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Introducing the Medieval Pack II v1.0 Alpha

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  • quote:

    Originally posted by Martock on 01-09-2001 08:55 PM
    oooh...brain fart...one other thing...the AI in my game seems to be ICSing...ALOT...the AI seems to just plop the cities down willy-nilly, some practically right next to each other with no room to grow. i went thru the strategies.txt file and edited the MinSettleDistance from 4 to 6 (though there were a few set to 5, and 7). i'll start a new game and see if that clears up the ICSing...i do by the way, have a game saved that shows the AI ICSing...


    thats how I got rid of the crammed city syndrome. it works for the most part, but for some reason, certain civs completely ignore settledistance.

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

    Comment


    • yea Alpha, when i changed that and started a new game i noticed the same thing. another funny thing i noticed, i can always count on at least 1 civ dying out from "unknown" sources...in my current game, i believe it was turn 8 the french were killed. i turned to the cheat menu to see what was the cause...even deployed a whole slew of units in the area the french inhabited. nothing...not even a barbarian. they just vanished. c'est la vie i guess... :P

      Comment


      • quote:

        Originally posted by Martock on 01-09-2001 11:13 PM
        yea Alpha, when i changed that and started a new game i noticed the same thing. another funny thing i noticed, i can always count on at least 1 civ dying out from "unknown" sources...in my current game, i believe it was turn 8 the french were killed. i turned to the cheat menu to see what was the cause...even deployed a whole slew of units in the area the french inhabited. nothing...not even a barbarian. they just vanished. c'est la vie i guess... :P


        I think they starve. i went thru the terrains and gave them better values. Its been awhile since I've seen a city plopped down somewhere stupid now, or seen a civ die before the barbs even show up. Looks like the AI calculates the values on a 2 tile radius (at least thats what it looks like its doing) to determine whether its appropriate to settle there. Too many of the terrains had high values but no food production, so the city couldnt actually support even a pop of 1.

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

        Comment


        • Picking up where we left off....(I feel like a parrot whose cage has been moved to a different room or something)

          With the first version of the militia trigger that Wouter sent me, I had to out-comment some lines at the bottom of the file to get rid of some crashes that I got. I think you guys are getting the same thing. Wouter sent me a revised edition of the trigger sometime last week, and I must have uploaded it without correcting those lines again. I have asked Wouter to check it out, so that we can fix this once and for all.
          I don't know what is causing the weird AI activity, as usual, but these things seem to clear up on their own as I refine the mod.

          I will obsolete Warriors pretty early in the game. I don't think we will have to worry about re-arranging unit values once we have the beta going.
          And yes, Absolute Monarchy is about like Imperialism. Diodorus pointed out that Imperialism was a governmental policy, rather than a government type, so I changed the name to the one he suggested.

          I have also gone into the diplomacy.txt and altered most of the regard penalties in the game for committing acts of agression. Mostly, I raised the penalties for doing specific bad things to the AIs, like killing their settlers or enslaving their citizens.
          However, I also reduced the penalty for being on the same continent to -1, which is the same as the bonus for being at peace with a civ. Hopefully, this will stop the effect of always being on bad terms with your neighbors, at least the peaceful types.
          I also took the advice of removing the penalty for moving after you have been asked to stop tresspassing. Maybe this will allow the AIs to withdraw their troops now.

          I didn't realize that the game lasted up to 800 turns currently. I have re-calculated the time chart, and here is how it ended up:
          Age________________dates________ years per turn_no. of turns
          Ancient Age-- 4000BC to 1000BC ________30_________100
          Classical Age 1000BC to 500CE _________15_________100
          Medieval Age- 500 CE to 1500CE ________10_________100
          Renaissance-- 1500CE to 1800CE _________3_________100
          Industrial Age 1800CE to 1880CE_________1__________80
          Modern Age--- 1880CE to 1980CE _________1_________100
          Computer Age- 1960CE to 2080CE _________1_________100
          Genetic Age-- 2080CE to 2200CE _________1_________120

          The Industrial Age doesn't really have a land units progression of its own, so it can be shorter without messing anything up. The last age is longer to allow you to finish up anything you need to do.

