that means an easy game, unfortunately.

Btw, thanks to Bluevoss for becoming the third person to send in a donation.
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Old July 31, 2001, 01:15   #2
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This thread should be in top of the threadlist now(and old medpack thread should not be anymore). Can you Wes add this to the top?

BTW I would gladly get some comments to my thread(from everyone):
http://apolyton.net/forums/showthrea...threadid=23370

(of course you can comment it to here too)
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Old July 31, 2001, 01:24   #3
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Re: Medieval Pack II v1.1: A Call to Arms
Quote:
Originally posted by WesW
I have uploaded the final public version of the Medieval Pack: A Call to Arms.

Below is a chronology of the changes made since the initial public release:

July 30th- One preq of Nanite Factory changed from Fusion Plant to Oil Refinery.
WES, I just downloaded the 1.1 version and took a look at the Med charts .xls file.

May I suggest that you make changes in the Production section of the Improvements page of the Med charts.xls file in order to reflect the correction of the Fusion Plant/Nanite Factory error? The entries in lines 25 and 26 of Column A should be reversed, and the colors corrected.

May I also suggest that the "v1.0" part of the title of the 1.1 Triggers ReadMe file be changed to "v1.1" since a lot of information has been added to that file? I say this because I almost didn't read the new file since the title was the same, implying that the file itself hadn't changed.

I've just canceled the game I was playing and will now start a new one with MM2 1.1.

Thanks for your dedicated efforts at improving the game!
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Old July 31, 2001, 04:11   #4
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AI falling behind in tech
Yesterday I stopped my actual MM2 game (impossible level, huge map), because in 2040 AD all AI civs out of the initial 20 (18 of them still alive) were still in the industrial age, while I was heading towards the information age.

As I read about other players also experiencing the AI civs falling behind in tech after the medieval age resp. the renaissance, here is a little suggestion:

What about randomly giving underdeveloped civs some advances other civs have already invented. This could support the latecomers' technological progress and bring them back into the game instead of making them bystanders waiting for invasion.

In a global community technologies spread very fast even without espionage (which the AI seems not to be good at ). The tech spreading could be restricted to civs having trade routes with the more advanced nations or maintaining embassies with them (or both) and it surely shouldn't begin before the industrial or modern age.

Since I'm not able writing mods myself, I make this suggestion to the ones who are.
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Old July 31, 2001, 15:20   #5
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Re: Medieval Pack II v1.1: A Call to Arms
Quote:
Originally posted by WesW
One preq of Nanite Factory changed from Fusion Plant to Oil Refinery
Correct me if I'm wrong won't this make you not be able to build the nano factory since oil refineries still go obsolete with nano-assembly. Won't this cause the same problem we got with the public school not being available to build since you needed an acadamy.

I looked for the population boom slic you talked about, but could not find it. I opened scenario.slc and saw that it said the population boom code is soppused to be there, but I couldn't find it. Am I looking in the wrong place, or is it not there?

I also looked through the militia read me in wouter.slc and it said:

Once a city is founded, it gets one Militia unit and as the city grows more units will be added automaticly. Currently, the city sizes at which you get an extra Militia unit are 9, 21, and 37, the same sizes at which your city radius increases. ....................
As soon as you discover certain key advances that give you new defensive units, your Militia force will be automaticly upgraded as well.


I have never seen this happen. Is it new or was it never implimented?

I just loaded a game from v1.0 of the mod, I got weird messages, and as a result I reloaded slic. When i did that Improvements disappeared from the build screen (the one you go to build things) and i was left with just food silo. i reloaded to see that the were more items, and there where. I continuned without reloading slic and changed research to nano-assembly to see if I could build the nano factory, and I couldn't. It didn't appear in the list at all even though I had a robot plant and an oil refinery in there(before it went obsolete). Do I have to restart a new game, or can I continue my previous games.

Last edited by Cube; July 31, 2001 at 21:17.
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Old July 31, 2001, 16:10   #6
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Progress and Future Improvements
Well I'm past Y2K in game #3. And it is a science victory in the making. Assuming I don't just get fed up with the Ethiopian settlers... and their spies. But then if I destroy their civ, I have to destroy them all.

