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Topic:   Nordicus New Trade Goods v.1.0 Format for Better Printing
Nordicus
King
for a day; Fool for a lifetime
Oct 1999
posted January 06, 2000 12:10   Click Here to See the Profile for NordicusClick Here to Email Nordicus  send a private message to NordicusSend a Message to UIN: 78140881 Visit Nordicus's Homepage!
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Hello...

Here's the new trade goods, now up and running.

[edit by markg]
download from apolyton:
Non-CD(original) install
for use with the Apolyton Pack
[/edit by markg]

[Update--] Here's the readme for the mod. Have a look, but the time for suggestions has passed!--it's already been posted (For the HTML spreadsheet, please see ETB's site: http://www.duesouth.net/~scbryan/ctp/ Thanks.

quote:

Nordicus New Trade Goods v.1.0


THIS VERSION IS A NON-CD VERSION, MEANING THAT IT IS INTENDED TO BE USED WITH ONLY CTP, THE 1.2 PACTH, AND THE 1.21 "HACK" INSTALLED ON YOUR SYSTEM. FOR THE VERSION COMPATIBLE WITH THE APOLYTON PACK, PLEASE SEE THE README FOR THE PACK VERSION.

March 13th, 2000.

(BY Nordicus --aka. Thomas Hempstock ---- additional work done by Gemini-- aka. Darryl Marcinkoski and ETB -- aka. Chuck Bryan)


Contents:

1 . Information

2 . Installation

3 . More info...


1. Information :

Disclaimer:

NO WARRANTY
-----------
THIS New Trade Goods MOD IS PROVIDED "AS IS" AND WITHOUT ANY WARRANTY
AS TO MERCHANTABILITY OR FITNESS FOR A PARTICULAR PURPOSE OR ANY
OTHER WARRANTIES EITHER EXPRESSED OR IMPLIED. THE AUTHORS/CREATORS
WILL NOT BE LIABLE FOR DATA LOSS, DAMAGES, LOSS OF PROFITS OR
ANY OTHER KIND OF LOSS WHILE USING OR MISUSING THIS MOD OR
ANY FILES ASSOCIATED WITH THE Nordicus New Trade Goods Mod.
-----------
The authors/creators are in no way associated with Activision or any
other company that is involved with Civilization: Call to Power.
-----------


Firstly, a great deal of thanks to Gemini (Darryl) for the awesome work with the sprites, ETB (Chuck) for testing, adapting files to work with the Pack, and the excellent work on the gl text files (as well as making pre-release versions available at his website); thanks also to Timothy Pintello for discovering how to add food, shield, and gold values to the new trade goods (making them resources rather than just trade goods), and thanks to Paul van den Belt for fixing that irritating right-clicking message bug.

Secondly, special thanks to Wes Whitaker, 'Wheathin,' John LeMaitre, 'Locutus' (Wouter Snijders), 'Skorpion59' (Don Blevens), 'Poling' (Jay), and anyone else who offered suggestions, feedback, or helped by testing or otherwise helped in some way with the mod.

This is a mod which adds 33 new trade goods to Civilization : Call to Power.
It is the result of about two months' work -- almost five, really, but off & on . I found the
default CtP trade goods ( only 17 of them) disappointing and quite inadequate (and not all
that practical -- well, several of them I found a bit questionable as trade goods) for trade on a
planetary scale -- moreso when I moved up in map sizes and when I made an earth map. So, I hoped
to add realism, diversity of resourses, and increased competition for those resources.
This brings the total to 52 trade goods available now in CtP. Of course, only 38 trade goods
can be used in one game at one time. Also, the ones chosen were done so for use with an earth-type map, so additional versions are on pending...depending on demand.
True realism could not be obtained because of CtP's 2 trade-goods-per-terrain 'rule,' and not all the new trade goods/resources could be used in one game at one time because of this. If you are not satisfied with the pre-selected choices for resources, instructions can be found (in the More info... section) which will assist you in changing any of the 52 resources for your games.


Terrain & Trade Goods:

This is a quick run through showing the food, production (shield), and gold values for each resource--more detailed and extensive information, in a spreadsheet format, can be found next to this readme; these values benefit a city whose worker is laboring on the good in question; they do not affect trade. The trade values of course affect trade and gold collected through it.

Resource Values Trade Values

Food Shield Gold Gold

[1. Forest]
1. Silk -- 5 10 10

2. Apples 10 -- -- 5

-------------------------------------------------------------------------------------------------------------
[2. Plains]
3. Wheat 15 -- -- 5

4. Grapes 5 -- 5 5

-------------------------------------------------------------------------------------------------------------
[3. Grassland]
5. Rice 15 -- -- 5

6. Cotton -- 10 -- 5
-------------------------------------------------------------------------------------------------------------
[4. Tundra]
7. Caribou 10 5 -- 5

8. Oil -- 15 10 35

-------------------------------------------------------------------------------------------------------------
[5. Desert]
9. Dates 10 -- -- 10

10. Oil -- 15 10 35

-------------------------------------------------------------------------------------------------------------
[6. Swamp]
11. Spices 5 -- 5 15

12. Oil -- 15 10 35

-------------------------------------------------------------------------------------------------------------
[7. Hills]
13. Coffee 5 -- -- 5

14. Uranium -- 15 -- 30

-------------------------------------------------------------------------------------------------------------
[8. Jungles]
15. Tea 5 -- -- 5
16. Bananas 10 -- -- 5

-------------------------------------------------------------------------------------------------------------
[9. Mountains]
17. Coal -- 20 -- 5

18. Gold -- 5 10 20

-------------------------------------------------------------------------------------------------------------
[10. Desert Mountains]
19. Diamonds -- -- 20 40

20. Iron Ore -- 20 -- 5

-------------------------------------------------------------------------------------------------------------
[11. Desert Hills]
21. Copper -- 15 -- 5