          Also, I think we are finally finished with the new advances and improvements. We ended up with 3 new improvements:
          1)Harbor, a gold improvement for coastal cities, available with Shipbuilding,
          2)City Clock, same as in Ctp1, available with Mechanical Clock,
          3)Bastion, a Ren-age City Walls. It gives +30 to defense. I have lowered the effect of the Forcefield by 30 so that you end up with the same defense level when you have all 3.

          Re-named improvements:
          Drug Store to Sewer System, available with Sanitation.
          Orbital Lab to Public School, available with Public Education.
          Computer Center to Research Park.

          This is in addition to changing the effect of the Movie Palace to +3 happiness and the Television from +1 to +3 happiness, in addition to its current gold production.

          I am still adjusting the effects and costs of the overcrowding/max city size improvements.

          I will post another text update with the new advances chart when I get finished.

          Comment


          • Wes, a suggestion: change Research Park to Research Laboratory.
            Research Park implies something similar to Industrial Park, which would boost production rather than science. Research Laboratory reminds me of the National Labs we have situated around the country (Los Alamos National Lab being the most famous, where Wen Ho Lee was recently employed and suspected of filching atomic secrets; I myself worked at Brookhaven National Lab on Long Island, NY for seven years.) These laboratories certainly have a pleasant, "park-like" atmosphere, but the words "Research Lab" really reflect the hard scientific R&D that occur there, and the boost to the national science level they would provide (excepting the occasional radioactive misadventure.)
            Just my two cents, and my small way of saluting one of the coolest jobs I've had.

            Comment


            • quote:

              Originally posted by WesW on 01-10-2001 06:19 AM
              However, I also reduced the penalty for being on the same continent to -1, which is the same as the bonus for being at peace with a civ. Hopefully, this will stop the effect of always being on bad terms with your neighbors, at least the peaceful types.



              I doubt this will solve the problem. If you notice, even those you're at peace with still dislike you (the civs I mean ). I think you'll have to make it 0. Also, the trespass regard, etc. may have to be made 0.

              Comment


              • A couple of thoughts about improving the game:

                Is it possible to "Trade" food, from one city to another? I recall a civ-type game in which you could dedicate a caravan to deliever food to a city within your empire. Could a "send food" button be added to the city starvation warning message when it pops up? I really hate losing a city to starvation.

                On the same subject of food, can a "humanitarian package" be developed within diplomacy (al la Berlin Airlift) in which a set amount of food can be given to another civilization much like gold can be given? This would probably require some sort of message indicating a starvation situation in a civilization, much like when the completion of a wonder is anounced.

                One last comment on food: Does soil depletion play a part in this game? It seems that food and war are two big factors in historical civilization exstinction.

                Well, I am going to have a peek inside the 'fridge now...

                NOTE: I found that disbanding a city makes this mod cranky, I got the following SLIC error: "In object MM2_MilitiaCityDestroyed, variables 'MM2_MiliaCityDestroyed#tmpLoc2' and 'noname' are different types".
                [This message has been edited by ssoszka (edited January 10, 2001).]
                [This message has been edited by ssoszka (edited January 10, 2001).]
                [This message has been edited by ssoszka (edited January 10, 2001).]
                Don't hate me because I'm beautiful, hate me because I'm a rat-bastard.

                Comment


                • Hi, (if there s anybody still in here),

                  I need your help as I am obviously the only one who is not authorized any longer to build trading posts with the alpha mod.

                  In a normal original game everything goes smoothly with researching horse riding. When choosing that, the follow-ups (mounted archer and trading posts) appear in the right part of the research window properly. After installing the mod with the text version of 4 January I still had no problem with researching that %$§"@ horse riding and getting trading posts. then I installed the text version of 6 January over the existing files and noted that inventing horse riding not longer triggers trading posts ( and is not longer shown in the resaerch preview window). I reinstalled the 4 Jan version without success (still no posts) and finally reinstalled the whole game.
                  Result: in normal games trading posts and with the mod pack no trading posts.

                  I want my posts back, pleeeeeeease.

                  Thomas

                  Comment


                  • Me again,

                    WES,

                    I just found out that in the tileimpr.txt the advance triggering trading posts is banking. Was this your intention? Please apologize my ignorance if you mentioned it somewhere else, but do you really want to make me wait centuries for my science boosters...