I managed to do what the AI's do in games like AC and expanded very rapidly - 36 cities and counting. My closest competitor is at 12 cities and still working on getting to the industrial age. There were 7 AI civs now 6 and one just begging to make it 5...

The game economic model is definitely a greater challenge now: I seem to keep on having the AI's declare embargoes against me, but there is no message to let me know. That and it would be nice to have the Trade gold included in the science points, but since it doesn't... just means I have to pay attention to the Advisors.

So I don't see that we need to do much to the AI's behavior that Wes hasn't already fixed with the latest text files.

I have one other suggestion to make about mixing up the playing field to keep it interesting: I think that having major weather events would force the AI's and humans to become aggressive in the face of some long term disaster. Good example: volcanoes.

Volcanoes that erupt to form new islands, and destroy islands or areas of land. This should in turn cool the climate for several turns, and lead to increased barbarian activity/ settlers from the AI's depending on the severity of the event. Part of what destroyed the remains of the Roman empire around 360? AD was a volcanic erruption on the other side of the world that triggers a prolonged cold spell. The Goths and Vandals wondered west looking for better pastures for the herds. Combine with inflation on food prices because of a dwindling supply and that makes it harder to maintain an empire.

Just a thought for future improvements. Seems like the game allows for this with random events already, but it never happens unless there is pollution.
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Old July 31, 2001, 18:11   #7
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Actually, what we need to do is to have natural disasters (like earthquakes, plagues, and middle managers) affect random cities (rather than locales). The good thing is that such an addition would work to slow down races way, way ahead.

Wes: Question: I've got the 18th patch and would like to download the new fixes. What files do I need to pull down for that? Given my slow modem, I don't want to pull down stuff I don't need. Thanks!
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Old July 31, 2001, 23:40   #8
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Blue, perhaps you could talk one of the slic guys into writing some code for natural disasters. Immortal Wombat comes to mind for some reason. Perhaps something I read in the Cradle thread.
You will only need to get the text update that I plan to have posted tomorrow (see below).

Cube, you are right about the Oil Refineries. I thought sure I checked all that out yesterday when I made the change. I have been thinking about making some other changes to buildings as well.
Everyone drop by tomorrow, and I should have a new text update posted with several changes to buildings which I think everyone will like. I cannot get to them tonight.

Thanks for the readme version notice, Gazer. Those files have been gradually changed as updates were made, but it doesn't hurt to have the right title in place.

Der Ph, you have a good idea there, but I do not know if it can be coded. I would like to see if the last batch of strategy changes do not get the AIs to making more scientists and correct this problem that way before resorting to slic, though.

Thanks for the donation, too. Ralph sent a $20 bill in the mail from Germany, which is fine. If anyone else wants to send cash of non-US currency, that is fine too. I plan to forward some of it to people like Wouter or Dale. If I get a lot of it, I can always go to a bank or airport and change it there.
Stargazer contacted me today about making a donation through an online service. I have not used those before, but I would be happy to work with you in that method as well.
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Old August 1, 2001, 01:25   #9
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Quote:
Originally posted by WesW(to other thread(my summer vagation experienses))
I am sorry that you found the game boring. Unfortunately that sometimes happens if you get mostly non-militaristic AIs
I played a little more and discovered that Evil genius is the bad ass that captures cities most(he has now(1920AD) captured total of 4 cities from two different nations(not from me)). There is only one other nation that has captured one city(I do not remember his personality(maybe militarily academic etc)).

Quote:
In the July 18th update we introduced Dale's personality-changing code, which gives a random chance of an AI to change its personality each turn, about once every 150 turns on average.
Yes I will get the updated version soon.

Quote:
I requested this code to address exactly the boring games that you describe. I feel confident that this code will accomplish that.
Next question is addressed to everyone:
Have you tried to play so that you do not attack against anyone. Does the other nations really attack against you(attack is not the same as declaring war )? Or does the other players have wars against each others and they are really capturing others cities? BEfore the year 1500AD or 1800AD? How often are they capturing cities?