22. Silver -- 10 5 15

-------------------------------------------------------------------------------------------------------------
[12. Polar Mountains]
23. Bauxite -- 15 -- 5

24. Rubies -- -- 15 20

-------------------------------------------------------------------------------------------------------------
[13. Polar Hills]
25. Sapphires -- -- 15 30

26. Emeralds -- -- 15 20

-------------------------------------------------------------------------------------------------------------
[14. Shallow Water]
27. Salmon 15 -- -- 15

28. Lobster 10 -- -- 15

-------------------------------------------------------------------------------------------------------------
[15. Beach]
29. Crabs 10 -- -- 5

30. Fish 10 -- -- 5

-------------------------------------------------------------------------------------------------------------
[16. Deep Water]
31. Whales 15 5 -- 10

32. Tuna 15 -- -- 10

-------------------------------------------------------------------------------------------------------------
[17. Shelf]
33. Pearls 5 -- 5 10

34. Oil -- 15 10 35

-------------------------------------------------------------------------------------------------------------
[18. Glaciers]
35. Seal 5 10 -- 10

36. Walrus 10 5 -- 10

-------------------------------------------------------------------------------------------------------------
[19. Volcano]
37. Diamonds -- -- 20 40

38. Crabs 10 -- -- 5

-------------------------------------------------------------------------------------------------------------
[20. Deep Sea Rift]
Not Available.
-------------------------------------------------------------------------------------------------------------
[21. Trench]
Not Available.
-------------------------------------------------------------------------------------------------------------
[22. Space]
No Trade Good made for this terrain.
-------------------------------------------------------------------------------------------------------------
[23. Dead]
Not Available.
-------------------------------------------------------------------------------------------------------------
[24. Dead Hill]
Not Available.
-------------------------------------------------------------------------------------------------------------


(All trade goods have been given the GOOD_CAN_DIE setting in terrain.txt for added realism.)

Additional Trade Goods include:

Buffalo, Olives, Camels, Potatoes, Lemons, Peat, Peppers, Tomatoes, and Strawberries.

Default CtP trade goods which have been replaced in this version:

Beaver, Giant Squid, Alligator, Elephant, Jade, Tobacco, and Sugar.

2. Installation:


The Nordicus New Trade Goods (Non-CD version) modification requires that Activision Civilization: Call to Power be properly installed on your computer in order to function. In addition, installation of the Civilization: Call to Power Patch v1.2 and the Apolyton version 1.21 "Hack" is recommended. Please follow the following steps to install this modification:

1) Simply run the install program, 'Nordicus New Trade Goods v1.4.EXE'. The install program will assume the scenario CtP directory. If you did not install CtP to the scenario location make sure you alter this 'Install-To' directory during your install.

2) This install is only for the Original CtP v1.2 Files (in the Original CtP structure). It is not intended for use with any modifications (such as the Apolyton Pack, Wes's Medieval Mod, or Wes's Modern Mod). This modification has been adapted for use with the Apolyton Pack and Wes's Medieval Mod. You will need to download the corresponding new trade goods modification file for use with these mods.

3) This modification is designed not to overwrite any of the default CtP files, even though additional sound and Great Library files will be placed in their respective default directories. To see which files are installed by this mod, run the install program and specify a temporary directory instead of the top-level CtP directory. The created directory structure will show up in the temporary directory. You will then need to run the install again using the CtP top-level directory in order for the modification to work.
4) Users of this mod will need to select the Nordicus scenario pack to start a new game using the New Trade Goods mod. This mod is shipped with one scenario game already setup to run on a random map. Just select the remaining game setup options as a regular CtP game and start enjoying a whole new world of goods! Any additional scenarios that are made under the Nordicus scenario pack will automatically use the New Trade Goods mod.

Files:

Here are all the files that will be installed; note that * indicates a file that will be installed in the DEFAULT CtP DIRECTORY, all other files will be installed in a SCENARIO DIRECTORY. This list is provided mainly for those who wish to move the files from a temporary directory to the main or default CtP directory, and so it shows where the files need to go.

scenarios\nordicus\ctp_data\default:

[gamedata]

concept.txt
concepticon.txt
goods.txt
goodsicon.txt
goodsID.txt
sounds.txt
terrain.txt
terrainicon.txt

[graphics]
[pictures]

33 tga gl (Great Library) 'concept' files, CG020F.tga to CG052F.tga
33 tga 'trade screen' files, beginning as UPBA....
UPBAAPPL.TGA UPBABANA.TGA UPBABAUX.TGA UPBABUFF.TGA UPBACAME.TGA UPBACOAL.TGA UPBACOPP.TGA UPBACOTT.TGA UPBADATE.TGA UPBAEMER.TGA UPBAFISH.TGA UPBAGOLD.TGA UPBAIRON.TGA UPBALEMO.TGA UPBALOBS.TGA UPBAOLIV.TGA UPBAPEAT.TGA UPBAPEPP.TGA UPBAPOTA.TGA UPBARICE.TGA UPBASALM.TGA UPBASAPP.TGA UPBASEAL.TGA UPBASILK.TGA UPBASILV.TGA UPBASPIC.TGA UPBASTRA.TGA UPBATEAS.TGA UPBATOMA.TGA UPBATUNA.TGA UPBAURAN.TGA UPBAWALR.TGA UPBAWHEA.TGA


[sprites]

33 trade screen sprites, Gc120.spr to Gc152.spr
33 trade good sprites, Gg20.spr to Gg52.spr


ctp_data:

[default]
[sound]

