April 22, 2002, 12:31
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#1
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Deity
Local Time: 02:23
Local Date: November 1, 2010
Join Date: Sep 2000
Location: Latvia, Riga
Posts: 18,355
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Medieval Pack 3 here?
I just saw that an alpha of MedPack 3 is available... any comments from the official sides - Wes, Locutus?
MedPack is my favorite mod, and would be cool to see a new version .
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Solver, WePlayCiv Co-Administrator
Contact: solver-at-weplayciv-dot-com
I can kill you whenever I please... but not today. - The Cigarette Smoking Man
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April 22, 2002, 12:48
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#2
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Super Moderator
Local Time: 01:23
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Join Date: Mar 2001
Location: Tübingen, Germany
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MedPack 3 where? I never saw such a mod for CTP2 maybe one version for Civ3. By the way you like to play GoodMod for MedPack2 v.2.1. GoodMod v.0.99 is close to release, the *zip file is finished just one short game test...
-Martin
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Civ2 military advisor: "No complaints, Sir!"
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April 22, 2002, 12:53
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#3
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Prince
Local Time: 00:23
Local Date: November 1, 2010
Join Date: Dec 2000
Location: in perpetuity
Posts: 4,962
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MedMod3: Rangers, is a Civ3 mod.
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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 22, 2002, 12:54
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#4
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Deity
Local Time: 02:23
Local Date: November 1, 2010
Join Date: Sep 2000
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Hm, just look at http://apolyton.net/wes , where it says exactly that.
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Solver, WePlayCiv Co-Administrator
Contact: solver-at-weplayciv-dot-com
I can kill you whenever I please... but not today. - The Cigarette Smoking Man
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April 22, 2002, 12:54
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#5
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Deity
Local Time: 02:23
Local Date: November 1, 2010
Join Date: Sep 2000
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Then how much must I have messed my browser up...
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Solver, WePlayCiv Co-Administrator
Contact: solver-at-weplayciv-dot-com
I can kill you whenever I please... but not today. - The Cigarette Smoking Man
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April 22, 2002, 19:52
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#6
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Local Time: 17:23
Local Date: October 31, 2010
Join Date: Mar 2007
Location: Florence, Al., USA
Posts: 1,554
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Don't use the file on my page, it is a very old version that is full of bugs. Most all of my work has been incorporated into the Balancer mod, though sometime, probably in a week or two, I will post a final version of my work as the Medpack 3 whenever I get access to my webpage back. Hopefully this will be soon now that Apolyton is on the new server.
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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 24, 2002, 14:27
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#7
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Deity
Local Time: 01:23
Local Date: November 1, 2010
Join Date: Nov 1999
Location: De Hel van Enschede
Posts: 11,702
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Wes, have you recently (i.e. since the server change) tried accessing your website? Has Markos contacted you about it yet? It should be a matter of seconds for him to fix it, I'm surprised to hear he hasn't yet...
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April 24, 2002, 20:51
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#8
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Local Time: 17:23
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Join Date: Mar 2007
Location: Florence, Al., USA
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Yeah, Mark sent out a group email yesterday to all the hosted site admins asking if we wanted to continue to work and update our sites, and asking for password info. I just sent in my replies.
I have done all the work for the commerce adjustments, and hopefully I can add in some stuff from Martin's new version soon.
I hope to make a major update to the Medpack with the new commerce system and the latest versions of the triggers sometime in the next week or two. I will also be updating and re-organizing my webpage once I get access restored.
I keep having trouble finding posts on the specific triggers Martin is working on; for instance I don't know the status of the unclutter code, which will be a big improvement once implemented imo.
In this vein, I think you slic-coders need to get together and come up with a standard procedure on letting people help test and/or keep up-to-date on the progress of the individual triggers, like we do for our mods.
This may be more trouble for you guys, since most all of you have started your own mods now, but I know that we all want the best mods possible, and that means making the triggers open and easily accessible to everyone.
Someone made a suggestion to have a topped thread with links to threads for all the triggers under development. This sounds like a good idea, especially with you to act as a supervisor to keep this compilation thread up-to-date.
__________________
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 24, 2002, 21:37
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#9
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Deity
Local Time: 01:23
Local Date: November 1, 2010
Join Date: Nov 1999
Location: De Hel van Enschede
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Quote:
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Originally posted by WesW
Yeah, Mark sent out a group email yesterday to all the hosted site admins asking if we wanted to continue to work and update our sites, and asking for password info. I just sent in my replies.
I have done all the work for the commerce adjustments, and hopefully I can add in some stuff from Martin's new version soon.
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Okay, that's good to hear. Then I don't have to kick his lazy butt back to work
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I hope to make a major update to the Medpack with the new commerce system and the latest versions of the triggers sometime in the next week or two. I will also be updating and re-organizing my webpage once I get access restored.
I keep having trouble finding posts on the specific triggers Martin is working on; for instance I don't know the status of the unclutter code, which will be a big improvement once implemented imo.
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That would be good. I don't think anyone has seen anything of the unclutter code yet, outside GoodMod that is, same for most of the other stuff in the 0.99 update...
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In this vein, I think you slic-coders need to get together and come up with a standard procedure on letting people help test and/or keep up-to-date on the progress of the individual triggers, like we do for our mods.
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See the 'threads to be topped (2)' thread, I'm working on a solution that will facilitate things for both players and coders.
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April 25, 2002, 02:31
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#10
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Deity
Local Time: 02:23
Local Date: November 1, 2010
Join Date: Sep 2000
Location: Latvia, Riga
Posts: 18,355
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Oh yeah, so my favorite MedPack will be updated! Any chance of trying to include culture in it already? See my last posts in the Civ 3 mod for CtP 2 thread.
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Solver, WePlayCiv Co-Administrator
Contact: solver-at-weplayciv-dot-com
I can kill you whenever I please... but not today. - The Cigarette Smoking Man
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April 25, 2002, 07:45
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#11
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Deity
Local Time: 01:23
Local Date: November 1, 2010
Join Date: Nov 1999
Location: De Hel van Enschede
Posts: 11,702
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Wes, I hope to have a chance to look at the Elite units code and fix the screwed-up strings today or tomorrow, hopefully this can be included in the update as well...
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April 25, 2002, 07:56
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#12
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Deity
Local Time: 02:23
Local Date: November 1, 2010
Join Date: Sep 2000
Location: Latvia, Riga
Posts: 18,355
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Ah, so those strings aren't screwed up only to me.
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Solver, WePlayCiv Co-Administrator
Contact: solver-at-weplayciv-dot-com
I can kill you whenever I please... but not today. - The Cigarette Smoking Man
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