                    Any idea when the beta might be ready?

                    Thomas

                    Comment


                    • Wes,

                      I have been getting errors when playing the domestic version of Med Mod. The error stems from the units.txt #2494 (storm marine) Basically the error says that this unit is not defined (no attack value, defense value, etc). I have gotten it several times when loading the game from a saved file, and another time when moving my units onto a goody hut. After getting the error CTP becomes unstable and crashes.

                      -Shawn
                      [This message has been edited by ssoszka (edited January 11, 2001).]
                      Don't hate me because I'm beautiful, hate me because I'm a rat-bastard.

                      Comment


                      • quote:

                        Originally posted by WesW on 01-12-2001 12:05 PM
                        I have raised the max size that a city can be disbanded from 3 to 20. It's there for those of you who want to use it.
                        surely disbanding a 15-size city should create some unhapinness, right??

                        Comment


                        • Thank you for the posts, Wes.

                          I am just about to finish another game on a regular map with 6 other civs, difficulty hard. I went for 8 cities this time (to compensate for the posts).
                          Concerning the financial balance (I am in 2000 now) I made the observation, that with democracy (about 1900)it is nearly impossible to cope with the expenditures (if you try to get all buildings in all cities, and I tried). I had to switch to max rations and 8 working hours, to obtain 75 happiness with min or next to min wages and science reduced to 40%. I might have misunderstood but I think I read somewhere that most of the buildings cost 1 per population. This would roughly correspond with the increases I experienced.
                          On the other hand with all buildings (in particular science support)its quite easy to take a considerable lead in science very early (imagine I had trading posts available!!!!!!!!!!!!). So there is still room to ensure upkeep for the buildings later on. But I still cant figure out how the costs are calculated. Savings from the empire tab are identical to the increase/decrease of the total money. However numbers on city manager screens are totally different. Do I overlook something?
                          Until switching to democracy I noted that trading a good makes the difference between prospering and struggling of a city (not sure whether you would like to have those kinds of details/observations).
                          By the way, with my 8 cities empire I had my first AI contact in 1935 only, although I covered a continent (1/6 of the map). Since then one nation declared war and tried to pillage my ports. After I had build ironclads they offered cease fire immediately. (couldnt agree though).

                          Looking forward to getting the next updates.

                          Thomas

                          PS: Did anybody notice that the AI knows what huts are empty and what are goody huts. They do not even touch the empty or barbarian ones.

                          Comment


                          • Thanks colorme for the diplomacy advice. I got regard and trust mixed up when I went through and made the changes. I have set the shared continent penalty to 0.

                            I will see how the pic looks on Research Park or Lab.

                            Sorry about the Trading Post, Thomas. I don't know why I set it to Banking. I have put it back in Horse Riding.

                            Guys, if you are getting error messages about new units like "Storm Marines", then the mod is not loading properly. You can try re-booting and re-loading your saved games, but if you get the error again, you will have to start a new game.
                            I have received some emails from Don and Harlan concerning the bug, and they may be making progress on eliminating it. I certainly hope that this can be done before the beta comes out.

                            I have raised the max size that a city can be disbanded from 3 to 20. It's there for those of you who want to use it.
                            I made some changes to the strategies.txt since some of you have found that defensive bonuses are taken into account when the AI figures up defense value.
                            I am really going to be interested to see what we get with all the AI & Diplomacy changes.

                            I have made all warships from the gunpowder age up flankers. No explanation for this should really be necessary.

                            At Harlan's prompting, I have re-arranged the ages in the game somewhat. I have re-inserted the Diamond age, which will contain the Future techs in the game. I shortened the post-Industrial ages to 80 turns each to make room for this age. I think Harlan and Charles (Diororus) are going to get together and come up with some realistic names for these, rather than calling them "Future Engineering Tech 1" or something.
                            I have also spent a few hours trying to get the advances chart to look better and print out on a single page like it is supposed to. I put the branch names between the advance blocks, with a second list in the middle of the chart so that they are always visible. I also added a color-code legend at the bottom of the file.