*33 wav files:
NORDAPPL.WAV NORDBANA.WAV NORDBAUX.WAV NORDBUFF.WAV NORDCAME.WAV NORDCOAL.WAV NORDCOPP.WAV NORDCOTT.WAV NORDDATE.WAV NORDEMER.WAV NORDFISH.WAV NORDGOLD.WAV NORDIRON.WAV NORDLEMO.WAV NORDLOBS.WAV NORDOLIV.WAV NORDPEAT.WAV NORDPEPP.WAV NORDPOTA.WAV NORDRICE.WAV NORDSALM.WAV NORDSAPP.WAV NORDSEAL.WAV NORDSILK.WAV NORDSILV.WAV NORDSPIC.WAV NORDSTRA.WAV NORDTEAS.WAV NORDTOMA.WAV NORDTUNA.WAV NORDURAN.WAV NORDWALR.WAV NORDWHEA.WAV

[english]
[gamedata]

gl_str.txt

[gl]

*142 Great Library text files:
GANPG001.TXT GANPG002.TXT GANPG003.TXT GANPG008.TXT GANPG014.TXT GANPG015.TXT GANPG016.TXT GANPG017.TXT GANPG021.TXT GANPG022.TXT GANPG023.TXT GANPG024.TXT GANPG025.TXT GANPG026.TXT GANPG027.TXT GANPG028.TXT GANPG029.TXT GANPG030.TXT GANPG031.TXT GANPG032.TXT GANPG033.TXT GANPG034.TXT GANPG036.TXT GANPG037.TXT GANPG038.TXT GANPG040.TXT GANPG041.TXT GANPG042.TXT GANPG049.TXT GANPG050.TXT GANPG051.TXT GANPG052.TXT
HINPG017.TXT HINPG021.TXT HINPG022.TXT HINPG023.TXT HINPG024.TXT HINPG025.TXT HINPG026.TXT HINPG027.TXT HINPG028.TXT HINPG029.TXT HINPG030.TXT HINPG031.TXT HINPG032.TXT HINPG033.TXT HINPG034.TXT HINPG036.TXT HINPG037.TXT HINPG038.TXT HINPG040.TXT HINPG041.TXT HINPG042.TXT HINPG049.TXT HINPG050.TXT HINPG051.TXT HINPG052.TXT
PRNPG001.TXT PRNPG002.TXT PRNPG003.TXT PRNPG008.TXT PRNPG014.TXT PRNPG015.TXT PRNPG017.TXT PRNPG021.TXT PRNPG022.TXT PRNPG023.TXT PRNPG024.TXT PRNPG025.TXT PRNPG026.TXT PRNPG027.TXT PRNPG028.TXT PRNPG029.TXT PRNPG030.TXT PRNPG031.TXT PRNPG032.TXT PRNPG033.TXT PRNPG034.TXT PRNPG036.TXT PRNPG037.TXT PRNPG038.TXT PRNPG040.TXT PRNPG041.TXT PRNPG042.TXT PRNPG049.TXT PRNPG050.TXT PRNPG051.TXT PRNPG052.TXT
VANPG001.TXT VANPG002.TXT VANPG003.TXT VANPG007.TXT VANPG008.TXT VANPG013.TXT VANPG014.TXT VANPG015.TXT VANPG016.TXT VANPG017.TXT VANPG021.TXT VANPG022.TXT VANPG023.TXT VANPG024.TXT VANPG025.TXT VANPG026.TXT VANPG027.TXT VANPG028.TXT VANPG029.TXT VANPG030.TXT VANPG031.TXT VANPG032.TXT VANPG033.TXT VANPG034.TXT VANPG036.TXT VANPG037.TXT VANPG038.TXT VANPG040.TXT VANPG041.TXT VANPG042.TXT VANPG049.TXT VANPG050.TXT VANPG051.TXT VANPG052.TXT
VANPT001.TXT VANPT002.TXT VANPT003.TXT VANPT004.TXT VANPT005.TXT VANPT006.TXT VANPT007.TXT VANPT008.TXT VANPT009.TXT VANPT010.TXT VANPT011.TXT VANPT012.TXT VANPT013.TXT VANPT015.TXT VANPT016.TXT VANPT017.TXT VANPT053.TXT VANPT054.TXT VANPT055.TXT VANPT056.TXT

3. More Info...

Terrain Changes:

(Please see the spreadsheet next to this readme for more information.)

For added realism, many changes have been made to most terrain tiles; also, to balance the extra resources now available on these tiles, some characteristics have been adjusted; all of this was done in an attempt to have a more Earth-like world with Earth-type values for terrain in general (polar mountains are regarded as extremely high mountain ranges now, for instance), making resources much more valuable and giving slightly more realistic combat results, depending on the terrain, giving terrain increased strategic importance (terrain defense value changes shown in this color [or in bold as posted here]). Here is a brief description of the changes, including their default values--in case anyone wishes to return to these values.

1. Forest: TRANSFORM_REMOVE is now 3 400 from 1 200; base ENV_SHIELD is now 15, not 20, and ENV_DEFENSE is increased to 0.75 from 0.50; city bonus ENV_SHIELD is now 10, not 5; river bonuses: ENV_FOOD and ENV_SHIELD are both now 10, not 5; ENV_ROAD1: ENV_MATERIALS is now 150, not 200.

2. Plains: TRANSFORM_REMOVE is now 1 400 from 1 200; base ENV_SHIELD is now 5, not 10, and ENV_DEFENSE is up 0.25 from 0.0; city bonus ENV_FOOD is now 15, not 10; river bonus: ENV_FOOD is now 15, not 5; ENV_ROAD1: ENV_MATERIALS is now 45, not 60.

3. Grassland: TRANSFORM_REMOVE is now 1 40 from 1 20; base ENV_FOOD is now 15, not 10, ENV_SHIELD is now 0 from 5, and ENV_MOVEMENT and ENV_FREIGHT are now 50 from 100; city bonus ENV_FOOD is now 15, not 10; river bonuses: ENV_FOOD is now 20 from 5, and ENV_MOVEMENT and ENV_FREIGHT are now 33 from 50; ENV_ROAD1: ENV_MATERIALS is now 75 from 60; ENV_ROAD2: ENV_MATERIALS is now 175 from 120; and ENV_ROAD3: ENV_MATERIALS is 350, not 240; ENV_IRR1: ENV_MATERIALS is 300 from 200, ENV_IRR2: ENV_MATERIALS is now 600 from 500, and ENV_IRR3: ENV_MATERIALS is now 1800 from 1400.

