September 12, 2002, 23:12
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#91
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Prince
Local Time: 11:55
Local Date: November 1, 2010
Join Date: Apr 1999
Location: Christchurch, New Zealand
Posts: 952
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I "solved" the problem by going back to one of the other mod packs, selecting the first civlization (Americans) then quiting and going back to Cradle.
__________________
Avoid COLONY RUSH on Galactic Civlizations II (both DL & DA) with my Slow Start Mod.
Finding Civ 4: Colonization too easy? Try my Ten Colonies challenge.
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September 14, 2002, 09:01
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#92
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Emperor
Local Time: 18:55
Local Date: October 31, 2010
Join Date: Jun 1999
Location: Smemperor
Posts: 3,405
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I've got the completed (and working) Visible Wonders and City Expansion code from IW and Pedrunn, plus some SLIC fixes courtesy of Martin.
Expect the Cradle 1.33 update to be posted next week (approx 6 MB) ...
__________________
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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September 14, 2002, 10:20
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#93
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Deity
Local Time: 01:55
Local Date: November 1, 2010
Join Date: Nov 1999
Location: De Hel van Enschede
Posts: 11,702
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5 MB  That doesn't include the Tile File, does it?
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September 15, 2002, 08:21
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#94
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Emperor
Local Time: 18:55
Local Date: October 31, 2010
Join Date: Jun 1999
Location: Smemperor
Posts: 3,405
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...Tile file and Leonardo's Graphics. Since this is the last update, I thought I would put everything in 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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September 15, 2002, 09:25
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#95
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King
Local Time: 20:55
Local Date: October 31, 2010
Join Date: Jul 2001
Location: of Natal, Brazil
Posts: 2,555
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It is better to write the Apolyton Tile File as a prerequisite. Thats is the reason the Apolyton Tile File was created.
To prevent have a tile file for each mod that replaces each other and cause mod imcompatiblities.
Eg. To prevent conversations like that:
- In my Craddle game the wonder Scrubs does not show up in the map.
- Thats because you installed the MedMod after installing the Cradle and the MedMod still uses version 1.0 of the Apolyton Tile File while Craddle uses the version 1.1 wich has the wonder Scrubs. You have to install the Craddle again.
- This means i have to install the mod over and over again every time i want to to play?
- yes
- Thats odd
Not to mention that a new version of the apolyton tile file is coming out with the purple terrains and other stuff. It wont replace nothing from the current version. just add some stuff so that you see that the Apolyton Tile File will keep upgrading.
So remember to write in the prerequisites.
-- Apolyton tile file v1.0 or greater
__________________
"Kill a man and you are a murder.
Kill thousands and you are a conquer.
Kill all and you are a God!"
-Jean Rostand
Last edited by Pedrunn; September 15, 2002 at 09:35.
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September 15, 2002, 10:35
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#96
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Prince
Local Time: 11:55
Local Date: November 1, 2010
Join Date: Apr 1999
Location: Christchurch, New Zealand
Posts: 952
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I take it that we'll have a choice between normal Cradle game and City Expansion Cradle game?
__________________
Avoid COLONY RUSH on Galactic Civlizations II (both DL & DA) with my Slow Start Mod.
Finding Civ 4: Colonization too easy? Try my Ten Colonies challenge.
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October 13, 2002, 08:44
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#97
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King
Local Time: 00:55
Local Date: November 1, 2010
Join Date: Aug 1999
Location: aachen, germany
Posts: 1,100
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ok, i know there isn't official support  for cradle 1.33a at the moment, but i still wonder, why my current game always stalls at 810 b.c. (reloadslic doesn't help in anyway)
i turned disasters and partisan slics off and reduced the number of civs from 24 to 16 and now the updater works perfect for the first time at my machine.
another interesting thing:
maxplayer set to 24, some of the ais don't seem to like the citylimit which leads to new minicivs splitting up and being extinct a small time later almost every turn. when having an embassy with for instance the light grey civ, that civ becomes destroyed and a few turns later a new lightgreyciv splits from the big empires i still have an embassy and the same amount of trust/respect there.
is that a mod or a ctp2 mistake?
