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  • Cradle 1.34a

    I'm not going to say this is the final update this time, but here it is.

    Cradle 1.34a addresses the issues discussed in the Cradle Strat thread started by Vel. Many thanks to Vel and Ogie for a comprehensive breakdown of my Mod.

    It contains the following...

    1. Great Library fixes regarding Ocean Faring and Spies/Revolutionaries.
    2. Dromons no longer have transport ability.
    3. Enable Advance for Longship is Ocean Faring instead of Hull Making.
    4. Advanced Farms produce 20 Food on Plains instead of 15 Food.
    5. (+5) Production for Advanced Farms and Hydroponic Farms
    6. Increased Research Cost for Republic and Caliphate governments.
    7. Merchant Specialist available at Trade Guilds instead of Bureaucracy, Scientist Specialist (from 30 to 20 science) available at Industrial Revolution instead of Philosophy. Farmer and Laborer Specialists reduced from 30 to 25 food/production.
    8. Message fix for Bloodbath.
    9. Removed Enslave option for Captured city (buggy and unbalancing)
    10. Disabled Partisan.slc file (buggy - it causes AI Militias to move)
    11. PW and Gold bonus reduced from 75 to 25 per pop. (PW) and 100 to 25 per pop. (Gold) from City Capture. Secondary PW and Gold bonus is 1/200 of Total AI fund.
    12. Updates to GoodMod, Soundfix, Settler Disband, Commerce Bonus, and Air Unit SLICs
    13. Changed stats for Modern ground units (see pdf chart)

    I did not include City Expansion, as Pedrunn never got back to me concerning the alterations, and there is a known conflict betweeen City Expansion and GoodMod.

    I do eventually plan on having a final update, which will include Visible Wonders and Leonardo's graphics package, but I'm also wondering if the interest is there anymore for Cradle. Things seemed to have died down.

    Life goes on...

    Link up here
    Yes, let's be optimistic until we have reason to be otherwise...No, let's be pessimistic until we are forced to do otherwise...Maybe, let's be balanced until we are convinced to do otherwise. -- DrSpike, Skanky Burns, Shogun Gunner
    ...aisdhieort...dticcok...

  • #2
    Hey Hex - I know what i'm doing tonight!
    And I think Craddle will always be my Fav Mod - it was the first one that really caught my interest and lifted CTP2 into that hallowed realm of best games!
    Thanks very much for all the work you did to put it together and thanks to all who had anything to do with it.
    'The very basis of the liberal idea – the belief of individual freedom is what causes the chaos' - William Kristol, son of the founder of neo-conservitivism, talking about neo-con ideology and its agenda for you.info here. prove me wrong.

    Bush's Republican=Neo-con for all intent and purpose. be afraid.

    Comment


    • #3
      Re: Cradle 1.34a

      Originally posted by hexagonian
      1. Great Library fixes regarding Ocean Faring and Spies/Revolutionaries.
      If I remember correctly there were some other things not correct in the Great Library like misleading links.

      Originally posted by hexagonian
      9. Removed Enslave option for Captured city (buggy and unbalancing)
      That was a nice feature but as long as I can't come up with a sollution it is better to disable it.

      Originally posted by hexagonian
      11. PW and Gold bonus reduced from 75 to 25 per pop. (PW) and 100 to 25 per pop. (Gold) from City Capture.
      Actual this is not a bonus for a captured city. It is the bonus of the city if you caused a bloodbath, you take the gold of the killed citiziens and the PW comes from the building material that you gain if you pull down the houses of the killed citiziens, you can use the stones than for your forts.

      Originally posted by hexagonian
      Secondary PW and Gold bonus is 1/200 of Total AI fund.
      Actual I don't like this solution but again my time is to rare to find a better sollution.

      Originally posted by hexagonian
      I did not include City Expansion, as Pedrunn never got back to me concerning the alterations, and there is a known conflict betweeen City Expansion and GoodMod.
      Actual it is only a small fix that needs to be done in Pedrun's code and can be easily copied from my code.

      Originally posted by hexagonian
      I do eventually plan on having a final update
      The only thing you shouldn't do is to call it final.

      -Martin
      Civ2 military advisor: "No complaints, Sir!"

      Comment


      • #4
        I did not include City Expansion, as Pedrunn never got back to me concerning the alterations, and there is a known conflict betweeen City Expansion and GoodMod.
        Actual it is only a small fix that needs to be done in Pedrun's code and can be easily copied from my code.
        Actually i do have a version of the code with which sahll fix this imcompatibility. But it has been weeks since the last time i launch CTP2
        Every weekend i say i will do it but there is always something to stop me. I will try this weekend (if you still believe me ).
        "Kill a man and you are a murder.
        Kill thousands and you are a conquer.
        Kill all and you are a God!"
        -Jean Rostand

        Comment


        • #5
          Interest has been diverted, for the moment, away from CTP2 because of the release of Civ3PTW, but not to worry. After the excitement dies down from PTW, the CTP2 forum will crank back up again.

          Oh, and thanks for the latest Cradle update!
          ____________________________
          "One day if I do go to heaven, I'm going to do what every San Franciscan does who goes to heaven - I'll look around and say, 'It ain't bad, but it ain't San Francisco.'" - Herb Caen, 1996
          "If God, as they say, is homophobic, I wouldn't worship that God." - Archbishop Desmond Tutu
          ____________________________

          Comment


          • #6
            Re: Cradle 1.34a

            Originally posted by hexagonian
            .. but I'm also wondering if the interest is there anymore for Cradle. Things seemed to have died down.