4. Tundra: TRANSFORM_REMOVE is now 3 800 from 2 400 and TRANSFORM_ADD_ADVANCE and TRANSFORM_ADD_ADVANCE are now ADVANCE_SUPERCONDUCTOR rather than ADVANCED_COMPOSITES; base ENV_SHIELD is now 0, not 5, ENV_MOVEMENT is now 300, not 200, and ENV_FREIGHT is 300, not 100; ENV_DEFENSE is 0.25 from 0.0; river bonus: ENV_FOOD is now 10, up from 5; ENV_ROAD1: ENV_MATERIALS is now 225 from 300. (Also, irrigation and mining are now possible on the Tundra terrain tile.)

5. Desert: base ENV_SHIELD is now 10, not 5; ENV_DEFENSE is 0.25, not 0; river bonus: ENV_FOOD is now 15 from 5; ENV_ROAD1: ENV_MATERIALS is now 45, not 60.

6. Swamp: base ENV_FOOD is now 5 from 0, ENV_SHIELD is now 10 from 5; city bonus ENV_FOOD is now 15, not 10; river bonus: ENV_FOOD is now 10, not 5; ENV_ROAD1: ENV_MATERIALS is now 225 from 300. (Also, irrigation and mining are now possible on the Swamp terrain tile.)

7. Hills: ENV_DEFENSE is now 0.75 from 0.5; city bonus ENV_SHIELD is now 10, not 5; ENV_ROAD1: ENV_MATERIALS is now 150, not 200; ENV_MINE1: ENV_SHIELD is now 15, not 10, ENV_MINE2: ENV_SHIELD is now 30, not 20, and ENV_MINE3: ENV_SHIELD is now 50, not 30.

8. Jungles: TRANSFORM_REMOVE is now 2 800 from 1 200; base ENV_FOOD is now 10, not 5; ENV_MOVEMENT is 400 up from 300 and ENV_FREIGHT is now 500 from 600; ENV_DEFENSE is now 0.75 from 0.5; ENV_ROAD1: ENV_MATERIALS is now 350 from 200; ENV_ROAD2: ENV_MATERIALS is now 600 from 400; and ENV_ROAD3: ENV_MATERIALS is 1200, not 800.

9. Mountains: TRANSFORM_REMOVE is now 4 2000 from 5 2000; base ENV_FOOD is now 5 from 0 and ENV_DEFENSE is now 1.5 from 1; city bonus ENV_FOOD is now 15, not 10; river bonuses: ENV_FOOD is now 15, not 5, ENV_SHIELD is now 10, not 5; ENV_ROAD1: ENV_MATERIALS is now 300, not 400; ENV_MINE1: ENV_SHIELD is now 20, not 15, ENV_MINE2: ENV_SHIELD is now 40, not 30, and ENV_MINE3: ENV_SHIELD is now 65, not 45.

10. Desert Mountains: base ENV_SHIELD is now 15, not 20; ENV_DEFENSE is now 1.5 from 1; ENV_ROAD1: ENV_MATERIALS is now 300, not 400; ENV_MINE1: ENV_SHIELD is now 20, not 15, ENV_MINE2: ENV_SHIELD is now 40, not 30, and ENV_MINE3: ENV_SHIELD is now 65, not 45.

11. Desert Hills: base ENV_MOVEMENT and ENV_FREIGHT are now 400 from 200; ENV_DEFENSE is now 1 from 0.5; ENV_ROAD1: ENV_MATERIALS is now 400, not 200, ENV_TIME is now 3, not 2, and ENV_ADVANCE is now AGRICULTURAL_REVOLUTION, not TOOLMAKING; ENV_ROAD2: ENV_MATERIALS is now 800, not 400, and ENV_TIME is now 4, not 3; and ENV_ROAD3: ENV_MATERIALS is now 1600, not 800, ENV_TIME is now 5, not 4; ENV_MINE1: ENV_GOLD is now 10, not 5; ENV_MINE1: ENV_GOLD is now 20, not 10; ENV_MINE1: ENV_GOLD is now 30, not 15.

12. Polar Mountains: TRANSFORM_REMOVE is now 5 3000 from 5 2000 and TRANSFORM_ADD is now 5 9000 from 5 8000; base ENV_MOVEMENT is now 700 from 400 and ENV_FREIGHT is now 700 from 600; ENV_DEFENSE is now 1.5 from 1; river bonuses: ENV_MOVEMENT is now 200, not 50, and ENV_FREIGHT is now 200, not 50; ENV_ROAD1: ENV_MATERIALS is now 300, not 400, and ENV_TIME is now 5, not 4; ENV_ROAD2: ENV_TIME is now 5, not 4; and ENV_ROAD3: ENV_TIME is now 5, not 4; ENV_MINE1: ENV_SHIELD is now 20, not 15, ENV_GOLD is now 10, not 5; ENV_MINE2: ENV_SHIELD is now 40, not 30, ENV_GOLD is now 20, not 10, ENV_MATERIALS is 2000, not 1000; and ENV_MINE3: ENV_SHIELD is now 65, not 45, ENV_GOLD is now 35, not 15, ENV_MATERIALS is 3200, not 2200.

13. Polar Hills: base ENV_SHIELD is now 5, not 10; ENV_MOVEMENT is now 400, not 200; and ENV_FREIGHT is now 500, not 200; ENV_DEFENSE is now 1 from 0.5; ENV_ROAD1: ENV_MATERIALS is now 850, not 200, and ENV_ADVANCE is now RAILROAD, not TOOLMAKING; ENV_ROAD2: ENV_MATERIALS is now 1700, not 400, ; and ENV_ADVANCE is now OIL_REFINING, not RAILROAD; ENV_ROAD3: ENV MATERIALS is now 3500, not 800; ENV_MINE1: ENV_GOLD is now 15, not 5; ENV_MINE2: ENV_GOLD is now 30, not 20; and ENV_MINE3: ENV_GOLD is now 55, not 15.

