Here is the readme for the Crusade update. Attached in the following post is the zipped update files. Unzip them into the Call-to-Power folder as usual.
I have sent Mark and Wouter the zip, so if you have trouble with attachments like I do, I hope the file will be available at other locations shortly.
Medieval Mod II v2.1: Crusade! readme
by Wes Whitaker.
This file covers all the additions made in the 2.1 update of the Crusade! version of the Medieval Pack II.
Thanks to all of you who offered feedback on the forums. Hopefully this update will address your concerns.
For this update of the second version of the modpack, I have again tried to address the remaining failings of the AI.
The changes made in the update are not very numerous, but they involve many of the most fundamental settings in the game, so I believe they may produce a big change to AI performance.
Production changes:
I have reduced the effect of the production improvements from 30%, 60% and 90% to 25%, 50% and 75%. I also reduced the pollution unhappiness from production by 25% for all government types. Finally, I corrected a bug by adding the flag to the Diplomatic personality which told it how long to wait before cleaning up pollution.
I hope that this will help keep the AI from building its cities into chaos due to production unhappiness.
New AI priorities and forcematching:
I have added several new priorities to the strategies.txt, which deal with special attacks and using paratroopers. Thanks to Martin Guhmann and Player 1 for alerting me to the fact that these priorities were missing, and offering their settings for me to paste into my file.
I also altered the force-matching settings the AI uses to determine whether it is strong enough to launch attacks, as well as the force strength necessary for defense.
After making my reductions in these settings, I reviewed those in the Cradle mod, and saw that my new settings were about halfway between my old settings and those in Cradle.
Martin also found and fixed a bug with the commerce tile improvements trigger that he wrote.
Diplomacy:
I fixed part of the personality-switching trigger so that the switched personalities mirror the originals.
I hope that this will make newly militaristic civs act more like militarists.
Difficulty levels:
I increased the max-ahead and max-behind bonuses given to the AI on the Emperor and Deity levels so that they match those found in the Cradle mod, except for the starting gold amount, which I believe the AI uses to rush-buy too many units and thus burden it with excessive support costs.
I also found that I had reduced by half the gold, science and production bonuses given to the AI on Emperor level, and I have raised them to their original settings.
Note: The mod is balanced assuming that the human disbands his second starting settler. I usually use mine as a scout for several turns before disbanding it.
Unit updater and frenzy options:
If you want to use the unit updater and/or frenzy triggers from Cradle in the modpack, simply open up the MM2_script slc file, located in the
C:\Program Files\Activision\Call To Power 2\ctp2_data\default\gamedata folder, and remove the two "//" that out-comment the files.
Example:
// #include "MM2_SLC_unit_updater.slc"
to
#include "MM2_SLC_unit_updater.slc"
Thanks again to Martin for performing the extensive changes needed to convert the unit updater file for use in the Medpack.
I have sent Mark and Wouter the zip, so if you have trouble with attachments like I do, I hope the file will be available at other locations shortly.
Medieval Mod II v2.1: Crusade! readme
by Wes Whitaker.
This file covers all the additions made in the 2.1 update of the Crusade! version of the Medieval Pack II.
Thanks to all of you who offered feedback on the forums. Hopefully this update will address your concerns.
For this update of the second version of the modpack, I have again tried to address the remaining failings of the AI.
The changes made in the update are not very numerous, but they involve many of the most fundamental settings in the game, so I believe they may produce a big change to AI performance.
Production changes:
I have reduced the effect of the production improvements from 30%, 60% and 90% to 25%, 50% and 75%. I also reduced the pollution unhappiness from production by 25% for all government types. Finally, I corrected a bug by adding the flag to the Diplomatic personality which told it how long to wait before cleaning up pollution.
I hope that this will help keep the AI from building its cities into chaos due to production unhappiness.
New AI priorities and forcematching:
I have added several new priorities to the strategies.txt, which deal with special attacks and using paratroopers. Thanks to Martin Guhmann and Player 1 for alerting me to the fact that these priorities were missing, and offering their settings for me to paste into my file.
I also altered the force-matching settings the AI uses to determine whether it is strong enough to launch attacks, as well as the force strength necessary for defense.
After making my reductions in these settings, I reviewed those in the Cradle mod, and saw that my new settings were about halfway between my old settings and those in Cradle.
Martin also found and fixed a bug with the commerce tile improvements trigger that he wrote.
Diplomacy:
I fixed part of the personality-switching trigger so that the switched personalities mirror the originals.
I hope that this will make newly militaristic civs act more like militarists.
Difficulty levels:
I increased the max-ahead and max-behind bonuses given to the AI on the Emperor and Deity levels so that they match those found in the Cradle mod, except for the starting gold amount, which I believe the AI uses to rush-buy too many units and thus burden it with excessive support costs.
I also found that I had reduced by half the gold, science and production bonuses given to the AI on Emperor level, and I have raised them to their original settings.
Note: The mod is balanced assuming that the human disbands his second starting settler. I usually use mine as a scout for several turns before disbanding it.
Unit updater and frenzy options:
If you want to use the unit updater and/or frenzy triggers from Cradle in the modpack, simply open up the MM2_script slc file, located in the
C:\Program Files\Activision\Call To Power 2\ctp2_data\default\gamedata folder, and remove the two "//" that out-comment the files.
Example:
// #include "MM2_SLC_unit_updater.slc"
to
#include "MM2_SLC_unit_updater.slc"
Thanks again to Martin for performing the extensive changes needed to convert the unit updater file for use in the Medpack.
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