April 13, 2002, 07:26
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#121
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Emperor
Local Time: 16:17
Local Date: October 31, 2010
Join Date: Jun 1999
Location: Smemperor
Posts: 3,405
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I checked the most recent victory files and the needed files are included. I will check the main download on Monday. Is it possible that in the process of editing out the obsolete gamefiles that you also edited out the CRAB_gamefile.txt file?
I am attaching the necessary files to the bottom of the post.
Be aware that there are reports coming in about late game problems using Ultra-gigantic maps in both Cradle and the Apolyton Pack (see the related threads in this forum). I'm not sure what is causing the problem.
Lou,
I'm sorry that this is happening to you. I had taken Leonardo's work and posted it without preloading it on my system, due to the fact that I am trying to keep a standard setup for a 'Succession' game I am in and I figured that his add-on had been tested. So, for now, I am pulling the add-on off my site until I can go in and fix this problem, and in the future, all fan-related add-ons will have to go on my system before I publically post it.
If you unzip the victory.zip file over your existing setup, this should bring you back to the use of the standard graphics.
__________________
Yes, let's be optimistic until we have reason to be otherwise...No, let's be pessimistic until we are forced to do otherwise...Maybe, let's be balanced until we are convinced to do otherwise. -- DrSpike, Skanky Burns, Shogun Gunner
...aisdhieort...dticcok...
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April 13, 2002, 09:48
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#122
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Settler
Local Time: 22:17
Local Date: October 31, 2010
Join Date: May 2001
Location: Yugoslavia/Serbia/Belgrade
Posts: 25
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I tried it, Hex...
not working...
the files were already in the /ctp2data/default/gamedata
i extracted again, but nothing changed- still ordinary sized maps...
starting game on a a normal-gigantic map...
hmmm... i'll firat try playing my old game from 1.2 version...
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GLORY TO THE MANY
SLAVA MNOGIMA
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April 13, 2002, 16:22
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#123
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Settler
Local Time: 22:17
Local Date: October 31, 2010
Join Date: May 2001
Location: Yugoslavia/Serbia/Belgrade
Posts: 25
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well, it works...
my game from 1.2 cradle works.
knowing my luck, it will collapse at some really dramatical point.
i have also defragmetned my disk, turn now lasts ~8 min.
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GLORY TO THE MANY
SLAVA MNOGIMA
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April 15, 2002, 10:36
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#124
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Emperor
Local Time: 21:17
Local Date: October 31, 2010
Join Date: Jan 2002
Location: UK
Posts: 3,272
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Quote:
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Originally posted by Aqtaca
well, it works...
my game from 1.2 cradle works.................. turn now lasts ~8 min.
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well, as you've just started i feel you may be the victim of the 'goody hut bug', there are some threads on this.Basically each time you or an enemy civ walk into a goody hut the game pauses for between 2-3 mins(on my pc) - you must have a SLOW pc , 8mins.....could be a record! Still you will find that as the game goes on this problem goes away(obvious i know), so don't dispare ok - it happens to all of us too
EDIT: Sorry Aqtaca - thats what happens when poly has been down for a bit and you rush in without reading ALL the thread - my apologies this point had already been raised
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'The very basis of the liberal idea – the belief of individual freedom is what causes the chaos' - William Kristol, son of the founder of neo-conservitivism, talking about neo-con ideology and its agenda for you. info here. prove me wrong.
Bush's Republican=Neo-con for all intent and purpose. be afraid.
Last edited by child of Thor; April 15, 2002 at 10:43.
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April 15, 2002, 12:08
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#125
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Emperor
Local Time: 16:17
Local Date: October 31, 2010
Join Date: Jun 1999
Location: Smemperor
Posts: 3,405
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...and on a ultra-gigantic map, there are a lot more goody huts.
If the goody hut issue is causing the slowdown, you can go into CRA_risks.txt and put the changes for units/advances to 0.0. You won't get the freebies, but at least you will not have to deal with the slowdowns either.
__________________
Yes, let's be optimistic until we have reason to be otherwise...No, let's be pessimistic until we are forced to do otherwise...Maybe, let's be balanced until we are convinced to do otherwise. -- DrSpike, Skanky Burns, Shogun Gunner
...aisdhieort...dticcok...
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April 15, 2002, 19:14
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#126
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Warlord
Local Time: 07:17
Local Date: November 1, 2010
Join Date: Jun 2001
Location: Newcastle,Australia
Posts: 137
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The problem with the 'a' can be fixed quickly as follows.
Go into one of the text files that the Leonardo mod downloads and 'copy' the 'a' into the windows clipboard. In explorer rename the affected file and 'paste' the 'a' into the appropriate spot. There are only three tga files which have this problem.