                            Below is a paste of the Med string, which lists all the new stuff added so far for the beta, and some of the things altered as well. I also included the 5 advances I removed from the game.
                            The pillbox and barbed wire are not working in the mod right now. Last I heard, Don was working on some code to get them into the game. I will decide later whether or not to leave them in the mod.

                            ## from gl_str ##

                            #### NEW ADVANCES STRINGS ####
                            ADVANCE_AGRO_INDUSTRY "Agro-Industry"
                            ADVANCE_ARISTOCRACY "Aristocracy"
                            ADVANCE_ASTRONOMY "Astronomy"
                            ADVANCE_AUTOMATIC_RIFLES "Automatic Rifles"
                            ADVANCE_AUTOMOBILE "Automobile"
                            ADVANCE_CITIZENSHIP "Citizenship"
                            ADVANCE_COMBINED_ARMS "Combined Arms"
                            ADVANCE_COMPASS "Compass"
                            ADVANCE_CONSCRIPTION "Conscription"
                            ADVANCE_CONTRACEPTION "Contraception"
                            ADVANCE_CURRENCY "Currency"
                            ADVANCE_DECIMAL_SYSTEM "Decimal System"
                            ADVANCE_DEEP_BATTLE_TACTICS "Deep Battle Tactics"
                            ADVANCE_DOMESTICATION "Domestication"
                            ADVANCE_ELETRO_MAGNETISM "Electro-Magnetism"
                            ADVANCE_EQUAL_RIGHTS "Equal Rights"
                            ADVANCE_EVOLUTIONARY_THEORY "Evo. Theory"
                            ADVANCE_FLINTLOCK "Flintlock"
                            ADVANCE_GERM_THEORY "Germ Theory"
                            ADVANCE_HIGH_PRES_CONSTRUCTION "HP Construction"
                            ADVANCE_HUMAN_RIGHTS "Human Rights"
                            ADVANCE_IMMUNIZATION "Immunization"
                            ADVANCE_INFANTRY_TACTICS "Infantry Tactics"
                            ADVANCE_INTEGRATED_MOBILE_WARFARE "Int. Mobile Warfare"
                            ADVANCE_INTERNET "Micro-computer"
                            ADVANCE_JOINERY "Joinery"
                            ADVANCE_MACHINE_TOOLS "Machine Tools"
                            ADVANCE_MECHANICAL_CLOCK "Mechanical Clock"
                            ADVANCE_MECHANICAL_POWER "Mechanical Power"
                            ADVANCE_MILITARY_ENGINEERING "Military Engineering"
                            ADVANCE_MOLECULAR_SYNTHESIS "Molecular Synthesis"
                            ADVANCE_OCEANOGRAPHY "Oceanography"
                            ADVANCE_PAPER "Paper"
                            ADVANCE_PLASTICS "Plastics"
                            ADVANCE_PSYCHOLOGY "Psychology"
                            ADVANCE_PUBLIC_EDUCATION "Public Education"
                            ADVANCE_RADIO "Radio"
                            ADVANCE_REPEATING_RIFLES "Repeating Rifles"
                            ADVANCE_ROCKETRY "Rocketry"
                            ADVANCE_SANITATION "Sanitation"
                            ADVANCE_SOLAR_POWER "Solar Power"
                            ADVANCE_STEAM_ENGINE "Steam Engine"
                            ADVANCE_STIRRUP "Stirrup"
                            ADVANCE_TELEPHONE "Telephone"
                            ADVANCE_THERMAL_IMAGING "Thermal Imaging"
                            ADVANCE_WHEEL "Wheel"
                            ADVANCE_WOUTER "Locutus"

                            #### RE-NAMED ADVANCES ####
                            ADVANCE_AGRICULTURE "Plough"
                            ADVANCE_CONCRETE "Engineering"
                            ADVANCE_BALLISTICS "Composite Bows"
                            ADVANCE_RELIGION "Org. Religion"
                            ADVANCE_BANKING "Paper Currency"
                            ADVANCE_AGRICULTURAL_REVOLUTION "Crop Rotation"
                            ADVANCE_NAVAL_TACTICS "Chronometer"
                            ADVANCE_DEMOCRACY "Civil Rights"
                            ADVANCE_ELECTRICITY "Electrification"
                            ADVANCE_NAVAL_AVIATION "Flight"
                            ADVANCE_TANK_WARFARE "Mobile Warfare"
                            ADVANCE_ADV_INFANTRY_TACTICS "Assault Tactics"
                            ADVANCE_ADV_NAVAL_TACTICS "Steel"
                            ADVANCE_TOOLMAKING "Metal Working"
                            ADVANCE_COMMUNISM "Socialism"
                            ADVANCE_ADV_URBAN_PLANNING "Urban Planning"

