Installation and Introduction to the Medieval Pack II
To install the modpack, simply unzip the portions into the "Call to Power 2" folder. The Pack readmes are found in the Med readmes folder located within the Call to Power 2 folder. In addition to the four portions of the Medieval Pack II, you also need Paul's Modswapper, which is covered below.
After installing the modpack, you need to install the Modswapper, which can be downloaded from my website in the Accessories section. Simply unzip it into a temporary directory, and run the setup program. After installation, you may delete the temporary folder and its contents. I would suggest keeping the modswapper zip, as well as the Med Pack graphics portions, in a permanent folder so that you can re-install the mod should something happen to the game.
I suggest that you *not* use the option of creating a desktop shortcut to the Med Pack II. Modswapper works by first re-naming the current gamefile, newsprite and Great Library texts, to "orig-gamefile.txt", etc. Then it copies the those three texts from the mod you selected, and re-names them "gamefile.txt", etc. in place of the three original files. What is important is that you first re-load the original game files before switching to a mod. To make a long story short, you will lose your original gamefile, newsprite and Great Library texts if you do not follow this procedure. I will post copies of the original files replaced by modswapper at my site in case you lose your files. Also, I have removed the intro video from the game, so you are automatically sent to the Start screen after the game loads at start-up.
The Medieval Pack II combines the Medieval mod with customized versions of Harlan's Graphics mod and Dale's Diplomod, plus SLIC triggers from Locutus, Dale and others. (This list will certainly grow as new components are added to the modpack.)
The Medieval Pack II adds many new units, both player-created and from Ctp1, 60 new advances, 3 new improvements and 3 new governments, as well as numerous smaller changes.
There are a number of readmes in the Med Readmes folder, which deal with specific areas of the game or provide other types of necessary data for players.
1)The Advances Chart is modeled on the one which accompanied the game, and is designed to be printed out as a substitute for the chart which accompanied the game.
2)The Med Charts spreadsheet lists the stats of the units, terrains, governments, city improvements and wonders in the game, and is a crucial reference point for understanding the mod.
3)The Triggers readme covers the workings and effects of all of the various triggers and settings made through SLIC. This readme is very important, as these triggers have huge effects on certain aspects of gameplay.
4)The Terrain and Tile Improvements readme explains the changes made to the game in those areas.
5)Harlan's readme covers the changes to civs, leaders and city names in the mod.
6)The Main readme covers all of the other major changes to gameplay in the modpack.
7)Finally, the Miscellaneous readme covers the things which do not fit in the other readmes, tells you how to print out the Advances Chart, and lists the color scheme used throughout the Med mod readmes.
These files were written using Microsoft Word 97 and Excel 97. If you do not have Word or Excel, go to the site listed below, and download the free Word 97/2000 and Excel 2000 spreadsheet file viewers. They will allow you to read and print out the readmes. It is especially important that you are able to print out, or at least view, the Advances Chart.
http://officeupdate.microsoft.com/Ar...viewerscvt.htm
The Med Charts spreadsheet allowed me to use the readmes for descriptions of general changes to the various parts of the game, to point out specific changes to unit abilities and Wonder effects, and to list odd changes that did not fit into any of the sheets. I believe that this approach does an excellent job of providing the user with all the info one needs to understand the modpack, without being overwhelmed with details.
Mod-makers note: I have made notes listing most of my changes made to the const, diffdb, and texts pertaining to AI behavior. In addition, I have made notes in the newsprite.txt detailing the sprite numbers used, with notes on why some are not currently used, and my recommendations for those of you who add new units to the game for your own mods. Additionally, the Chop spreadsheet zip at my webpage contains the Gedrin creation which was used to implement and alter the settings for much of the mod.
This modpack contains the efforts of many people, without whom it could not have been made. These people, and their specific contributions, are listed at the start of the Main readme. Please take the time to read this, and acknowledge those people either in the Apolyton forums, or through personal emails. I know that your kind words would be appreciated.
This concludes your introduction to the Medieval Pack II. I hope you enjoy.
Wes Whitaker
Note: There are occasional pauses in the game during the AI turns which can last from 20 to 30 seconds. If you wait, they should pass and the game will continue. These pauses have not crashed the game in my short trials so far. Please report any instances where your computer does become permanently frozen.
Also, PLEASE READ THE READMES! If you don't you will be confused, and unable to properly judge the game. They don't take that long to read, and are well worth the time for the info they give.