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April 15, 2002, 20:45
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#127
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Prince
Local Time: 17:17
Local Date: October 31, 2010
Join Date: Jun 1999
Location: Hoboken, NJ, USA
Posts: 894
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Re: Information files available
Quote:
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Originally posted by hexagonian
Attached is a zip file that contains documentation of the Unit Updater info
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Sorry, but I downloaded that zip file to two different computers and both report that it is not a valid zip file.
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"...your Caravel has killed a Spanish Man-o-War."
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April 16, 2002, 11:04
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#128
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Emperor
Local Time: 16:17
Local Date: October 31, 2010
Join Date: Jun 1999
Location: Smemperor
Posts: 3,405
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Seems that the Apolyton downloading feature is inconsistent...
Use this link
__________________
Yes, let's be optimistic until we have reason to be otherwise...No, let's be pessimistic until we are forced to do otherwise...Maybe, let's be balanced until we are convinced to do otherwise. -- DrSpike, Skanky Burns, Shogun Gunner
...aisdhieort...dticcok...
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April 16, 2002, 12:13
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#129
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Prince
Local Time: 17:17
Local Date: October 31, 2010
Join Date: Jun 1999
Location: Hoboken, NJ, USA
Posts: 894
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Quote:
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Originally posted by hexagonian
Seems that the Apolyton downloading feature is inconsistent...
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Indeed! Thank you kind sir; worked perfectly and looks good. If you do another generation of the document you might add a column for the tech that triggers the upgrade.
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"...your Caravel has killed a Spanish Man-o-War."
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April 17, 2002, 12:55
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#130
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Emperor
Local Time: 16:17
Local Date: October 31, 2010
Join Date: Jun 1999
Location: Smemperor
Posts: 3,405
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GRAPHICS ADD-ON NOW AVAILABLE
I tested Leonardo's Graphics Update last night on my system - he had sent me corrected files yesterday. As far as I can tell, the files are now compatible with the current Cradle setup.
The graphics are beautifully done and make for a nice addition. They are now up at my site.
The Land of Hexagonia
(Note to multi-play community - there are some changes to some of the text files (advances.txt and the various uniticon.txt files) so I would recommend that if you want to use this in a multi-play game, all players should have this as part of your setup).
__________________
Yes, let's be optimistic until we have reason to be otherwise...No, let's be pessimistic until we are forced to do otherwise...Maybe, let's be balanced until we are convinced to do otherwise. -- DrSpike, Skanky Burns, Shogun Gunner
...aisdhieort...dticcok...
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April 17, 2002, 22:50
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#131
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Prince
Local Time: 21:17
Local Date: October 31, 2010
Join Date: Dec 2000
Location: Orlando, Florida
Posts: 326
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Hex,
I'm downloading Cradle as I type - this is a real labor of love - its going to take an hour. Oh well. Being an ancient-head, I'm looking forward to seeing how the AI performs.
Hoping for the best,
Bluevoss-
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Bluevoss-
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April 18, 2002, 00:28
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#132
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Prince
Local Time: 21:17
Local Date: October 31, 2010
Join Date: Dec 2000
Location: Orlando, Florida
Posts: 326
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Bad news - I downloaded Cradle1.3 and the Images file. When I start up CTP2, I get...
CRAG_strings.txt not found in asset tree.
Any ideas? Given my slow downloads, I'd hate to have to download a lot of files to look for this thing.
Bluevoss-
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Bluevoss-
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April 18, 2002, 01:10
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#133
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Emperor
Local Time: 16:17
Local Date: October 31, 2010
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I will recheck the main download tomorrow to make sure that file is there. I just checked the victory text files at my site and that file is where it should be
Attached is the missing file. I hope this solves it.
__________________
Yes, let's be optimistic until we have reason to be otherwise...No, let's be pessimistic until we are forced to do otherwise...Maybe, let's be balanced until we are convinced to do otherwise. -- DrSpike, Skanky Burns, Shogun Gunner
...aisdhieort...dticcok...
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April 18, 2002, 02:07
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#134
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King
Local Time: 21:17
Local Date: October 31, 2010
Join Date: May 2000
Posts: 1,003
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This idea is not only for the Cradle Mod, but for all the mods out there.
You could call it "The Voice Mod"
What I think would be fun would be having some new voice-overs for a few of the in-game character's voices.
So, for example I think it would be comical to hear one of the units (using Al Pacino's voice) shouting: "Say hello to my little friend" (a line from the movie Scarface).
Also, it would be a nice touch to add the voices of John Wayne, Bogart, Sean Connery (especially as the spy saying "The name's Bond, James Bond"), etc. . .
Any other characters you'd like to hear in the game?