14. Shallow Water: base ENV_SHIELD is now 5, not 10; ENV_IRR1: ENV_FOOD is now 10, not 5; ENV_IRR2: ENV_FOOD is now 25, not 15; and ENV_IRR3: ENV_FOOD is now 35, not 25.

15. Beach: base ENV_GOLD is now 10, not 5.

16. Deep Water: base ENV_SHIELD is now 5, not 15, and ENV_FOOD is now 10, not 5.

17. Shelf: (This terrain tile can now be mined.)

18. Glaciers: ENV_MOVEMENT is now 400, up from 300, and ENV_FREIGHT is 600 from 500; river bonuses: ENV_MOVEMENT and ENV_FREIGHT are up to 100 from 50. (Also, roads are now possible on this terrain tile.)

19. Volcano: base ENV_SHIELD is now 25, not 45, and ENV_FOOD is now 0, not 5.

20. Deep Sea Rift: No changes.

21. Trench: base ENV_SHIELD is now 20, not 10, and ENV_FOOD is now 5, not 10.

22. Space: No changes.

23. Dead: No changes.

24. Dead Hill: No changes.


CHANGING TRADE GOODS:

Here is a simple guide to change any trade goods in Civilization: Call to Power.

Say that you wish to change Plains goods2, Grapes, to Buffalo--I had originally chosen Buffalo, but, wanting these for an earth map, since there's no Buffalo occuring naturally outside of North America, this left only 1 trade good for the Plains terrain in Europe, Asia, Africa, etc. To change this, first open the goods.txt file (ctp\data\default\gamedata folder), assuming you have this mod installed already. You'll see this

# Grapes 18
TERRAIN_PLAINS_GOOD_TWO {
GOOD_SOUND_ID SOUND_ID_GRAPES
GOOD_GOLD_VALUE 5
}

as the 19th good down the list (listed as 18th, since the 1st, Silk, is actually 0). Change to this:

# Buffalo 18
TERRAIN_PLAINS_GOOD_TWO {
GOOD_SOUND_ID SOUND_ID_BUFFALO
GOOD_GOLD_VALUE 5
}

You can set the gold trade amount to whatever you feel is appropriate. Now, in that same folder, open terrain.txt. Scroll down to PLAINS (it will be the 2nd terrain listed). Keep scrolling until you find

###Grapes###

GOOD2 {

GOOD_INDEX 18
PROBABILITY 0.5
GOOD_CAN_DIE
ENV_BASE {
ENV_SCORE 386
ENV_GOLD 5
ENV_FOOD 10 }
TRANSFORM_REMOVE 1 50
TRANSFORM_ADD 1 400
TRANSFORM_ADD_ADVANCE ADVANCE_TOOLMAKING
TRANSFORM_REMOVE_ADVANCE ADVANCE_TOOLMAKING
}

this. All you might want to change would be the bonuses, perhaps replacing the ENV_GOLD bonus for an ENV_SHIELD one, like this:

###Buffalo###

GOOD2 {

GOOD_INDEX 18
PROBABILITY 0.5
GOOD_CAN_DIE
ENV_BASE {
ENV_SCORE 386
ENV_SHIELD 10
ENV_FOOD 10 }
TRANSFORM_REMOVE 1 50
TRANSFORM_ADD 1 400
TRANSFORM_ADD_ADVANCE ADVANCE_TOOLMAKING
TRANSFORM_REMOVE_ADVANCE ADVANCE_TOOLMAKING
}

Now you will receive a shield bonus of 10 rather than the gold bonus of 5. If you're not sure what else to change, then change nothing else here.
Next, open up goodsicon.txt (same folder) and find

TERRAIN_PLAINS_GOOD_TWO "UPBA5540.TGA" # Grapes 19

this. Change it to

TERRAIN_PLAINS_GOOD_TWO "UPBABUFF.TGA" # Buffalo 19

this. You have just changed the trade screen graphic file responsible for the Plains' 2nd trade good. (Note: all new trade good UPBA files will have the first 4 letters of the good, such as BUFF for Buffalo. For default trade goods' UPBA file names, please see your default goodsicon.txt file.)
Now, open up goodsID.txt (same folder) and find this line:

TERRAIN_PLAINS_GOOD_TWO 8 # "Grapes"

And change it to this:

TERRAIN_PLAINS_GOOD_TWO 20 # "Buffalo"

This tells CtP which sprite to use for Plains' 2nd trade good. 20 is the start of all the trade goods I have added--I will include a full list of these after this last step.
Finally, exit this folder and enter english\gamedata. Find the gl_str.txt file. Scroll down, way down, until you find the "terrain strings" and then this line:

TERRAIN_PLAINS_GOOD_TWO "Grapes"

Simply change "Grapes" to "Buffalo;" now you will get the correct name, and that's it. Done. You can use this method for changing any trade good--all you need is the correct ID number in goodsID.txt. They indicate which sprite is to be used--the first sprite used without this mod would be, for Forests, 4 for Beaver, but in my mod it's Silk, 49. Here are all of them:

1. Diamonds
2. Rubies
3. Oil
4. Beaver
5. Tobacco
6. Poppies
7. Coffee
8. Grapes (otherwise called "cocoa")
9. Sugar
10. Jade
11. Elephant
12. Alligator
13. Caribou
14. Crab
15. Pearls
16. Whales
17. Giant Squid
18. (Unknown)
19. "Dummy Good"
20. Buffalo
21. Wheat
22. Cotton
23. Apples
24. Spices
25. Bananas
26. Copper
27. Bauxite (alluminium)
28. Sapphires
29. Emeralds
30. Coal
31. Gold
32. Iron Ore
33. Silver
34. Seals
35. Olives
36. Fish
37. Salmon
38. Lobster
39. Camels
40. Tea
41. Uranium
42. Walrus
43. Peppers
44. Potatoes
45. Tomatoes
46. Strawberries
47. Peat
48. Lemons
49. Silk
50. Dates
51. Tuna
52. Rice


VERSION HISTORY/KNOWN ISSUES:

October 17th, 1999: Nordicus New Terrain & Trade Goods created, adding 22 trade goods and 14 new terrains for use with a WWII scenario; all graphic material completed, except for sprites, by the 19th; adding new terrains proved extremely difficult, and incorrect formats of targa files compounded the mod's delay in completion; it was scrapped in November.