<font size=1 face=Arial color=444444>[This message has been edited by WesW (edited March 10, 2001).]</font>
To install the modpack, simply unzip the portions into the "Call to Power 2" folder. The Pack readmes are found in the Med readmes folder located within the Call to Power 2 folder. In addition to the four portions of the Medieval Pack II, you also need Paul's Modswapper, which is covered below.
After installing the modpack, you need to install the Modswapper, which can be downloaded from my website in the Accessories section. Simply unzip it into a temporary directory, and run the setup program. After installation, you may delete the temporary folder and its contents. I would suggest keeping the modswapper zip, as well as the Med Pack graphics portions, in a permanent folder so that you can re-install the mod should something happen to the game.
I suggest that you *not* use the option of creating a desktop shortcut to the Med Pack II. Modswapper works by first re-naming the current gamefile, newsprite and Great Library texts, to "orig-gamefile.txt", etc. Then it copies the those three texts from the mod you selected, and re-names them "gamefile.txt", etc. in place of the three original files. What is important is that you first re-load the original game files before switching to a mod. To make a long story short, you will lose your original gamefile, newsprite and Great Library texts if you do not follow this procedure. I will post copies of the original files replaced by modswapper at my site in case you lose your files. Also, I have removed the intro video from the game, so you are automatically sent to the Start screen after the game loads at start-up.
The Medieval Pack II combines the Medieval mod with customized versions of Harlan's Graphics mod and Dale's Diplomod, plus SLIC triggers from Locutus, Dale and others. (This list will certainly grow as new components are added to the modpack.)
The Medieval Pack II adds many new units, both player-created and from Ctp1, 60 new advances, 3 new improvements and 3 new governments, as well as numerous smaller changes.
There are a number of readmes in the Med Readmes folder, which deal with specific areas of the game or provide other types of necessary data for players.
1)The Advances Chart is modeled on the one which accompanied the game, and is designed to be printed out as a substitute for the chart which accompanied the game.
2)The Med Charts spreadsheet lists the stats of the units, terrains, governments, city improvements and wonders in the game, and is a crucial reference point for understanding the mod.
3)The Triggers readme covers the workings and effects of all of the various triggers and settings made through SLIC. This readme is very important, as these triggers have huge effects on certain aspects of gameplay.
4)The Terrain and Tile Improvements readme explains the changes made to the game in those areas.
5)Harlan's readme covers the changes to civs, leaders and city names in the mod.
6)The Main readme covers all of the other major changes to gameplay in the modpack.
7)Finally, the Miscellaneous readme covers the things which do not fit in the other readmes, tells you how to print out the Advances Chart, and lists the color scheme used throughout the Med mod readmes.
These files were written using Microsoft Word 97 and Excel 97. If you do not have Word or Excel, go to the site listed below, and download the free Word 97/2000 and Excel 2000 spreadsheet file viewers. They will allow you to read and print out the readmes. It is especially important that you are able to print out, or at least view, the Advances Chart.
http://officeupdate.microsoft.com/Ar...viewerscvt.htm
The Med Charts spreadsheet allowed me to use the readmes for descriptions of general changes to the various parts of the game, to point out specific changes to unit abilities and Wonder effects, and to list odd changes that did not fit into any of the sheets. I believe that this approach does an excellent job of providing the user with all the info one needs to understand the modpack, without being overwhelmed with details.
Mod-makers note: I have made notes listing most of my changes made to the const, diffdb, and texts pertaining to AI behavior. In addition, I have made notes in the newsprite.txt detailing the sprite numbers used, with notes on why some are not currently used, and my recommendations for those of you who add new units to the game for your own mods. Additionally, the Chop spreadsheet zip at my webpage contains the Gedrin creation which was used to implement and alter the settings for much of the mod.
This modpack contains the efforts of many people, without whom it could not have been made. These people, and their specific contributions, are listed at the start of the Main readme. Please take the time to read this, and acknowledge those people either in the Apolyton forums, or through personal emails. I know that your kind words would be appreciated.
This concludes your introduction to the Medieval Pack II. I hope you enjoy.
Wes Whitaker
Note: There are occasional pauses in the game during the AI turns which can last from 20 to 30 seconds. If you wait, they should pass and the game will continue. These pauses have not crashed the game in my short trials so far. Please report any instances where your computer does become permanently frozen.
Also, PLEASE READ THE READMES! If you don't you will be confused, and unable to properly judge the game. They don't take that long to read, and are well worth the time for the info they give.
<font size=1 face=Arial color=444444>[This message has been edited by WesW (edited March 10, 2001).]</font>
Comment