                            REMOVED:
                            4)CORP. REP.
                            2)FASCISM
                            1)MONARCHY
                            3)TECHNOCRACY
                            5)VIRTUAL DEM.

                            #### Units STRINGS ####
                            UNIT_WARRIOR "Warrior"
                            UNIT_SETTLER "Settler"
                            UNIT_SWORDSMAN "Swordsman"
                            UNIT_SLAVER "Slaver"
                            UNIT_MOUNTED_ARCHER "Mounted Archer"
                            UNIT_SAMURAI "Samurai"
                            UNIT_CATAMARAN "Coracle"
                            UNIT_HOPLITE "Hoplite"
                            UNIT_JAVELINEER "Javelineer"
                            UNIT_DIPLOMAT "Diplomat"
                            UNIT_CATAPULT "Catapult"
                            UNIT_CLERIC "Cleric"
                            UNIT_ARCHER "Archer"
                            UNIT_FIRE_TRIREME "Fire Trireme"
                            UNIT_KNIGHT "Knight"
                            UNIT_LONGSHIP "Longship"
                            UNIT_PIKEMEN "Pikemen"
                            UNIT_SLINGER "Slinger"
                            UNIT_CULVERIN "Culverin"
                            UNIT_CAVALRY "Cavalry"
                            UNIT_SHIP_OF_THE_LINE "Ship of the Line"
                            UNIT_INFANTRYMAN "Grenadier"
                            UNIT_LAWYER "Lawyer"
                            UNIT_FASCIST "Fascist"
                            UNIT_ABOLITIONIST "Abolitionist"
                            UNIT_CARRACK "Carrack"
                            UNIT_MACHINE_GUNNER "Modern Infantryman"
                            UNIT_ANTIAIR "Artillery"
                            UNIT_IRONCLAD "Ironclad"
                            UNIT_TROOP_SHIP "Troop Ship"
                            UNIT_SUBMARINE "Submarine"
                            UNIT_STEALTH_FIGHTER "Stealth Fighter"
                            UNIT_BATTLESHIP "Battleship"
                            UNIT_SECRET_AGENT "Secret Agent"
                            UNIT_FIGHTER "Fighter"
                            UNIT_AIRCRAFT_CARRIER "Nuclear Carrier"
                            UNIT_URBAN_PLANNER "Urban Planner"
                            UNIT_TANK "Battle Tank"
                            UNIT_STORM_MARINE "Storm Marine"
                            UNIT_NUKE "Nuke"
                            UNIT_DESTROYER "Destroyer"
                            UNIT_TELEVANGELIST "Televangelist"
                            UNIT_CARGO_HELICOPTER "Cargo Helicopter"
                            UNIT_CRUISE_MISSILE "Cruise Missile"
                            UNIT_EMPATHIC_DIPLOMAT "Empathic Diplomat"
                            UNIT_INTERCEPTOR "Interceptor"
                            UNIT_JET_BOMBER "Jet Bomber"
                            UNIT_CYBER_NINJA "Cyber Ninja"
                            UNIT_MOBILE_SAM "Mobile SAM"
                            UNIT_CORPORATE_BRANCH "Corporate Branch"
                            UNIT_STEALTH_BOMBER "Stealth Bomber"
                            UNIT_SCOUT_SUB "Scout Sub"
                            UNIT_PARATROOPER "Commando"
                            UNIT_CYBERATTORNEY "CyberAttorney"
                            UNIT_SPACE_PLANE "Space Plane"
                            UNIT_MOBILE_SUBNEURAL_AD "Mobile Subneural"
                            UNIT_SPY_PLANE "Spy Plane"
                            UNIT_AT_ARTILLERY "AT-Artillery"
                            UNIT_SEA_ENGINEER "Sea Engineer"
                            UNIT_MOREY_STRIKER "Moray Striker"
                            UNIT_KRAKEN "Kraken"
