April 13, 2002, 10:19
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#31
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Super Moderator
Local Time: 23:22
Local Date: October 31, 2010
Join Date: Mar 2001
Location: Tübingen, Germany
Posts: 6,206
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Quote:
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Originally posted by Myrddin
All OK
I previously had MedMod II 1.1 working OK, but did not install 2.0 before trying 2.1 - is this likely to cause a problem?
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That's the problem, I guess Wes had some problems to access his webpage so he only attached as he said a small update in this thread. So download the 2.0 textfiles from his homepage approx. 14 kb.
-Martin
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Civ2 military advisor: "No complaints, Sir!"
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April 15, 2002, 16:59
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#32
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Warlord
Local Time: 21:22
Local Date: October 31, 2010
Join Date: Jun 2001
Location: Aberystwyth
Posts: 232
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Thanks for the assistance
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April 16, 2002, 18:22
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#33
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Prince
Local Time: 21:22
Local Date: October 31, 2010
Join Date: Dec 2000
Location: Orlando, Florida
Posts: 326
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It must be fate
I looked at C3 and went "ehh". I started a C2-TOT game and had fun, but it was those tiny little graphics and such, and thought "ehh again". I remembered all the fun I had with CTP2, and wished that Wes had continued work on the AI, perhaps making it the game I'd hoped for.
And that got me thinking that I hadn't checked this site for months.
Amazing - a NEW MedMod. I'm downloading it as we speak, and looking forward to playing it as soon as the files are down.
Thanks for keeping at it, Wes!
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Bluevoss-
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April 16, 2002, 20:45
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#34
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Emperor
Local Time: 07:22
Local Date: November 1, 2010
Join Date: Dec 2000
Posts: 3,944
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Hey Blue. Good to see ya back.  You should try the other MODs too. Cradle, Apolyton, WAW. All four MODs are good.
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April 17, 2002, 00:44
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#35
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Prince
Local Time: 21:22
Local Date: October 31, 2010
Join Date: Dec 2000
Location: Orlando, Florida
Posts: 326
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Dale,
Will they all work with the Mod Swapper? I'd like to switch them in and out.
Has any work been done on making the cities more "excitable"? One of my big cranks with the game was that the cities hardly ever rebelled. I'd love to see more city management in the game.
Bluevoss-
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Bluevoss-
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April 17, 2002, 02:56
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#36
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Emperor
Local Time: 07:22
Local Date: November 1, 2010
Join Date: Dec 2000
Posts: 3,944
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Blue:
Yep, all MODs are ModSwapper compatible. Basically, if we call it a MOD it works in ModSwapper. If we call it a scenario, it only works with vanilla CTP2 or from within a MOD (load the MOD through ModSwapper then run the scenario as per normal).
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April 17, 2002, 09:26
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#37
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Super Moderator
Local Time: 23:22
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Join Date: Mar 2001
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Quote:
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Originally posted by Dale
Hey Blue. Good to see ya back. You should try the other MODs too. Cradle, Apolyton, WAW. All four MODs are good.
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Hey Dale you forgot one mod here GoodMod available for MedPack2 ApolytonPack and CityMod2, all ModSwapper mod options.
-Martin
__________________
Civ2 military advisor: "No complaints, Sir!"
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April 17, 2002, 09:37
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#38
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Emperor
Local Time: 07:22
Local Date: November 1, 2010
Join Date: Dec 2000
Posts: 3,944
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Martin:
Sorry mate. I didn't mean to forget them.
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April 17, 2002, 19:17
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#39
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Local Time: 15:22
Local Date: October 31, 2010
Join Date: Mar 2007
Location: Florence, Al., USA
Posts: 1,554
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Nice to see you back, Blue. I have about lost interest in Civ 3 as well. I finished up the mod I was working on for it just for my own enjoyment I guess, but I just don't have any urge to play with it right now. The last couple of games I played, I started carrying a magazine with me so I would have something to do during the interminable length of the AI turns. Also, continuing to keep up with the work here continually shows me how much smaller and confining civ 3 is compared to Ctp2 (see my new thread).
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For Civ IV: The Medmod V v1.0.
For Medieval: Total War- The Medieval Mod IV v4.0.
The entire Medmod series is available at my Apolyton-hosted webpage.
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April 17, 2002, 21:13
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#40
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Prince
Local Time: 09:22
Local Date: November 1, 2010
Join Date: Apr 1999
Location: Christchurch, New Zealand
Posts: 952
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Of couse, the new Civ3 patch may make a difference. We'll just have to wait and see...
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Avoid COLONY RUSH on Galactic Civlizations II (both DL & DA) with my Slow Start Mod.
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April 17, 2002, 22:18
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#41
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Emperor
Local Time: 07:22
Local Date: November 1, 2010
Join Date: Dec 2000
Posts: 3,944
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Med Mod diplomod multi-player bug fix
Wes:
Please note you'll need to update my SLIC file with the attached. A multi-player bug was found. Here's the non-techo explanation:
When an AI civ died, and MaxPlayers allowed for another to appear, the diplomod.slc script would fire up the "initialise the new AI's diplomatic personality" section. Within multi-player, this was causing a crash if it fired after turn 1. To avoid this, a "disabler" is activated after turn 1 so the script doesn't fire up. This may sound like the new AI doesn't get an enhanced diplomatic personality. It will still receive the original "normal" personality of CTP2 vanilla. After a few turns, the new AI will check its diplomatic personality, and diplomod.slc will fire up the "next diplomatic personality" section. There are no bugs within this section, and therefore the AI swaps to the enhanced diplomod.slc diplomatic personalities. I'm sure that for the 5-10 turns that the new AI is in the original CTP2 diplomatic personalities will not impact the game.
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April 19, 2002, 12:53
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#42
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Local Time: 15:22
Local Date: October 31, 2010
Join Date: Mar 2007
Location: Florence, Al., USA
Posts: 1,554
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Thanks, Dale. It is for reasons like this that I set up the file-by-author system- so that you and Wouter and Martin, etc. could post updates to your work directly to the mod thread.
__________________
For Civ IV: The Medmod V v1.0.
For Medieval: Total War- The Medieval Mod IV v4.0.
The entire Medmod series is available at my Apolyton-hosted webpage.
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