I just would like to know that this really happens and that I had a boring game by accident


I mentioned in my post that AIs are very poor when transferring units with ships. Is the situation still poor? Could AI for example move one or two army stacks(12 units in each) from his continent to other continent and then attack against other AI's city with those stacks(and at the same time he would transfer more troops from his homecontinent)?
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Old August 1, 2001, 04:18   #10
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Quote:
Originally posted by janilxx
Have you tried to play so that you do not attack against anyone.
Yep!
In the game I started two days ago (impossible, max. barbarians, 20 civs, map 110x220), I had plenty of space in every direction. My expansion has been limited only by the maximum number of cities. So I had no reason to attack anyone and I didn't.

Quote:
Originally posted by janilxx
Does the other nations really attack against you(attack is not the same as declaring war )?
Yep!
Yesterday my neighbours, the russians, declared war on me sometimes between 1500 BC and 1000 BC (don't remember exactly) and confirmed their decision by sending a stack of 6 swordsmen and phalanxes to one of my cities.
I redirected all my light cavalry-scouts to that city and they arrived just in time to defend it.

Quote:
Originally posted by janilxx
Or does the other players have wars against each others and they are really capturing others cities? BEfore the year 1500AD or 1800AD? How often are they capturing cities?
In my previous game, which I played till the end of the modern age, the Chinese and the Japanese shared a little continent and battled for it for millenia. I sent spies to this war just to see them both capturing each other's cities, marching forward and backward again and occasionally firing their guns. Not a very effective war (I prefer Blitzkrieg strategies (which a stack of 12 stormtroopers and light tanks is very useful for: 8 Polynesian cities in 10 turns!)), but quite funny to watch.
It ended at about 2030 AD with the Japanese capturing the last remaining Chinese city.
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Old August 1, 2001, 05:12   #11
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Quote:
Originally posted by WesW
Blue, perhaps you could talk one of the slic guys into writing some code for natural disasters. Immortal Wombat comes to mind for some reason. Perhaps something I read in the Cradle thread.
Or perhaps it was the thread on that topic that I started...

DerPH's suggestion could be coded, if you wanted it, and if it woud help the game.
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Old August 1, 2001, 06:55   #12
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How soon is work going to start on the Crusade? I am really interested in seeing BlueO's city expansion mod incorporated into the MM2. I think that having true expanding cities is one of the best ideas anyone has had for modifications.

Wes, would it be ok if we make a donation to you using paypal or some other online service? That would make it so much easier! Thanks a lot guys!
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Old August 1, 2001, 08:20   #13
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I said it in another thread, but I'll post it here too. I think city expansion should be handled just like other tiles. You can chose to let your city sprawl (add more tiles) and chose how you want to to sprawl. These tiles would work just like other tiles, meaning the more effectiveness you have in them (based on specialist selection) the more benifit you have (in terms of growth).

Simple and interesting - thats the way it should be.
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Old August 1, 2001, 09:23   #14
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Attacking
Quote:
Originally posted by janilxx

Next question is addressed to everyone:
Have you tried to play so that you do not attack against anyone. Does the other nations really attack against you(attack is not the same as declaring war )? Or does the other players have wars against each others and they are really capturing others cities? BEfore the year 1500AD or 1800AD? How often are they capturing cities?
Since my goal is the Science Victory, I play games in which I establish Peace Treaties with all the other civs. None (except the Barbarians, of course) have ever attacked me militarily. They HAVE used Spies to steal tech from me, though, and have sent in Abolitionists.

In these games, the AI civs ALWAYS go to war against each other, wars that last until the end of the game, by the way. And, yes, they capture each other's cities and try (and succeed many times) to recapture them. This back-and-forth capturing and recapturing can go on for dozens of turns. Yes, before 1500 AD. Things seemed to quiet down in the later ages, however, but then I wasn't paying much attention to this particular aspect of the game.

All the above refers to MM2 games played in versions earlier than the new 1.1. Haven't been able yet to play a 1.1 version beyond Turn 111. Hope this helps.
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Old August 1, 2001, 09:35   #15
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City Walls Bug?
I have started two games of version 1.1 of MM2, and in both games, after I had gotten the Stone Working Advance, the option to build City Walls did NOT appear on my cities' Build menu. Other options, e.g., Shrine, Granary, Capitol, did appear, however, when I got the Advances required to build them.