December 28th, 1999: Nordicus New Trade Goods v1.0 finished--functional.

January 12th, 1999: v1.1: GL (Great Library) graphic files added; trade screen graphic files (the 6th set finally corrected the size problem) finished; sound files done.

January 20th, 2000: v1.2: New GL graphic files complete; right-clicking message 'bug' not fixed yet.

February 3rd, 2000: v1.3: Right-clicking problem fixed; food, gold, and production (shield) values added to the new trade goods; trade gold values decreased; all graphic material completed; 9 replacement sprites added; it has been mentioned that the Uranium resource can be difficult to see, especially when playing the game "zoomed" out.

March 12th, 2000: v1.4: Initial release.


PROBLEMS/FEEDBACK:

Mail any feedback to Thomas Hempstock (nordicus@home.com), Chuck Bryan (scbryan@scescape.net), or Wes Whitaker (wesw@hiwaay.net). Alternatively, you can post a message in the Apolyton CTP-Creation Forum, http://apolyton.net/forums.



[This message has been edited by Nordicus (edited January 11, 2000).]
[This message has been edited by Nordicus (edited March 09, 2000).]
[This message has been edited by Nordicus (edited March 09, 2000).]
[This message has been edited by Nordicus (edited March 11, 2000).]
[This message has been edited by Nordicus (edited March 14, 2000).]
[This message has been edited by MarkG (edited March 20, 2000).]
[This message has been edited by Nordicus (edited March 20, 2000).]

[This message has been edited by Nordicus (edited March 23, 2000).]

skorpion59
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Tulsa, Oklahoma, USA, (GMT -6)
May 99
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Nordicus,

Glad to hear from you. I thought you had dropped off the face of the Earth for a few days.

The trade stuff looks good. Are you putting standalone files together to distributing that will overlay what we have?

Don

Nordicus
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Hey, Don...

quote:
Glad to hear from you. I thought you had dropped off the face of the Earth for a few days.

I did! But it was only fever-induced, sadly. Woke up the next day on this planet--this is earth, right?

Good to hear from you as well--have you gotten any of my emails?? I thought that you either pissed at me for something, were on vacation, or really friggin busy...

Well, finished a new batch of icons (for the on-screen trade menu), so hopefully these will work. Everything on the map works, they're where they should be, except that the info is incorrect when you right-click on it and you can't really trade them yet (correct icons--size and type).
I tried to get a screen shot (since there is nothing to tell what the size (or type) of the trade goods, for trading) so I wouldn't have waste so much time in guessing (I've already overwritten a few in-game icons for CTP ), but now I have blow it away and reinstall.


quote:

Are you putting standalone files together to distributing that will overlay what we have?

Not entirely sure what you mean here....It will be a standalone mod for any map, random or whatever. I'll be certain that no icons, sprites, or other graphics are not overwritten, but these will be overwritten:

goods.txt
goodsicon.txt
goodsID
concept.txt
concepticon.txt ....and
terrain.txt

And the gl_str.txt must include the changes as well.

I see that you've become quite Slic lately...
[This message has been edited by Nordicus (edited January 07, 2000).]

skorpion59
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Nordicus,

Actually, this really isn't earth. It is all made up and we are just pawns being used by another species. Oops, better not go there. This might turn into another 'Matrix was good, no Matrix was bad' discussion.

And, no. I haven't been getting your email. You been getting mine?

Don't worry about not understanding my last quote. I didn't understand it either. I was editing that part and kept hanging. I would type a line and then stop and wait for the computer to catch up. The forums were dragging and not responding and I got tired of it. Hit the submit and went off to something else. Then I forgot to come back later and check it. It doesn't make much sense does it?

I have been wanting to do some SLIC for a long time but kept putting it off. The Borders stuff is requiring me to learn it though. There just wasn't enough documentation. About the time I decided to create my own documentation, Locutus, Dreamer & MarkH started jumping into it. Throw in a few easy things people want fixed and we are on our way.

My ultimate goal is a new set of documentation (written in English for non-programmers) with all current info, including what does and doesn't work.

------------------
Don, Apolyton Junkie


[This message has been edited by skorpion59 (edited January 07, 2000).]

MarkG
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nordicus, nice list!

great sig skorpion!

Nordicus
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Markos:
Thanks


Don:

quote:

Actually, this really isn't earth. It is all made up and we are just pawns being used by
another species. Oops, better not go there. This might turn into another 'Matrix was good, no Matrix was bad' discussion.

I knew it!
Wait--the "Matrix" was movie's name? I thought it was called, "Bill and Ted's Excellent Sci-Fi Adventure." lol!
(Actaully, I loved the special effects.)

Haven't been getting my emails? Sigh. Not again. Yeah, I've gotten a couple of yours.

Yeah, I actually read it for a good 15 minutes yesterday and still couldn't figure it out! Aw well. I know about how slow it gets here--very bad yesterday. I think I have an hour before it typcially starts slowing down (so I come here first now, check messages later). I was tempted to grab that up there as a sig, but I thought you've been picked on enough--and it's still Wes's turn, isn't it? Sure wish he'd say something silly one of these days...

quote:

I have been wanting to do some SLIC for a long time but kept putting it off. The Borders stuff is requiring me to learn it though. There just wasn't enough documentation. About the time I decided to create my own documentation, Locutus, Dreamer & MarkH started jumping into it. Throw in a few easy things people want fixed and we are on our way.

