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Topic: Med Mod 4 (final): files, readme, links |  |
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420 Warlord ohio,usa Oct 2000
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posted December 29, 2000 06:30
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Dude I love your Mod! Found only a few bugs in it, just in the Great Library where some things were missing. I have a little older one though. Now if I can only find someone to play an MP game with... |
WesW apolyton.net/wes Huntsville, Al., USA b.02-15-99
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posted January 05, 2001 01:52
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Thanks 420.Jan 5th, 2001 UPDATE ALERT: I have updated the mod again, making this the 4.12 version. It is available along with the other parts of the Med mod 4 at my new site here at Apolyton. Just click on my homepage button above. I have removed 24 of the Future advances from the game, in the hope that this will eliminate the instability of the mod that some of you have been experiencing. I have increased the costs of the remaining Future advances to make up for those eliminated. It is installed over the 4.0 version of the mod by unzipping it into the Call-to-Power folder, just like you do with the main mod. |
Cannes Chieftain Copenhagen, Denmark Jan 2001
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posted January 07, 2001 00:25
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With the danger of seeming like a complete moron... How do you start a scenario? What steps do you go through after having installed the mod? |
Cannes Chieftain Copenhagen, Denmark Jan 2001
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posted January 07, 2001 00:31
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UGH! Never mind I figured it out... The problem was that I just now found a site where the version 1,2 download actually worked...  |
coldsteel Chieftain
Jan 2000
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posted January 07, 2001 12:34
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I wonder if the computer players are now capable of researching cybernetics (and neural interface)? |
Cannes Chieftain Copenhagen, Denmark Jan 2001
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posted January 12, 2001 02:35
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Hey Wes!First of all I love the work you've done with the mod. It is absolutely brilliant! I know you propably wont be working anymore with it, but I just thought I would let you know about the few bugs I encountered... Pollution used to be a problem in Ctp at the difficult levels. Now even at deity level on huge maps with 40 30+ cities I don't have pollution problems at all! Not even unhappiness in any cities caused by pollution! The "turns until next disaster counter" also seems to be broken completely. Another that is broken is the population counter. When it surpasses 1 billion it overwraps and start couning in thousands ie, 1 billion people shows up as 1000 (I think). That is if having about 40 30+ cities and another 20 cities in the 10-20'ies in the genetic age would give you a population of 25 billion.... That's all I can think of for now. I'll get back to you if I encounter anything else. Thanks again for sharing your work. |
Cannes Chieftain Copenhagen, Denmark Jan 2001
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posted January 12, 2001 16:32
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hmm... I just gotten into the industrial age building factories and refineries in my cities and now the pollution works... This is definitely deity this time. Maybe my last game was emperor level... Anyway it would seem strange that there is no pollution on emperor level, no? |
Cannes Chieftain Copenhagen, Denmark Jan 2001
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posted January 13, 2001 09:09
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Aha! It's the dominiques solution wonder that is the cause of it! It is definitely too powerful if you ask me... |
WesW apolyton.net/wes Huntsville, Al., USA b.02-15-99
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posted January 29, 2001 00:10
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UPDATE ALERT: Version 4.13 is now available at my webpage (not the Downloads section).I decided to delete the Update file, and upload the entire texts portion. In this update, I have doubled the amount of pollution necessary to cause disasters in the Standard version. I used this same file for the Large version, so there is not much of an increase in that version compared to the last. Dominique's Solution was removed from the mod some time ago, so hopefully making the new text portion will clear up any problems there. |
WesW apolyton.net/wes Huntsville, Al., USA b.02-15-99
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posted February 23, 2001 23:48
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Just checking in. Did eliminating those 24 Future Advances have any effect on the mod? I mean, it is still prone to crashing? |
JPF_civplayer Settler Seattle, WA, USA Jul 2000
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posted March 08, 2001 12:37
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quote:
 Originally posted by WesW on 02-23-2001 11:48 PM Just checking in. Did eliminating those 24 Future Advances have any effect on the mod? I mean, it is still prone to crashing?
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Wes! Thanks for the Mod. The game is vastly improved (I.E. Challenging) with it. I played two games on Diety and it was nip and tuck as to whether I'd prevail. Well both games crashed around 1924 and 1986 I think it was. During the AI's turn(s). This was using the 4.11 or 4.10 version I think. I just downloaded 4.13 and will give it a shot and let you know how it works. Thanks again for the Mod, it breathed new life into the game for me. |
JPF_civplayer Settler Seattle, WA, USA Jul 2000
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posted March 26, 2001 15:20
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quote:
 Originally posted by JPF_civplayer on 03-08-2001 12:37 PM Wes! Thanks for the Mod. The game is vastly improved (I.E. Challenging) with it. I played two games on Diety and it was nip and tuck as to whether I'd prevail. Well both games crashed around 1924 and 1986 I think it was. During the AI's turn(s). This was using the 4.11 or 4.10 version I think.I just downloaded 4.13 and will give it a shot and let you know how it works. Thanks again for the Mod, it breathed new life into the game for me.