Have any of you experienced this problem?

If not, then I guess I had better uninstall CTP2 and go through the whole process of reinstalling everything (after Wes puts up his modification to version 1.1).
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Old August 1, 2001, 10:17   #16
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Quote:
Originally posted by Bluevoss
I think city expansion should be handled just like other tiles. You can chose to let your city sprawl (add more tiles) and chose how you want to to sprawl.
Suburbs as tile improvements to reduce overpopulation.
Good idea, I think.

But on the other hand this would lead to an absolutely planned city expansion. A little bit of unpredictability in the behaviour of the own people can be very nice ('Please don't build your suburb onto the mega mine! Nooo!' ).
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Old August 1, 2001, 15:52   #17
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Re: City Walls Bug?
Quote:
Originally posted by StarGazer
I have started two games of version 1.1 of MM2, and in both games, after I had gotten the Stone Working Advance, the option to build City Walls did NOT appear on my cities' Build menu. Other options, e.g., Shrine, Granary, Capitol, did appear, however, when I got the Advances required to build them.

Have any of you experienced this problem?

If not, then I guess I had better uninstall CTP2 and go through the whole process of reinstalling everything (after Wes puts up his modification to version 1.1).
"Glad" to see I ain't the only one with the problem :/
I'm having major problems with improvements
First, I tried my old game, just to notice that in some cities, I could not build a damn thing! Tons of cities were out of quenes just like that. I did a feeble attempt just to see if 1.1 was the cause. I installed an old update from June. Well, all buildings came back... I did get tons of funny error messages and stuff. I installed 1.1 again, and the buildings were gone again :/

So... I started a new game, thought maybe it didn't work with reload slic. Well, some coastal cities could build harbors, some couldn't. Some cities could build granaries, some couldn't. And these were freshly built cities. So... out of frustration (game was going so good ) I re-installed CTP II, added all the stuff again.
Started a new game in good spirit again. Checked the building options each time I researched a new building. Well, granaries were there, shrines were there. Discovered masonry, city walls were in all cities building options. (yeey). Started building.. few turns later... BOOM! Each city which was building city walls... quene empty

Hope this helps anyway

ps. Could not insert citywalls again into the quene, since they were nowhere to be seen. And the city did not finish it. (just to be totally clear )

pps. Can someone send me the update before 1.1, think it would be July 18th update. Send to: simon_eriksson@bredband.net

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Old August 1, 2001, 17:48   #18
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I was wondering if it was possible to have the Med Mod installed and the Apolyton Mod installed at the same time?

If so, which should I unzip in to appropriate first, assuming that some files get overwritten in each case?

Were they designed to act independently; so that they may both exist within the CTP file structure with no harm being done to either?

Thanks for the answers. I'm new to "mods", and I don't want to screw things up too badly.
 
Old August 1, 2001, 18:13   #19
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I've been having the same problems getting city walls to work in med mod v 1.1 as well...I also cannot build academies, aqueducts and universities...which makes it rather pointless in continuing games..so I'm going to shelve med mod until I can find out how to resolve this error.

That being said, I would like to congratulate WesW on a job well done...from the few hours I have played medmodII, I can tell he has performed alot of work on this project. I especially enjoy
the new units and the addition of the militia concept. Like most, I had only played CTPII once (on the hardest level) and decided to shelve the game when I won that game without ever being attacked by the enemy AI's even once. That was very disheartening. So, as can be surmised, I was pleasantly surprised when I stumbled upon this site and found this lively little
community of mod makers - I've never played a mod before, but from what I've downloaded and seen from playing medmodII and
the Apolyon Pack, there is much to commend the individual and communal efforts of all involved. I was pleasantly surprised to lose my first MedMod game within 20 minutes - I didn't expect the barbarian AI to be so aggresive. That's when I knew that this wasn't the same Call to Power AI that I had so casually dismissed months before. Kudos and thanks to everyone involved!

