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  • Wes,

    I went to take a look at your site...and all it did was force me to www.zip2.com

    How do I get to your page??


    Taliseian


    =====
    The World of Lyrlusa
    A Dungeons and Dragons Campaign World http://www.crosswinds.net/~lyrlusa
    =====

    Comment


    • i've been doing some thinking here about the barbarian stealth units. i've decided on the following:

      1) i always loved the 'love bug' of doom from CTP1 but was flabbergasted at the sight of the guy on the blue bird of happiness that replaced my doom bug. so i've decided to switch the sprites around and use the love bug as it was and use the new bugette as a barbarian stealth unit. unlike it's bigger and badder brother, the barbarian unit will explode as a NUKE. i will have to see about the nanite defuser though and see if that screws it up. i don't want ABS to shot my little fella down so if i have to make the nuke attack like a plant nuke attack, i'll have to give it an 150% success rate.

      2) i don't know if there were plans to revive the old spy sprite but if not, i'm thinking of using that as the middle age bad ass for the barbarians. only problem, what does it do?!! can't give it nukes or parks...hmmm...i wonder if it can be set up so that the anarchist can be used to target specific buildings or at least random ones. i'd definitely give him the ability to use a form of the plague though if we could tone it down a bit that might be more useful.

      3) as for the barbarians using forces of the appropiate ages, i've decided that it would be best to limit it to just infantry and stealth units. i think it'd be odd to see a barbarian stealth bomber flying about. i'm gonna use some of the naval units however. i know that the barbarians tend to use them like pirates as i've tested that. i basically gave the barbarians 2 of each kind of ship upto battleships and it used them to pillage, plunder, and attack everything in site.

      i've not done any sort of SLIC modding before save for changing some of the sounds in my game so this will be quite a learning experience for me. i do wish someone would put together a more realistic nuke explosion though...seems so puny and crappy the way it is now... if i had any talent for that sort of thing i'd have done that as well.

      anyone want a realistic sounding nuke complete with air-raid siren in the background??

      Comment


      • I have no website at the moment. Hopefully, that will change soon.

        Thanks for the heads-up, Tim. I have made some changes like the ones Matte mentioned there. Some of the other things I have different ideas about.

        Is the Spy sprite different from Ctp1? I thought it was the same. I will try and remember to insert the old sound files for it, if people like them better. I usually play with the sound off, so I can listen to the TV when I play, so the sounds are not a priority for me. Lev sent me the Ctp1 sound files and a modified text a while back. I will get to those once I have the alpha ready.

        Mark, you need to give Martock the special designation "Klingon Barbarian from Hell". (Kind of like Caveman Lawyer.)
        If you get the Barbarians to doing the things you talked about, send me the files, and I will try and work them into the mod. I have already changed some of their force-matching settings, and have them building garrison troops and naval units.

        Also, before I forget, I need someone to take a look at the diplomacy files and see what they can do with them. This will be a big and complicated job, so be forewarned. From all the griping I am reading, this is an area that is full of promise, but sadly underdeveloped. This theme of unfulfilled promise is something that I keep finding as I go through the texts and read the forums.
        The more I explore the files, the more I believe that the tools are there to make a game that will totally rock. The trouble with the original settings is that the play-testers simply didn't have enough time to play with all of them, or even half of them in certain sections. I wonder also who the play-testers were at Activision. From what the Activsioners told those of us on the A-team during beta-testing, I think that most of them were regular employees who do this for all their games, mostly for de-bugging purposes. If that is the case, then they probably had little experience with civ-games, since Activision doesn't make any other civ-type games.
        Oh well, WE have the game now, and we know what to do with it.

        I have spent today on the strategies.txt and the files which relate with it.
        I have made many changes to the various force-matching lists, raising them so that the AI will not attack unless it is strong enough to win. This goes for field battles as well as cities. Basically, the AI's offensive strength needs to be 1.2 times as much as the defender's defense strength when attacking in the field, and needs to be 1.6 times as much when attacking cities. These settings may need to be raised.
        I changed the Harass force-matching files to be those used in taking cities. The Offense settings deal with field battles.