Yes, I've been keeping up with most of it--great work, guys! It's so nice to see some Slic creation again
BTW, I wonder what happened to RayK and Slamp? They were beginning to get into Slic as well....

Me, I've been too bogged down with work, too sick (mentally and physically), and too busy with other projects...

quote:

My ultimate goal is a new set of documentation (written in English for non-programmers) with all current info, including what does and doesn't work.

Fabulous idea. As soon as most of my projects are done, I'm planning as well to write some stuff on the subject of AI and Diplomacy.

Talk later.

T.



[This message has been edited by Nordicus (edited January 08, 2000).]

skorpion59
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posted January 08, 2000 16:21   Click Here to See the Profile for skorpion59Click Here to Email skorpion59  send a private message to skorpion59Send a Message to UIN: 92173697 Visit skorpion59's Homepage!
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Nordicus,

I got your last emails including the one where you sent the messages I missed. Thanks.

As for using it in a sig, well anytime someone wants to take a poke at me, I'm all for it. Mr Wes is getting back in form again. Did you get the email where he was talking about me and Hank Williams Jr? He always seems to know when I can use a good laugh.

My SLIC docs aren't done yet and I have hit 35 pages. I think I am going to have to cut it down some.

Markos, thanks. It just seemed appropriate.

------------------
Don, Apolyton Junkie

DanMc
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Bournemouth, UK
Oct 1999
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quote:
From the goodsID.txt

WORMHOLE 18 # beaver for wormhole


Huh? So you can mine 'space-beaver'???

Not much trade in it I'd imagine though, given that the wormhole jumps around so much.

Dan

John LeMaitre
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Actually, I kind of like the sound of that, DanMc!

Nordicus, are you going to put any resources in space? Water perhaps?

DanMc
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That's quite an interesting idea - you could have water (increase food production), and 'asteroids' (or some such, representing production bonuses....)

Dan

------------------
Just a thought......

Nordicus
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Okay--I have the final version, set up as stated for the Giganticus Earth Map, with a few changes. Before anyone asks: since grapes can grow in dry, mild climates, the Plains was the only other choice, because urainium is being placed on the map where it is currently found, in all climates, so Hills was the logical choice.

Okay, so I have new sounds for each Trade Good as well--tested them out today and they work very well.
Coming closer to solving the problem of why I can't right-click on any good and get accurate info, but when I finished the sound files and tested them--all of them were for different trade goods...but, fortunately, the *wrong* sounds matched exactly the *wrong* info I got when I right-clicked on it.

Have also been fiddling around with terrain.txt and made dozens of changes, most are just for the Earth Map--for example, there is reduced movement over Desert Hills (which are treated somewhat like sand dunes), Polar Hills, and Glaciers; also, I made Polar Mountains inaccessable without roads--I'm regarding them as very large mountains (I don't care what unit it is, you're not going to get it up the Andes or Himalayas, Alps or Urals, or even the ranges in North America (Rockies, Coast & Cascade Ranges, and of course the Saint Elias Mountains of Alaska/British Columbia/Yukon). Not without roads, pal!

Adjusted some food settings as well, defensive capabilities of some terrains (example: Jungles are very hard to move thru now (without roads), but have increased food and defense, somewhat like the real world). In general, many have more food available (some were silly--Mountains: 0...c'mon!--anyone who's lived in the mountains, as I have, can testify to the fact that there's plenty to eat!) But Polar Mountains and Desert mountains I left at 0 (except for river bonuses--since Desert Mountains do receive more rain and can support enough plant life to sustain even a small town...but onlt on rivers in this version). Besides, with all those new and profitable trade goods to hunt down, you will need to have many cities/towns in heavily mountainous terrain. (Got the idea when I tried adding Tibet as a civ--thier cities starved constantly (barbarians finally wiped them out), and that was silly and unrealistic, IMHO.)

I'll post the gold values later.


Don:

------------------
"There can be no maximum of creation without a concomitant maximum of destruction, no supreme good without supreme evil"--Heller, paraphrasing Nietzsche.

"The more passion for the argument, the less evidence for it"--Russel.


"I *may* have solved some of the problem with specialists tonight. Then again, I may have screwed things up- I don't know. If that happens, I won't know whether to laugh, cry, or both. God, I'm starting to sound like Nordicus (the horror!). "--Wes Whitaker, during AAIPs testing.


[This message has been edited by Nordicus (edited January 12, 2000).]

Nordicus
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Oops...forgot about you guys

Dan:
Yeah, really, huh? Isn't that special
Space Beaver! lol!

John:
Nope. Not possible--I tried and the code absolutely will not allow it. The terrain which cannot have any trade goods are hilighted above.
Too bad--


Don:
No, I missed the Hank one.

Oiy. Sounds like you're getting there, though.

Nordicus
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Okay, found a copy of this handy.

Here's the gold values:

quote:

1. Buffalo...........10
2. Wheat...........5
3. Cotton...........5
4. Apples...........5
5. Spice...........20
6. Bananas...........10
7. Copper...........20
8. Bauxite...........20
9. Sapphires...........30
10. Emeralds...........30
11. Coal...........20
12. Gold...........30
13. Iron Ore...........15
14. Silver...........20
15. Seal...........10
16. Olives...........10
17. Fish...........5
18. Salmon...........15
19. Lobster...........20
20. Camel...........5
21. Tea...........5
22. Uranium...........40
23. Walrus...........10
24. Peppers...........5
25. Potatoes...........5
26. Tomatoes...........5
27. Strawberries...........5
28. Peat...........10
29. Lemons...........5
30. Silk...........15
31. Dates...........10
32. Tuna...........10
33. Rice...........5

The ones that are included in the terrains above have been adusted to consider how rare they are, the terrain on which they can be found, and stuff like that. The others are just estimates.