                            UNIT_PLASMA_DESTROYER "Plasma Destroyer"
                            UNIT_DREADNAUGHT "Dreadnaught"
                            UNIT_ECO_TERRORIST "Eco-Terrorist"
                            UNIT_HOVER_INFANTRY "Hover Infantry"
                            UNIT_HEAVY_CAVALRY "Heavy Cavalry"
                            UNIT_BRONZE_SWORDSMAN "Br. Swordsman"
                            UNIT_INFECTOR "Infector"
                            UNIT_CRAWLER "Crawler"
                            UNIT_MONITOR "Monitor"
                            UNIT_HORSE_ARCHER "Horse Archer"
                            UNIT_SPEARMAN "Spearman"
                            UNIT_FRIGATE "Frigate"
                            UNIT_SPY "Spy"
                            UNIT_ECO_RANGER "Eco-Ranger"
                            UNIT_LEVIATHON "Leviathan"
                            UNIT_FUSION_TANK "Plasma Cannon"
                            UNIT_NUCLEAR_SUBMARINE "Nuclear Submarine"
                            UNIT_PT_BOAT "PT Boat"
                            UNIT_ELEPHANT "War Elephant"
                            UNIT_SELF_PROP_GUN "Self-Prop. Gun"
                            UNIT_BANDIT_HORSEMAN "Bandit Horseman"
                            UNIT_TRIREME "Trireme"
                            UNIT_HEAVY_SWORDSMAN "Heavy Swordsman"
                            UNIT_LONGBOWMAN "Longbowman"
                            UNIT_CITY "City"
                            UNIT_SPACE_CITY "Space Colony"
                            UNIT_OCEAN_CITY "Sea Colony"
                            UNIT_LEGION "Legion"
                            UNIT_ZULU_WARRIOR "Zulu Warrior"
                            UNIT_NOBLE "Noble"
                            UNIT_WEREWOLF "Werewolf"
                            UNIT_PRIVATEER "Galleon"
                            UNIT_CARRIER "Carrier"
                            UNIT_MISSILE_CRUISER "Missile Cruiser"
                            UNIT_BOMBER "Bomber"
                            UNIT_DIVE_BOMBER "Dive Bomber"
                            UNIT_LIGHT_CAVALRY "Light Cavalry"
                            UNIT_ATTACK_HELICOPTER "Attack Helicopter"
                            UNIT_FYRDMAN "Fyrdman"
                            UNIT_ARQUEBUSIER "Arquebusier"
                            UNIT_BOMBARD "Bombard"
                            UNIT_COG "Cog"
                            UNIT_CANNON "Cannon"
                            UNIT_DRAGOON "Dragoon"
                            UNIT_MUSKETEER "Musketeer"
                            UNIT_HOWITZER "Howitzer"
                            UNIT_PLASMATICA "Plasmatica"
                            UNIT_HOVER_MARINE "Hover Marine"
                            UNIT_HOVERTANK "Hovertank"
                            UNIT_SWARM "Swarm"
                            UNIT_PHALANX "Phalanx"
                            UNIT_BERSERKER "Berserker"
                            UNIT_WAR_WALKER "War Walker"
                            UNIT_RIFLEMAN "Rifleman"
                            UNIT_AIRBORNE "Airborne"
                            UNIT_MARINE "Ranger"
                            UNIT_GERMAN_TANK "Mech. Infantry"
                            UNIT_GERMAN_TANK2 "Light Tank"
                            UNIT_BRITISH_FIGHTER "Fighter"

                            UNIT_SPEARMAN_MILITIA "Spearman Militia"
                            UNIT_PHALANX_MILITIA "Phalanx Militia"
                            UNIT_FYRDMAN_MILITIA "Fyrdman Militia"
                            UNIT_MUSKETEER_MILITIA "Musketeer Militia"
                            UNIT_RIFLEMAN_MILITIA "Rifleman Militia"
                            UNIT_MACHINE_GUNNER_MILITIA "Modern Inf. Militia"
                            UNIT_PLASMATICA_MILITIA "Plasmatica Militia"