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April 19, 2002, 19:16
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#135
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Prince
Local Time: 21:17
Local Date: October 31, 2010
Join Date: Dec 2000
Location: Orlando, Florida
Posts: 326
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As far as voices go, I'd rather not have modern "jokes" in my game (my games, of course, are usually bronze-age jokes).
I'd like it if one of our members (preferably with a learned, deep "kings advisor" voice) would cut a series of wave files that could be tied to some of the messages that are send.
"Sir, the gods have shaken the very earth!"
"None dare stand before our mighty armys!" (vertran status).
etc, etc.
And, boy, one I wish we had were....
"Pirates infest our trade routes!"
Bluevoss-
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Bluevoss-
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April 19, 2002, 19:20
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#136
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Deity
Local Time: 23:17
Local Date: October 31, 2010
Join Date: Nov 1999
Location: De Hel van Enschede
Posts: 11,702
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Well, you could try asking Dan(Q) That way you'd have a radio-celebrity AND one of our own members Plus, we know he has a mike
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April 19, 2002, 19:42
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#137
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Prince
Local Time: 22:17
Local Date: October 31, 2010
Join Date: Dec 2000
Location: in perpetuity
Posts: 4,962
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I have a mike. But my voice jumps an octave while recording. Its not a good mike.
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Concrete, Abstract, or Squoingy?
"I don't believe in giving scripting languages because the only additional power they give users is the power to create bugs." - Mike Breitkreutz, Firaxis
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April 19, 2002, 20:07
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#138
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Deity
Local Time: 23:17
Local Date: October 31, 2010
Join Date: Nov 1999
Location: De Hel van Enschede
Posts: 11,702
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but you don't have a celebrity voice!
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April 19, 2002, 20:30
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#139
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Emperor
Local Time: 16:17
Local Date: October 31, 2010
Join Date: Jun 1999
Location: Smemperor
Posts: 3,405
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I tend to agree with Bluevoss, in that I like to maintain an atmosphere consistant with the timeframe, so having my hoplites say 'Make my day' probably would not work for me. However, that's not to say that this couldn't be created as an add-on, or a series of voiceovers that can fit the atmosphere couldn't be utilized.
Let's see what can be done...
__________________
Yes, let's be optimistic until we have reason to be otherwise...No, let's be pessimistic until we are forced to do otherwise...Maybe, let's be balanced until we are convinced to do otherwise. -- DrSpike, Skanky Burns, Shogun Gunner
...aisdhieort...dticcok...
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April 19, 2002, 20:59
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#140
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Prince
Local Time: 22:17
Local Date: October 31, 2010
Join Date: Dec 2000
Location: in perpetuity
Posts: 4,962
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Quote:
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but you don't have a celebrity voice!
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__________________
Concrete, Abstract, or Squoingy?
"I don't believe in giving scripting languages because the only additional power they give users is the power to create bugs." - Mike Breitkreutz, Firaxis
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April 20, 2002, 08:35
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#141
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Settler
Local Time: 21:17
Local Date: October 31, 2010
Join Date: Apr 2002
Location: Bristol, UK
Posts: 12
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I have a question about Cradle (though maybe the same answer would apply to other mods too). Is it possible to remove civs from the starting selection? You can set NonRandomCivs=No, but that seems to restrict it to the same set of 8 each time. I'd like a random selection but wthout the two 'fantasy' ones. Can I edit something to remove them?
Cyclonic
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April 20, 2002, 10:05
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#142
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Emperor
Local Time: 16:17
Local Date: October 31, 2010
Join Date: Jun 1999
Location: Smemperor
Posts: 3,405
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Before editing, make backups of existing files.
To edit civ lists
Find the file
CRA_civilisation.txt
and edit the following text
33 ## Number of Civs in list (add as grows)
to the number of civs you will have and remove the entry for the particular civ(s) that you do not want. Each entry also has a number assigned to it, looking like the following.
BARBARIAN #1
I think you need to change that number for all entries to reflect the new number of civs.
Then locate the file
CRA_civ_str.txt
and remove the entire entry of the civ that you do not want.
To use existing civs from the default game
In the folders
...Call To Power 2\ctp2_data\default\gamedata\CRA_playing options\orig civs
and
...Call To Power 2\ctp2_data\english\gamedata\CRA_original civs
you will find a set of files with the original civs (well, most of them anyhow) Switch those out with the existing files having the same name. These files have leader pics.
Or you can make a duplicate of
civilisation.txt
civ_str.txt
and attach the CRA_ prefix to the name.
__________________
Yes, let's be optimistic until we have reason to be otherwise...No, let's be pessimistic until we are forced to do otherwise...Maybe, let's be balanced until we are convinced to do otherwise. -- DrSpike, Skanky Burns, Shogun Gunner
...aisdhieort...dticcok...