Others I've altered, or not, for the map:

quote:


Caribou...........5
Oil...........35
Coffee..........10
Whales...........15
Grapes...........5
Pearls...........20
Crab............5
Diamonds...........40
Rubies...........30

So, I'm still trying to figure out what value gives food/production bonuses...and many of these (all listed here) have been based on this.
That's it for now.

T.


[This message has been edited by Nordicus (edited January 12, 2000).]

Nordicus
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Alrighty-then.

Still can't solve the problem of right-clicking on a trade good and getting an incorrect trade good's information (if you click on Gold you see Salmon (and if it's a good your city's worker is on, you'll hear something moving thru water...the Salmon's sound ID).

If anyone would like to help, please, I'd really appreciate. I can send the files to you. I seem to out of ideas...it may be that it's so close, I can't see it...but to be honest, I'm fed up with trying to figure it out (I've spent two days trying, printed 30 pages of files, rearranged several dozens of files, yadda yadda...enough).

Also, does anyone know which files are read by the gl_str.txt? I mean, there's Concepts and Trade goods (the difference of these is a bit unclear) listed in the gl_str.txt; so does goods.txt use the trade goods for map purposes and concept.txt uses concepts for Great Library--is this how it works?

Paul
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quote:
Also, does anyone know which files are read by the gl_str.txt? I mean, there's Concepts and Trade goods (the difference of these is a bit unclear) listed in the gl_str.txt; so does goods.txt use the trade goods for map purposes and concept.txt uses concepts for Great Library--is this how it works?

That sounds very likely to me. And you can mail me your files, I'll see if I can find something on your right-click problem.

Nordicus
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Hi, Paul...

Sorry for the delay--haven't checked this in a while.
[And I actually posted this yesterday, or tried to...I was denied! Me! Very slow yesterday....]
Sure, I'll send them out to you--thanks.
The "solution" I'm pondering now is--if for example, it says "Wheat" instead of "Apples"--changing the names to match the good (so it would be wrong in the gl_str.txt but not in the game), then putting the wrong .wav file for it (which would sound right in the game), and finally adjusting the gold value in goods.txt and others in terrain.txt.
It's ugly, but it should do the trick; and it's not a real solution, just a weird workaround, so I'd really not like to do it unless there's no other way...

Okay, talk to you later.

Nordicus
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Thanks again, Paul.

So, everything's working smoothly now, no problems. I'll be including some readme material here shortly.
If anyone wants a copy, let me know--here or email me.

Later,

T.

OmniGod
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hey nordicus...

I would definately be interested in the trade good update... I'm working on a real Earth base and I was looking at oil for the costal shelves... but since you have it already... I will give you credit... but I am interested to check out the changes

pcouw@hotmail.com

Nordicus
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Hey...
Okay, I'll send them out.
Nordicus
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Did you get them alright? I haven't heard anything yet....
Pintello
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Hi Nordicus,

I have gotten your latest Trade Goods Update and I have to say I really like it. I played with it for a few hours this weekend and it is really nice. It is nice to have more and different trade goods on the screen. I have also noticed that the AIs do trade the goods quite well. I also noticed that they try harder to trade the more valuable trade goods like the minerals. They seemed to place their cities to get these goods when they were available, which because of the nature of the goods wasn't as often as the less valueble trade goods like the food stuff.

The problem where traded good did not match the goods on the screen and incorrect good values has also been corrected. I also noticed that the right click to see what the goods was now works as well. As usual, you have done a very goods job with this mod. I think Wes may want to use it in his Mod Mod.

Timothy Pintello

Nordicus
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Timothy, thanks for the feedback--I really appreciate it
SlipperyWombat
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Nordicus,

Forgive me for being a slave to the little bells and whistles but... did you include new nifty little sounds for the resources when you click on them?

SW

OmniGod
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I got them alright,

but I was an idiot during the Christmas break and left my disc back home (8 hours away) so I'll have to wait a bit until I get to try it, but from what I see... this is exactly what I need for my map... It's nearing completion, but I haven't had a chance in awhile. For those who care it's the largest yet (500x1000).... and you need to dumb the game down a bit to run it... but it's definately worth it.... as well... I've started on just basic stuff like increasing the civ pool to 206 civs... almost one per nation in the world presently... I know it's a useless task but if I can't play or edit... I'll do something useless...

OmniGod

WesW
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The size of these maps you guys are talking about scares me. I keep picturing guys calling in with stuff like; "I have a PIII 750, and your map has slowed my computer to a crawl! It takes 30 min. for the AI's to complete their turns! I'm thinking about trying to hack into the supercomputer at the National Weather Service just to see if *it* can run this game. If, and when, the Feds come to get me, I'm sending them right on over to you guys!"
OmniGod
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It does slow to a crawl... but I think the end result of having a almost realistic game is well worth the wait... it's only about 10 minutes on a PII 333... for the first 1000 years...

But each new realistic addition people put out the more I want to make this thing as realistic as possible... maybe I'll look into governmental classes and a more advanced advance tree... hmmmm.... more time to waste

Nordicus
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SW:
Bell and whistles, eh? Well, there are in fact cool new sounds for each new good (or resource).
No animations, though.

Omni:
Good--glad you got them--if you want the latest version (1.3), let me know.

I agree that realism is worth it, but the problem with most mods is the balancing of realism and (fun) gameplay. I did try a 500 X 1000 map (on my PIII 450 128MB RAM) and it was too irritating for me--everything I pressed I had a bit of a wait, which became annoying after a while, and having 32 civs, the cycling of turns was ridiculous, IMO; plus, this is for the rich, those who have PIII 500 or 600 could handle it, but most people are running PII systems or lower.
The 246