Still, it doesn't make sense to play the game if I can't build
aqueducts and science improvements. If I can get the MedmodII up and working properly, it will be one helluva game, and well worth a donation, as discussed in other threads!



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Old August 1, 2001, 19:04   #20
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Disappearing Build Lists
Just wanted to add my experience with adding v1.1. After updating the files, I reloaded slic and continued a game I had already in progress. Many of my cities that were building sewer systems suddenly had them disappear from their build queue. In fact, almost everything disappeared from my build (building) list. I could see oil refineries and infrastructure, but little else. In one recently defeated city, I was desparately trying to build an aquaduct but when I would click on the "add" button, it would disappear. It didn't show up on the build queue nor was it completed. Strangely, I think all the units stayed in the unit build list as well as all the wonders available at that time. Only the building build list was funky Luckily, I had saved the old text download and reinstalled it so that I could keep playing one of the best CTP games I have ever played...Thanks Wes et al.

One last question...I had been hesitant in installing the update due to the "random" change in AI diplomacy that was added. Does this mean that an ally or friend could conceivably wake up one turn and decide that they will hate your civ for no apparent reason? Perhaps, I'm just not understanding Dale's changes...
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Old August 1, 2001, 19:38   #21
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ToonGoon & anyone else:
The diplomacy "randomness" I implemented seems to be a bit confussed with a few players. Here's the low-down.

The AI has 6 different diplomatic stances it could have to someone:
- AI_SUCKUP
- AI_NORMAL
- AI_WARMONGER
- HUMAN_SUCKUP
- HUMAN_NORMAL
- HUMAN_WARMONGER

Before the latest update, the AI was initialised with a diplomatic stance at the start of the game based on the leader's personality. This diplomatic stance would stay with the civ for the whole game. Not too realistic. To change that, Wes and I put in this random swapping so the AI will change diplomatic stances during a game (on average about 150 turns). So with AI to AI diplomatic stances they will swap between the three AI stances. And similarly with AI to Human between the three Human stances.

However, (to address the concern) this is not a quick effect. The stances settings have been balanced so that the effect of an AI going from NORMAL to WARMONGER is noticed over many turns. Basically, Wes and I wanted to model the realistic effect of changing society attitudes to foreigners and dynesty changes.

Hope that helps in the explanation.
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Old August 1, 2001, 19:54   #22
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re:city wall bug
I started a new game and saw that I can only build granaries shrines and harbors in coastal cities even though I have the techs to build the other buildings. I reloaded an old game in the mid information age, i got weird messages so i reloaded slic and could only build food silos in my cities. I thinhk this has to do with the fact that the population boom slic is not there, but there is mention of it in mm2_scen_str.txt it says something like building germ theory and building immunization.

Does anyone know why the militia units don't upgrade when you discover a new militia unit advance, or increase when the city border change.
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Old August 1, 2001, 20:47   #23
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Building queues
Apparantly I messed up Wouter's slc file a week or so ago when I made some changes to the buildings. I deleted some of the slic code since it was no longer needed. I checked what I knew to check, and the game loaded correctly, so I figured that everything was fine.
When I out-commented Chris and Wouter's files, the game started working correctly again, and Chris' file has not been altered in weeks, so it must be something that I did.

I have finished re-working the building text, and I am happy with the way things are now, so as soon as Wouter can correct the file and get it back to me I will post the patch/update.

Cube, you need to go by the description in the Triggers readme regarding the militia code. The stuff you found in Wouter's slc file is the way the militia code was originally designed to work. There was a bug with saved games, however, and we had to scrap that system for the current simplified code.
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Old August 1, 2001, 21:35   #24
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Quote:
Originally posted by bigfree1
I was wondering if it was possible to have the Med Mod installed and the Apolyton Mod installed at the same time?

If so, which should I unzip in to appropriate first, assuming that some files get overwritten in each case?

Were they designed to act independently; so that they may both exist within the CTP file structure with no harm being done to either?

Thanks for the answers. I'm new to "mods", and I don't want to screw things up too badly.
Anyone have any answers?
 