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October 13, 2002, 12:50
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#98
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Super Moderator
Local Time: 01:55
Local Date: November 1, 2010
Join Date: Mar 2001
Location: Tübingen, Germany
Posts: 6,206
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Quote:
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Originally posted by Zaphod Beeblebrox
another interesting thing:
maxplayer set to 24, some of the ais don't seem to like the citylimit which leads to new minicivs splitting up and being extinct a small time later almost every turn. when having an embassy with for instance the light grey civ, that civ becomes destroyed and a few turns later a new lightgreyciv splits from the big empires i still have an embassy and the same amount of trust/respect there.
is that a mod or a ctp2 mistake?
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I wouldn't call it a bug, actual it creates some atmosphere and shows you that you don't live in a peacefull world.  And you see that the AI are aggresive. I don't really know if the cause of the miniciv splitting is really caused by the city limit it could also be pollution, city size or less likely spies.
-Martin
__________________
Civ2 military advisor: "No complaints, Sir!"
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October 13, 2002, 12:58
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#99
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King
Local Time: 00:55
Local Date: November 1, 2010
Join Date: Aug 1999
Location: aachen, germany
Posts: 1,100
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well at leat those civs which constantly split have about 5-10 cities over their maximum.
with bug i meant that i get an embassy with a civ i never met just because they have the same colour as a civ which has already expired to exist. would be no bug, if that civ contained the same cities (rebelling again against the motherciv) but that wasn't the fact
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October 13, 2002, 13:08
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#100
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Super Moderator
Local Time: 01:55
Local Date: November 1, 2010
Join Date: Mar 2001
Location: Tübingen, Germany
Posts: 6,206
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Quote:
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Originally posted by Zaphod Beeblebrox
well at leat those civs which constantly split have about 5-10 cities over their maximum.
with bug i meant that i get an embassy with a civ i never met just because they have the same colour as a civ which has already expired to exist. would be no bug, if that civ contained the same cities (rebelling again against the motherciv) but that wasn't the fact
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Yes this is really a bug, but I think it rather lies in DiploMod, but you could also be right that it is a CTP2 problem. Showed up a diplomat of the split civ in front of you capital and build an embessy or showed up one of your Diplomats in front of the minicivs capital (actual only city)? If yes then it is a problem of Diplomod.
-Martin
__________________
Civ2 military advisor: "No complaints, Sir!"
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August 15, 2003, 11:19
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#101
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Settler
Local Time: 23:55
Local Date: October 31, 2010
Join Date: Aug 2003
Posts: 2
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do someone know from where i can get the "CRAEU_strings.txt" ??? cause allways when i want to start the game one popup shows me that the craeu_strings.txt is not found or couldn't be opened...
PLEASE HELPPPP ME!!!!
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August 15, 2003, 11:46
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#102
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Prince
Local Time: 16:55
Local Date: October 31, 2010
Join Date: Apr 2002
Location: USA
Posts: 916
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ScGrAnZeR,
Find the file userprofile.txt, in the CTP2 folder,
open it and find the line that says DebugSlic=Yes
change the Yes to No, save and you should be all set.
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August 15, 2003, 12:16
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#103
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Super Moderator
Local Time: 01:55
Local Date: November 1, 2010
Join Date: Mar 2001
Location: Tübingen, Germany
Posts: 6,206
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Quote:
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Originally posted by centrifuge
Find the file userprofile.txt, in the CTP2 folder,
open it and find the line that says DebugSlic=Yes
change the Yes to No, save and you should be all set.
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That's not your problem, ScGrAnZeR. But do it just in the case you still haven't, anyway.
In your CTP2 directory you find a subdirectory called: ..\ctp2_data\english\gamedata\
In this directory you find a bunch of files beginning with: CRA
Copy all these files to your ..\ctp2_data\german\gamedata\
(I presume you use the German version.)
Once you did it you should be fine. A side effect of this solution is that you will play CTP2 in a semi English semi German version. The alternative would be to play in full English.
-Martin
__________________
Civ2 military advisor: "No complaints, Sir!"
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August 15, 2003, 12:40
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#104
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Prince
Local Time: 16:55
Local Date: October 31, 2010
Join Date: Apr 2002
Location: USA
Posts: 916
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oops, thanks Martin
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August 15, 2003, 13:03
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#105
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Settler
Local Time: 23:55
Local Date: October 31, 2010
Join Date: Aug 2003
Posts: 2
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ok thanks @ both of you and especially to martin.. now it's working fine
cya
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August 28, 2003, 17:21
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#106
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CTP1/2 GODDESS
Local Time: 23:55
Local Date: October 31, 2010
Join Date: Nov 2002
Location: 10069
Posts: 198
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Shh!!! Blaine and Patricia are sleeping!!!!
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