        The most important thing I did today dealt with the way the AI chooses which city improvements to build. I had asked in months past for the ability to have the AI pick improvements to either play to the city's strength, or shore up a weakness, depending on the type of improvement. This was something we were unable to do in Ctp1, and something which is sorely lacking in all civ-type games. Well, I don't know if the programmers were listening to me or not, but this ability is present in Ctp2, and I think it is going to result in dramatic improvements to AI performance once the settings are set properly.
        This is one of the instances I alluded to earlier, where you have all this potential that isn't being used properly. I say that because the settings initially present had the AIs doing the same things that they were in Ctp1. Specifically, it had them building science and gold improvements based upon factors other than the city's commerce income, building production improvements in its worst-producing cities, which doesn't make sense when you think about it, and a few other things that didn't make sense as well. I think that people are going to see major improvements from simply having these flags used properly. I also went through the building element lists to make sure they were appropriate.

        All in all, it's been a good day. This game has so much promise, it just makes me drool as I continue to explore it. It is just too bad the programmers didn't have more time to develop all the game's tools.

        Btw, Gedrin has created a monster Excel spreadsheet for his mod in which he has set up most of the major default/gamedata files so that you can make changes to the sreadsheet DB, and it automatically changes the text files sheet accordingly. Then you can save the text sheet as the game's text file. This is going to have huge improvements to altering such things as units, advances, terrains, governements, etc.
        As some of you may know, advances are the foundation upon which everything else is built upon in game. Well I *think* that Gedrin's spreadsheet will allow you to decide when you want a new advance to be discovered, and what things are linked to it and enabled by it, and the spreadsheet will calculate how much the advance should cost and make the appropriate changes to all the things that are linked to it. Amazing.
        Gedrin is still working on the spreadsheet, and it is about 1meg zipped, so please wait until I post it on my website before asking for a copy from me. I only have a 26k connection for the next couple of weeks.

        Diodorus, let me know sometime how your advances work is coming, either in this thread or in one of your own if you think that is better. Since the new improvement cost system comes out of gold rather than commerce, you can use the standard cost system as a basis for your new advances.

        Wouter (Locutus) emailed me today, and said that he would have a militia trigger sent to me by tomorrow, when he goes on vacation. It may not work perfectly, but should be good enough for the alpha version. I just need to get an idea of how it affects general game flow. For those of you who didn't use the Ctp1 Med mod, I think you are really going to like this feature.

        I have done about all that I think I can to the growth and development side of the game prior to sending it out for play-testing. How do you guys feel about the current government settings, aside from Fascism being in the wrong place? I plan to add Celestial Dawn's Fundamentalism gov to the game, and my Constitutional Monarchy. I noticed that many of the govs have different settings than they had in Ctp1. What seems off, and what do you think should be done?

        Comment


        • arrrrrrrrrrrrrrrrggggggggggggggg. I spent most of last night and tonight putting together a spreadsheet with all my changes. Even setup an access database with all the unit flags, and had just started loading it. Well, that'll save me a weekend of typing if someone is already doing it.

          ------------------
          History is written by the victor.

          Comment


          • i thought i remember seeing an old guy walking about on a cane that was used as an early spy. maybe i'm dreaming....but i could have sworn that we had 3 spies back in CTP 1.

            Klingon barbarian from hell...hmmm...i like that!
            now if i can just get mark to give me that title...

            anyway, i'll definitely tear about the files on my puter when i get back. the barbarian problem is getting it's warriors from somewhere so it's just a matter of tying in the rest of these guys. now the one question remains...if an attack costs money, can the barbarian ignore that or does it go into the negatives?? i didn't remember to look at that when i was having fun with the infector, but i'll do it in my current game and pop back and forth to see about it.

            one last thing...how do we go about taking sprites from ctp1 and move them into ctp2? i've never done that so any help i can get would be most appreciated! i'd really like to get my doom bug back into the game.