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4.13 seems to have fixed the crashing problems for me. I'm in the middle of my most fun game ever...#2 in year 2030 climbing towards #1 Playing on Diety, it is definitely challenging! |
JPF_civplayer Settler Seattle, WA, USA Jul 2000
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posted March 27, 2001 14:29
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Rats, ran into a weird problem with a cruise missle. I restarted my saved game and when I try to attack anything with an already built cruise missle, it crashes the game. Not sure what is going on. I will probably just park it in an interior city or something, not sure if disbanding it or letting it die in the air will cause the game to crash but I'll explore those options too. And, it'll be interesting to see if building new cruise missles will cause problems or if it's just a problem with saving a game and restarting it with cruise missles... |
coldsteel Chieftain
Jan 2000
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posted March 27, 2001 21:34
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4.13 crashes also when the computer gets into future techs. Did it two different games for me anyway. I believe the original game had some feature where it was impossible to finish the last future advance no matter how much science you had. I don't know how that worked. cold |
WesW apolyton.net/wes Huntsville, Al., USA b.02-15-99
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posted April 12, 2001 05:25
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Thanks for the replies, guys. It's good to know that I seemed to have finally fixed the crashes, or almost fixed them.Cold, could you run a test by adding a future advance back into the mod and see if this eliminates the crash? If you copy one of the original game's future advances, place it in the advances.txt, and give it preqs from the mod, it should work. I did not delete anything from any other file when I took the FA's out of the advances.txt. I am focused on Ctp2 now, and I am getting a little fuzzy on working with Ctp1. The Cruise Missile concept never really worked properly in Ctp1. Sorry if you are having crashes with it. |
gregw Settler Wakefield, MA, USA Apr 2001
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posted April 16, 2001 21:58
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Aw great, after several months 'clean' here I am addicted to CTP again! :-) Ah well, there are worse things to which one may be hooked...Anyway, I have to say that CTP, with and only with the Med Mod, is the best civ game I've played! Well, OK I've only played CivI, II, TOT and Colonization, but hey. I don't think I'll buy CTP2 because it lacks the space layer...which I think is the coolest thing! (Next to undersea cities anyway...) Here are a few random thoughts: I'm confused as to which version/release of the Med mod I have. Dominick's Sol'n. is there and not Inquisition, but the "The technology of XXXXX is so well know that news of it arrives..." works fine. I can also add settlers to cities. Ironclads can't see subs, according to the 'units.txt' file. (Subs have visibility class=1 and ironclads can only see visibility class=0.) Fighters have a vision range of 2. The dates on the files are 9/16/00, so I guess this would make it version 4.01? :-) It seems that the changes in subsequent versions mostly had to do with units, advances and wonders. Dominick's was sacked and 'future X' greater than 4 were, too. I can do those myself easily enough (I was planning to reduce the number of wonders anyway...that's the only real fault I had with the mod...too many wonders!) What freaks me out is fooling around with Aips and SLIC files. I'm afraid I haven't much of a clue with those! So what I need to know is, was there anything done to those, and if so, is it just a line or two that even a non-hacker like me can fix? And since the mod seems to be working well enough anyway, would I even notice the difference? I had the cruise missile problem too, and I had a thought: maybe the 'bombard' and 'use only once' traits were confusing the poor program. Why not give the CM an attack value equal to the bombard value, and use it like a regular unit? Kinda like in CIV II. I haven't tried it yet, though. I also noticed in script.slc there is a line referring to a 'MissileBugFixTimer.' Any idea what this is? I've noticed that the AI doesn't seem to build the wonders that are new to the Med mod. In those fearsome AIP files (ie. scimany.aip) the new wonders are listed well after the original ones. Could it be that the AI is ignoring them because they are so far down on the list? I know that priorities are given according to the number next to the item in question, but could the order of the list have any relevance? The AI also seems to never build forges, but I have no idea why that would be. I thought I read somewhere on Apolyton that you can enter as many wonders as you want, but any over some value are ignored. (50 or so??) Maybe this is the cause, and maybe there is something similar for improvements. The other day I was wiped out by global warming, so I decided to double the values in pollution.txt. And now I see you beat me to it! What was the problem with space marines? It's been a while since I got that far, but I seem to remember an 'issue.' Nothing crashed, but something weird happened. Anyway, excellent mod. I've been meaning to give you a public 'thank you' for a while. So THANK YOU!!!!! |
WesW apolyton.net/wes Huntsville, Al., USA b.02-15-99
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posted April 18, 2001 15:09
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Thanks, Greg. Go to the site linked under my name on the left, and there you can get the 4.13 version of the mod (you only need the text update).It addresses every question you raised except the Cruise Missile bug. The AIs should be building all the wonders with equal gusto, though some AI types prefer certain wonders over others. Don't mess with the aip and fli files. A team of us spent months on those things, and I later spent many hours more on my own. They are set about as good as anyone can set them. Btw, if you get tired of Ctp1, try and get Ctp2 for a bargain and get the Med pack II beta (soon to be public release version 1.0). The beta already has more depth and fun features than the Med pack 4.13. We are still adding things and play-balancing the game, but the modpack is a true sequel to the Medpack I. |