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  • #46
    Dale sent me another update today with a Diplomod version which should re-establish embassies plus be rid of the bugs encountered. As posted above, Wouter has found the cause of the glitch and should have that worked out soon. I have corrected over a dozen things both big and small with the text portions of the mod. I should have things ready for upload soon after receiving Wouter's glitch-free version.
    Those of you testing may want to skim over the Main and Triggers readmes again when the next update is posted, since some things have changed pertaining to units and the triggers.
    I have also filled in values for the wonder units, though one of the de-bugs has resulted in the fact that they will no longer be available from huts, thus no one will be using them until the slic is worked out for them, which may take some time. I think they make for interesting reading, though, and show what the mod will be like when finished.

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    • #47
      Wes,

      Please let me know when you have updated these things. I deleted all of the files that have to do with the "Industrial age" thing like you suggeested.

      Thanks

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      • #48
        UPDATE ALERT: New text update posted!

        Note: I got Richard's email 20 min. too late, and had to upload another version of the texts with the pop.txt fix. Now you will need to use modswapper to load and save the original game, then load the Med Pack again in order to include the pop.txt in the mod.

        I play-tested the game this evening, and the glitch is gone, and I had no other problems.
        Please try trading militia upgrade advances to see if the trigger works correctly when that event occurs. Also try and notice if it works if the advance is stolen.
        The code is in place to remove improvements from build lists if a Wonder is built which grants that improvement to every city, though I have not tested it yet.
        Basically, I was having so much fun playing the game, I thought I would go ahead and post the update, and work out any trigger problems later. At least there should not be any bugs this time.
        Thanks to everyone who reported on the beta so far. I think I have corrected all the text inaccuracies reported by you.

        Other than filling in the wonder unit values, I gave each unit the "build only one" flag which settlers have. This means that cities will no longer make multiple units after building the one you give it in the queue.

        Several text glitches were corrected. Please report anything you see that is inaccurate.
        Don't forget to go over the Main and Triggers readmes again.

        Enjoy!
        [This message has been edited by WesW (edited March 15, 2001).]

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        • #49
          Quick note for everyone who's been having those annoying TryMilitia and similar problems: set DebugSLIC to No in ctp2_program\ctp\userprofile.txt and your problems should disappear like snow for the sun.
          Administrator of WePlayCiv -- Civ5 Info Centre | Forum | Gallery

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          • #50
            Thanks for the text update. Everything seems to work fine now.

            Here is the only problem I have noticed so far:
            The siege engine becomes obsolete too early (cannon making). Since cannons are only available when you get machine tools, I think that the siege engine should be obsolete when machine tools is invented instead.

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            • #51
              Wes,
              Have you seen the city expansion that BlueO put into his mod? I think it would be pretty cool if you put something like that into your mod. Something where the cities would actually expand as they get bigger. After all, you can't expect a city to grow a lot in size and not start taking up more land. And the decreased amount of land to use for tile improvements (farms, etc..) would accuratly represent cities running out of room and resources. It's just a thought, let me know what you think!

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              • #52
                Well, a thing that should be corrected is the sounds issue when a unit makes sounds it isn't supposed to (for example, a foot unit who makes horse movement sounds when it moves). Also I hope that the End turn freeze problem had been solved.
                Let people hear what they want to hear

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                • #53
                  Hey Wes,

                  I happened to be playing the game last night with the new text, and everything seems to work well.

                  The only problem I see now is that when you build Stone Henge (If I spelled it correctly) an error comes up saying it can't locate the stone henge.tga I have looked in the area and the .tga file is there.

                  Any Suggestions?

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                  [This message has been edited by HRuquet (edited March 16, 2001).]

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                  • #54
                    Thanks for the wonder info, H. You can bypass this problem right now by turning off the wonder movies. I have corrected the problem, and it will be included in the next update. This is another thing that worked in Ctp1 but not in the sequel.

                    I have plans to use CityMod in the Med pack. I am waiting until we get the basics down before I start on the extras like CityMod, though.

                    If anyone notices any errors in the mod, except for the Great Library, please report them. This includes things like sounds which don't match the units. I corrected the Zulu Peltast (formerly the Javelineer), which used the Mounted Archer sounds before.

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                    • #55
                      I installed the new Medival Mod, and after I overwrited all the files and opened an existing game (in the Original game, not through the Mod mode) all my cities, that before I installed the mod were in the Genetic age (an Hi-tech city with Arcologies in it) turned to an image of an olf city (6th century maybe). What to do? Will it also be this way if I start a new game in the original game?
                      Let people hear what they want to hear

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                      • #56
                        And another thing - the halts that occur at the end of almost every turn for about 30 sec. havent been fixed. They must be fixed in order for the Medival Mod to be truely great.
                        Let people hear what they want to hear

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                        • #57
                          Sorry I post so much, I just found another bug. somewhere in the first turns of the game, at the end of my turn, suddenly all my Spearman Militia just died for no reason! And I could never fight with them (attack).

                          Another thing: Why does the Stonehenge and the Temple of someone I dont remember his name "boosts the scince in host empires" and the harbor "adds +0 to city defence"?
                          Let people hear what they want to hear

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                          • #58
                            alley_cat,
                            RTFM, or rather read the readme's... You're not supposed to be able to attack (or move) with Militia units. However, it is rather odd how all the Militia's just died. I assume there weren't any replacements? If not, could you give me all the details you have on what was going on at the time of their death? Did you discover any advances? Did you walk into a ruin, had you just traded an advance with tha AI or stolen one from them? Anything you could tell me would be useful, esp. if it's advance-related.
                            Administrator of WePlayCiv -- Civ5 Info Centre | Forum | Gallery

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                            • #59
                              I am having problems. I downloaded the Mar.15 scrip file loaded I/A/W wes's instrutions. first problem came when I built Temple of Karnak, it took me to desktop with error "unable to find the file, Temple of Karnak.TGA" Brough game back up with save file then started to get slic errors at end of each turn "in object MM2_TryMilitia, variables"MM2_tryMilitia#temploc'and'noname' are of different types. I also lost militia at that time. I could bring game back up continue to play. I started to get many more error messages such as.

                              In object mm2_getage, function_hasAdvance: referened playeris not in game
                              \scenario.slc:183:array index 254544386 out of bounds

                              The out of bounds array index will change to 4 or 5 differnt ones. Militia and advance every time.

                              I will be able to continue the game after hitting ok. they will come up 2 or 3 time per turn.

                              I don't know what I did wrong but sure could use some help.

                              I had Chichen, Hagia, Aristotle's Lyceum, still could build Shirns, courtrooms, and all science inprovments.
                              [This message has been edited by preacherman (edited March 17, 2001).]
                              He who believes and is baptized will be saved: But he who does not believe will be condemned. Mark 16:16

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                              • #60
                                Wes,

                                I was playing again and noticed that the cannon's don't make any noises untill they get destroyed, but nothing when they fire. and I also noticed that when I get bombarded by other players they loose there cannons'and also that when I bo,bard someone, they don't do any damage.

                                Thanks,

                                My name is Herb by the way.


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