            Comment


            • I just got done poking around in the diplomacy files. there are some NEAT 'Threats' that haven't been implimented yet but that are partially coded.

              From default/aidata/interactions.txt

              Threat Actions that need to be implemented:

              1. THREAT_MASS_TROOPS - TBD (cut? same as declare war.)

              2. THREAT_INVADE - TBD (cut? same as declare war.)

              3. THREAT_ATTACK_CITY - TBD, raise priority of seige goals for city

              4. THREAT_ATTACK_ARMY - TBD, raise priority of attack goal for army

              5. THREAT_PIRATE - TBD, raise priority of pirate goals

              6. THREAT_SPECIAL_ATTACK_CITY - TBD, raise priority of special attacks for city

              7. THREAT_DESTROY_CITY - TBD, might launch weapon of mass destruction on city

              8. THREAT_PILLAGE - TBD, raise priority of pillage goals

              9. THREAT_JOIN_MILITARY_ALLY - TBD, request military pact with foreigner

              10. THREAT_SELL_TECHNOLOGY - TBD, (cut)

              11. THREAT_GIVE_AID - TBD, give gold and advances to foreigner

              12. THREAT_END_AGREEMENT - TBD, immediately end agreement

              13. THREAT_TRADE_EMBARGO - complete, immediately establish a trade embargo

              14. THREAT_DECLARE_WAR - complete, immediately declare war

              //

              Interesting huh? oh well, back to digging
              Later
              Backpack

              Comment


              • Wes,
                My two cents about governments. Generally good, though Fundamentalism needs adding and Fascism moving. One more gvmt I'd like to see: City State. This would be an early version of Republic, which would then come later (around the 1700s at the earliest). Text files show it almost got into CTP1, but was the one gvmt type to get cut before release.

                City State could be the early government for the player who concentrates on peace and perfectionist development instead of war and exploration. Since City States are really a collection of small independent countries that don't work well with each other, a sustained military campaign should be nearly impossible- units wandering around create lots of unhappiness. The total city number would be very limited, maybe the most limited in the game. But on the other hand, it would have the best science and economic aspects of the early types.

                The peaceful player would naturally rush to this, then to Republic, then Democracy, etc...

                Other ideas: Imperialism, allowing far flung colonies and exploitation of distant resources. Some kind of Khanate or Despotism, for players wanting to act like a barbarian. Horrible in most respects, but major military bonuses and exclusive units like the Horse Archer and Longship. What would be neat would be if you're losing pretty badly, switch to this gvmt and try to conquer the world like the Mongols did, leaving a swath of death and destruction everywhere.


                Comment


                • Perhaps there is some space for an end-game-conquest-government which would have city size limit of around 120 with poor science, decent economy and production, and good military.

                  This could be somehing like "united world" government, which you could swich to if you wan't to unite (conquer) the world, so your opponents could either join you as allies, or fight you, but than you would have sufficitent city size limit to conquer everyone without getting the 'size' unhappines since all your citizens are delighted with the idea of one super- state (namely yours) and there is no size related unhappiness 9or only aftet 120 or so cities... this could be alternative to virtual democracy, or ecotopia.

                  Comment


                  • Harlan,
                    Being a Peaceful player, I really like your idea of City State gov.

                    Wes,
                    We keep hearing about WHEN you get your site. What's up with it? Are you looking for something or waiting for somebody to finish setting you up? If you are still looking, there are plenty of people here which would help you in your efforts.
                    Don,
                    CtPMaps (Hosted by Apolyton)

                    Comment


                    • Hi Wes,

                      Your mod is looking really good. I can't wait to get my hands on it.

                      Martock, or should that be Klingon Barbarian From Hell, you did indeed see a spy guy on a cane. You can thank Wes and Tom Davies for that one. It was an early spy form that Wes added in one of his Med Mods. Tom Davies, like many of the other well done player created sprites, was the one who created the sprite for Wes.