Old August 1, 2001, 21:59   #25
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RE:apolyton pack and med mod 2 together
Yes you can have both med mod and the apolyton pack installed together, they have different prefixes mm2 is for med mod and the apolyton pack has aprefix, but i forgot what it is. you switch between them by using modswapper.

I was thinking of downloading craddle to use in the early game, then switch over to med mod once the changes from cradle end, is this possible? If so how is it done and are there any problems.

I have been playing a new game with v1.1 until I found out i could only build granaries and shrines, but the Wes told us how to fix it and i did. I have been getting a message about pollution that said something like pollution is to high and a pollution disaster is imminent. I was wondering if anyone is getting this message and what's causing it. I copied the wouter slc file from the July 18 zip file but not the chris slc file. could this be it?

Last edited by Cube; August 2, 2001 at 00:25.
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Old August 2, 2001, 01:15   #26
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Re: Attacking
Quote:
Originally posted by StarGazer
All the above refers to MM2 games played in versions earlier than the new 1.1. Haven't been able yet to play a 1.1 version beyond Turn 111. Hope this helps.
Yes, my faith to MM2 and CTP2 is returned

Maybe my computer is too lame(300MHz AMD K6-2) and thats why AI has always been so stupid and boring in my games? I have increased(doubled) those AI_TIME_SLICE settings as said in Wes's textfile. But maybe that addition was too little??? Has anyone tested this?
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Old August 2, 2001, 06:33   #27
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Hey all, I'm back!
I've been pretty busy with work lately so haven't had time to post or anything. Although as a graduate assistant I don't have a formal work schedule, I do have to get something done now and then but I tend to wait 'til the last possible minute.

I think I've figured out why people were having trouble building city improvements in version 1.1. There was a line missing from Wouter's wonder code. I put it back in and emailed the file back to Wes. Hopefully that'll do the trick.


Quote:
Originally posted by WesW
Cube, you need to go by the description in the Triggers readme regarding the militia code. The stuff you found in Wouter's slc file is the way the militia code was originally designed to work. There was a bug with saved games, however, and we had to scrap that system for the current simplified code.
Yeah, I've been wondering about that. What exactly is the bug? Tonight I wrote some code to implement those missing features and it seemed to work out ok, except I didn't do anything with taking away militias when the city shrinks. I could save the game and load it again and the militias were still there, if that's what the problem is.

btw, does anyone know what the BuildOnlyOne flag in the units.txt means? I've noticed a lot of units in Med Mod have it. Only the three settler types used it in the Activision release. Just curious.
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Old August 2, 2001, 09:09   #28
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In the basic game, most units, once they are at the top of the build queue, stay there until replaced, ie. the city keeps churning them out over and over again. The OnlyBuildOne flag means that the city will build one, and then notify you, and take it out of the build queue, like a building.
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Old August 2, 2001, 09:48   #29
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Re: City Walls Bug?
Quote:
Originally posted by StarGazer
I have started two games of version 1.1 of MM2, and in both games, after I had gotten the Stone Working Advance, the option to build City Walls did NOT appear on my cities' Build menu. Other options, e.g., Shrine, Granary, Capitol, did appear, however, when I got the Advances required to build them.

Have any of you experienced this problem?
Yes, I've gotten this all 3 times I've played. The behavior I see is that I do get the city wall and auqaduct and I can add them to the build queue. At this point, the entry disappears from both the build queue and the selection queue. Very strange indeed. I usually become very flustered at this point and abort the game.




Hmmm, looking at the previous posts, I find that once again I have posted 15 minutes too late. I'll reload my shotgun for the other foot....
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Last edited by mhaupert; August 2, 2001 at 09:56.
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Old August 3, 2001, 12:58   #30
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Modswapper and MedMod version number
I apologize if this is a redundant question.

I believe I've applied the latest updates from Wes (v1.1, 7/30, actually downloaded on 8/1) and run ModSwapper to apply it.

But when I run Modswapper, the choice for MedMod II reads
Quote:
The Medieval Pack II v1.0: A Call to Arms
Do I truly have version 1.1? Is there some other way to tell from within the game, or do I need to peruse the .txt files in the ctp_data folder?

Thanks for any help.

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