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April 20, 2002, 16:45
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#143
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Settler
Local Time: 21:17
Local Date: October 31, 2010
Join Date: Apr 2002
Location: Bristol, UK
Posts: 12
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Thanks Hex, changes made. I'm enjoying Cradle a great deal, thanks for all your hard work on it. Ctp2 is a different ball game with all those 12 stacks wandering around with malicious intent. And the special leaders are a nice touch
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April 21, 2002, 14:33
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#144
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Prince
Local Time: 21:17
Local Date: October 31, 2010
Join Date: Dec 2000
Location: Orlando, Florida
Posts: 326
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Hey, has anyone used Diplomod 3.6 in place of 3.5 in Cradle?
I'm not sure if I like 3.5 or not. Ive been in a war with the Babalonians forever, and I cant seem to get them to drop it (they are getting killed on our shared fronteer, and I've been tearing out all their tile improvements.
Can anyone say EXACTLY what the ramifications of going to the more moderate version will be? Will it ONLY effect their diplomacy? Or does it affect how units perform on the field (i.e. they are more agressive).
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Bluevoss-
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April 26, 2002, 13:31
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#145
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Settler
Local Time: 22:17
Local Date: October 31, 2010
Join Date: May 2001
Location: Yugoslavia/Serbia/Belgrade
Posts: 25
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hey guys.
i was absent-
my computer crashed, burned and died, may he rest in peace.
the good news is i got new computer instead of it.
The minute i got it, i went to internet to download all the files i need for CTP2
now i'm playing, but there are some problems-
the sound is ... distorted, like jammed. when unit or that woman speaks "Building complete" there are some disruptions.
i thought my new audio card is to blame, but then Sparta had built a spearmen unit and in the report window it sad "BEEEK"
just "BEEEK"...
now, beside the regular files, i installed Leonardo's graphic- could that be the reason?
I didn't know where to unpack it, so i placed it in ctp_data\graphics...
looked reasonable to me
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GLORY TO THE MANY
SLAVA MNOGIMA
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April 26, 2002, 15:59
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#146
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Emperor
Local Time: 16:17
Local Date: October 31, 2010
Join Date: Jun 1999
Location: Smemperor
Posts: 3,405
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I don't know about the sound issue, but in checking the procedure you used for Leonardo's Graphics Update, the file is zipped so that if you unzip it into the
...Activision\Call To Power 2 folder
you should not have any problems - all files will go where they should go.
If you unzipped it into
...ctp_data\graphics folder
the unzipping process will create a new folder directory that the game will not be able to read - and at the same time, there are text files within Leonardos Update that need to go into the
...ctp_data\default\gamedata folder
__________________
Yes, let's be optimistic until we have reason to be otherwise...No, let's be pessimistic until we are forced to do otherwise...Maybe, let's be balanced until we are convinced to do otherwise. -- DrSpike, Skanky Burns, Shogun Gunner
...aisdhieort...dticcok...
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April 27, 2002, 06:06
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#147
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Settler
Local Time: 22:17
Local Date: October 31, 2010
Join Date: May 2001
Location: Yugoslavia/Serbia/Belgrade
Posts: 25
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OK, i'll do that with leonardo
It seems this problem of mine isn't connected just to CTP2.
the jamming occurs in Aliens vs. Predator too.
But it doesn't in Caesar 3, where sound files are stored in wav format. MP3, DivX, Audio CDs- they all work fine. What could be causing the problem?
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GLORY TO THE MANY
SLAVA MNOGIMA
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April 28, 2002, 00:37
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#148
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Prince
Local Time: 21:17
Local Date: October 31, 2010
Join Date: Dec 2000
Location: Orlando, Florida
Posts: 326
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Something I noticed....
Bireme - 2 square movment
Trireme - 2 square movement
Helpreme (sp?) - 4 square movement
Anywone see a little problem with this?
Triremes should go three squares by this reasoning. The extra bank really gave them an edge on speed and touched off the arms race (ho ho - theres a pun) amongst the naval powers of the classical age.
Where in the files do you fix this?
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Bluevoss-
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April 28, 2002, 05:16
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#149
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Emperor
Local Time: 22:17
Local Date: October 31, 2010
Join Date: Jul 2001
Location: England
Posts: 3,826
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...\ctp2_data\default\gamedata\CRA_units.txt
Look for MaxMovePoints
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April 28, 2002, 10:44
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#150
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Prince
Local Time: 21:17
Local Date: October 31, 2010
Join Date: Dec 2000
Location: Orlando, Florida
Posts: 326
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Thankee. I'll change it right away.
"RAMMING SPEED!"
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