                      Speaking of Tom Davies, what ever happened to him and Katy and are they working on any other sprites?

                      Regards,

                      Timothy Pintello

                      Comment


                      • What about adding rumours and such about other civs and cities ? Worked on some ranking system for CTP 1 but someone beat me to the punch. Is there anything such going on for CTP 2 ?

                        Comment


                        • Harlan: City State was just about the first thing I added in my revised Tech Tree tests, and I've played about 5 games up to the Renaissance with it included. As you mentioned, I imagined it as an Expansive, commercial entity with very poor loyalty and military support. On my version of the Tech Tree City State is reached directly from Agriculture, which is the only Prerequisite. In Advance.txt it looks like this:

                          ADVANCE_CITY_STATE {

                          Prerequisites ADVANCE_AGRICULTURE

                          Cost 640
                          Icon ICON_ADVANCE_DRAMA
                          Branch 0
                          Age AGE_ONE
                          {

                          That cost assumes that all costs for all the current advances are Doubled. Using that change has reduced the headlong lunge to gunpowder considerably, and makes (in my view) for a much improved early game.

                          The characteristics for City State in the govern.txt file:

                          GOVERNMENT_CITY_STATE {
                          Icon ICON_GOV_MONARCHY
                          EnableAdvance ADVANCE_CITY_STATE
                          Rank 1
                          SameRankAdvice GOVERNMENT_MONARCHY_SAME_RANK_ADVICE
                          HigherRankAdvice GOVERNMENT_MONARCHY_HIGHER_RANK_ADVICE
                          RationsExpectation 0
                          PositiveRationsCoef 1
                          NegativeRationsCoef 1
                          WorkdayExpectation 0
                          PositiveWorkdayCoef 1
                          NegativeWorkdayCoef 1
                          WagesExpectation -1
                          PositiveWagesCoef 1
                          NegativeWagesCoef 1
                          FoodCoef 1
                          ProductionCoef 1
                          InfrastructureCoefficient 0.5
                          CrimeCoef 1
                          CrimeOffset 95
                          KnowledgeCoef 1
                          MaxScienceRate 0.6
                          GoldCoef 1.2
                          CapitalizationCoefficient 0.5
                          UnitRushModifier 4
                          BuildingRushModifier 3
                          WonderRushModifier 6
                          EndGameRushModifier 6
                          MaxIncomingTrade 100000
                          MaxOutgoingTrade 100000
                          PollutionCoef 1.3
                          PollutionUnhappyCoef 0.02
                          SupportCoef 1.25
                          TurnsToNewReadiness 10
                          ReadypeaceCoef 0.5
                          ReadypeaceHP 0.5
                          ReadyAlertCoef 0.75
                          ReadyAlertHP 0.8
                          ReadyWarCoef 1
                          ReadyWarHP 1
                          DefenseCoef 1
                          WarDiscontentMaxUnits 5
                          WarDiscontentPerUnit 0.5
                          ConquestDistress -3
                          ConquestDistressDecay 0.2
                          OverseasCoef 0
                          OverseasDefeatDecay 0
                          OverseasDefeatCoef 1
                          HomeDefeatDecay 0.5
                          HomeDefeatCoef 1
                          MaxMartialLawUnits 0
                          MartialLawEffect 1
                          MartialLawThreshold 80
                          AtHomeRadius 2
                          EmpireDistanceScale 0.0015
                          MinEmpireDistance 500
                          MaxEmpireDistance 2000
                          TooManyCitiesThreshold 15
                          TooManyCitiesCoefficient 1
                          ProfessionalUnits 0
                          GrowthRank 3
                          ProductionRank 2
                          CommerceRank 3
                          ScienceRank 2
                          GoldRank 2
                          MilitaryRank 2
                          PollutionRank 1
                          LoyaltyRank 1
                          MartialLawRank 3
                          {
                          In Strategies.txt for the ai, it's in the queues of governments at the bottom for all the non-militaristic types. In my games so far, this means that the aggressive ais tend to remain Tyranny until they get Monarchy. Monarchy in my Tech Tree is reached through Religion, Epic Poetry (other Prereq: Warrior Spirit, the starting 'Tech' in Military category) and Aristocracy (other Prereq: Bronze Working). This means that Monarchy is generally available 30 - 50 turns later than City State, which usually comes within the first 1 - 3 techs researched.
                          To further increase the opportunities early in the game, Diplomats are received with Aristocracy and the cost of Caravans is relatively about 1/2 what they are in the regular game. Consequently, the non-military competition in trade and diplomacy starts earlier and can be waged with a lot more resources, without changing the early military options.