            Link up here
            yep there is!!!!!!!!!!!!!

            still playing 1.33a most of my freetime, (and some of the time i should be in university as well ), though my fav savgame still stalls at the same turn. (mentioned that somewhere in the 1.33a thread)

            i'd really love to see cityenslavement back as well as the city expansion, as far as i see it, the only problem with ce is during the goods generation before the first turn, where it should be shut off, then enabled again and slic reloaded during the first turn. will this work with 1.34a as well? if yes, i'd just do so, regardless if its "officially" supported.

            oh yes and a thousand thanks to hex as well as all others who participated!

            Comment


            • #7
              Originally posted by Zaphod Beeblebrox
              i'd really love to see cityenslavement back as well as the city expansion, as far as i see it, the only problem with ce is during the goods generation before the first turn, where it should be shut off, then enabled again and slic reloaded during the first turn. will this work with 1.34a as well? if yes, i'd just do so, regardless if its "officially" supported.
              You won't have a problem during the good generation, hexagonian removed the script of the city expansion he removed also all the extra tile improvements of the city expansion set from the tileimp.txt that means savegames of Cradle 1.33a should be incompartible with Cradle 1.34a.

              -Martin
              Civ2 military advisor: "No complaints, Sir!"

              Comment


              • #8
                I'm still playing

                Comment


                • #9
                  Re: Cradle 1.34a

                  Originally posted by hexagonian


                  I do eventually plan on having a final update, which will include Visible Wonders and Leonardo's graphics package, but I'm also wondering if the interest is there anymore for Cradle. Things seemed to have died down.

                  Life goes on...

                  Link up here
                  I checked daily your website for the updates........
                  Cradle+goodmod+leonardo+cityexp+visiblewond should be my CTPIII!.
                  Do Believe lots of people waiting for it.
                  I really appreciate the UNITS-ADVANCES- Sheets......wonderful and useful.
                  MF

                  Comment


                  • #10
                    Please continue to release and update the Cradle - I hadn't played this game in a year and a half until I saw this Mod last week and it has renewed my interest! As a VFP/VB/C# developer, let me know if you need any assistance - I have some ideas....
                    Get 84 Resources, 96 Resources, or the NEW 153 Resources! Get Rockier Bonus Grassland versions1.0 or 2.0! Get My Mix of Snoopy and Womocks early terrain! Get Varied Goody Huts!
                    Upcoming Mods - Optimator (with over 1000 new units!!!) & Godzilla, Revenge of the Kaiju!
                    I am in dire need of new dino and Kaiju units!

                    Comment


                    • #11
                      Glad to see the interest is there...

                      What will help me in making updates are reports of player successes and failures - what is working and what is not, because most of the updates are focused on balancing the game.

                      Some bugs I have not been able to track down, like the histograph issue.

                      This last update is due to the reports from Vel and Ogie about gameplay issues and what were exploitable features (the PW windfall is a perfect example).

                      I did fire up a 1.34 game this week and was taking a serious beating on Gigantic/Very Hard - my last game was a 1.3 game and it was nothing like the current setup - I was always behind but I was able to at least fend off the AI - (I cannot for the life of me figure out why the AI is performing so well either as opposed to a 1.3 game.) I was running into Legions at turn 200 and that had never been the case in a 1.3 game.

                      It could be that Martin's BetterAI code is providing the kick - this is good, but may require toning down some of the other AI boosts that are in place in Cradle - and the boosts are significant on the highest levels - more so than I thought.

                      There were reports that AI was extremely far ahead in the Tornament game too, so seeing it for myself was the clincher.

                      Anyhow, with the current 1.33 or 1.34 setup - what level are players using, and what successes and failures are there? Is it too hard - too easy after a certain point???
                      Yes, let's be optimistic until we have reason to be otherwise...No, let's be pessimistic until we are forced to do otherwise...Maybe, let's be balanced until we are convinced to do otherwise. -- DrSpike, Skanky Burns, Shogun Gunner
                      ...aisdhieort...dticcok...

                      Comment


                      • #12
                        Hex:

                        Dropped in to let you know I should have the "Dark Ages" ready soon (what we were talking about on email). Including a way to tell what Govt the player and AI is in so we can control it.

                        Comment


                        • #13
                          Still Playing, 1.33, gigantic, 10 opponents on impossible. It seems the AI must get a periodic boost of gold, pw and advances, cant figure any other way it can get so far ahead so quickly.

                          You have to have bonuses like city enslavement or you have no hope, the AI eventually just gangs up on you and you gradually get worn away. With CE, advances from city capture, PW and gold bonus from city capture, you can at least catch up.

                          CE is, I agree, a little too powerful. It allows me to win the wonder races easily, and eventually about turn 200 I am pulling away slowly. I end up with some huge cities that are really good for building wonders and beating the AI.

                          Good fun though, I have wiped 3 major civs, about 10 minor ones and currently have the Romans squirming in one armpit and the Harrappans squealing in my opposite fist. I'll teach them for breaking cease fires

                          Comment


                          • #14
                            Including a way to tell what Govt the player and AI is in so we can control it.
                            ?
                            Concrete, Abstract, or Squoingy?
                            "I don't believe in giving scripting languages because the only additional power they give users is the power to create bugs." - Mike Breitkreutz, Firaxis

                            Comment


                            • #15
                              Originally posted by Dale
                              Including a way to tell what Govt the player and AI is in so we can control it.
                              Yeah the sollution here is interesting, I know that I can use the String compare function to compare strings but so far I wasn't able to convert the government type in String form into a version that the string compare function accepts.

                              -Martin
                              Civ2 military advisor: "No complaints, Sir!"

                              Comment

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