                          Comment


                          • Martock, check out my post in the Step-by-step guide to adding a unit.

                            I have been meaning to write Tom Davies and see what he is up to. He may be on vacation, or playing something else right now.

                            Kevin, keep looking into the diplomacy files. I would love it if some others started as well. They are big and complicated and really in need of major work, from what I can tell on the forums here.
                            Btw, Kevin, you appear to be a student in engineering at UAH like myself. We need to get together some time when school starts back. It would be nice to meet someone from the boards here in person.

                            Don, "someone" is supposed to be setting up my site. Of course, he has many other things to do as well. You will hear about it as soon as it's up.
                            It is just as well that it hasn't gone up yet. I am still finding things to do with getting the Alpha ready to post.

                            Today I implemented the militia triggers, which are better than the Ctp1 version. With the new trigger, units are updated when appropriate tech is discovered to allow a new defensive unit, as they were in the Med mod I. Additional militia units are added to a city when a size is reached that expands the city's radius, except for the third stage. Units are added at size 9, 21, 33 and 45. Militias are kept from moving and sleeping, and are automatically fortified by slic commands, without the need to kill existing units. Those of you familiar with the Med mod I trigger will note that this method is much more refined than the old way.

                            I modified the strategies.txt to reflect the AI's need to build fewer defensive units, allowing more to be spent on other types, which I think most everyone will agree is a good thing.
                            I realized that the Ctp1 small icon tgas didn't fit into the Ctp2 units tab properly, so I had to resize the large pics for the "b" tgas. Not a big deal, just tedius, like so much of mod-making.
                            Last night I changed the settings for the city sprites so that they change when cities grow in radius.
                            I changed a couple of the personalities to have them explore at least medium.
                            I changed many of the civ personalities, making the ratios of the different types more even, and more appropriate to the civ in certain cases.

                            As to governments, I like the ideas you guys have proposed. Gedrin has Imperialism in his mod. From his settings and Harlan's comments it appears that this form is very similar to my Con. Monarchy. No big deal. I can put it in as Imperialism and work out the details when I get to the govt's.
                            In the Ctp1 texts, Republic is always called City State, and only shown as Republic to the player. I figured it was only a name change, like Phalanx, Marketplace, Silo and so many other things in the game which were called one thing in the files and shown as another during the game.
                            Anyway, your version sounds good. It can be a needed early Peaceful gov like Fund. was a needed middle-game Religious gov.
                            Imperialism will pretty much take Fascism's current place in the game for expansionistic or militaristic players.

                            Btw, does anyone know what the DefenseCoef flag does?

                            I also raised the threshold for production to cause pollution from 200 to 300 in the const.txt. There was a flag which appeared to do the same thing in the diffdb, which was already at 300. Does anyone know off-hand which threshold is used in the default game? A lot of people are complaining about how early pollution starts adding up in the game, and this would be the setting to adjust to address that.

                            Comment


                            • Is it possible that when you rush buy a unit, it gets created without its max HP. Kind of like simulating untrained troops. As the stand still, they would be considered still in training so they would get up to full HP quickly.

                              ------------------
                              History is written by the victor.

                              Comment


                              • Is it possible to increase the verbosity of the units?
                                Any idea on when is the mod going to be ready? (dont want to rush your work, but every time I check this topic I get more and more anxious, and I'm shure I'm not the only one!

                                Comment

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