                            #### New Governments ####
                            GOVERNMENT_CITY_STATE "City State"
                            GOVERNMENT_ABSOLUTE_MONARCHY "Absolute Mon."
                            GOVERNMENT_FUNDAMENTALISM "Fundamentalism"

                            #### New Improvements ####
                            IMPROVE_BASTION "Bastion"
                            IMPROVE_CITY_CLOCK "City Clock"
                            IMPROVE_HARBOR "Harbor"

                            #### Re-named Improvements ####
                            IMPROVE_ORBITAL_LABORATORY "Public School"
                            IMPROVE_DRUG_STORE "Sewer System"
                            IMPROVE_COMPUTER_CENTER "Research Park"

                            TILEIMP_PILLBOX "Pillbox"
                            TILEIMP_BARBED_WIRE "Barbed-Wire Fence"

                            CONCEPT_DIVEBOMBER "Divebomber"

                            ## from ldl.str ##

                            UNIT_CATEGORY_GENERIC "Generic"
                            UNIT_CATEGORY_SPECIAL "Special"
                            UNIT_CATEGORY_SETTLER "Settler"
                            UNIT_CATEGORY_TRANSPORT "Transport"
                            UNIT_CATEGORY_ATTACK "Offensive Infantry"
                            UNIT_CATEGORY_DEFENSE "Defensive Infantry"
                            UNIT_CATEGORY_RANGED "Artillery"
                            UNIT_CATEGORY_SEA "Naval Warship"
                            UNIT_CATEGORY_AIR "Air"

                            UNIT_CATEGORY_SCOUT "Scout"
                            UNIT_CATEGORY_FLANKER "Flanker"
                            UNIT_CATEGORY_MOUNTED_RANGED "Mobile Artillery"
                            UNIT_CATEGORY_SUBMARINE "Submarine"
                            UNIT_CATEGORY_AIR_DEFENSE "Fighter"
                            UNIT_CATEGORY_AIR_ATTACK "Air Attack"
                            UNIT_CATEGORY_BOMBER "Bomber"
                            UNIT_CATEGORY_ANTI_AIR "Mobile Air-defense"
                            UNIT_CATEGORY_SPECIAL_FORCES "Special Forces"

                            # Empire Level Description Strings
                            EMPIRE_RATIONS_AMOUNT_0 "6"
                            EMPIRE_RATIONS_AMOUNT_1 "9"
                            EMPIRE_RATIONS_AMOUNT_2 "12"
                            EMPIRE_RATIONS_AMOUNT_3 "15"
                            EMPIRE_RATIONS_AMOUNT_4 "18"
                            EMPIRE_RATIONS_AMOUNT_UNIT "Kg"

                            EMPIRE_WORKDAY_AMOUNT_0 "4"
                            EMPIRE_WORKDAY_AMOUNT_1 "6"
                            EMPIRE_WORKDAY_AMOUNT_2 "8"
                            EMPIRE_WORKDAY_AMOUNT_3 "10"
                            EMPIRE_WORKDAY_AMOUNT_4 "12"
                            EMPIRE_WORKDAY_AMOUNT_UNIT "Hrs"

                            EMPIRE_COMMERCE_AMOUNT_0 "1"
                            EMPIRE_COMMERCE_AMOUNT_1 "3"
                            EMPIRE_COMMERCE_AMOUNT_2 "5"
                            EMPIRE_COMMERCE_AMOUNT_3 "7"
                            EMPIRE_COMMERCE_AMOUNT_4 "9"
                            EMPIRE_COMMERCE_AMOUNT_UNIT "Gld"

                            # Added for WWII Scenario
                            STATUSBAR_TILEIMP_SELECT_PILLBOX_BUTTON "Pillboxes can be placed on any land-based tile."
                            TOOLTIP_TILEIMP_SELECT_PILLBOX_BUTTON "Pillbox"
                            STATUSBAR_TILEIMP_SELECT_BARBEDWIRE_BUTTON "Barbed Wire Fence can be placed on any land-based tile."
                            TOOLTIP_TILEIMP_SELECT_BARBEDWIRE_BUTTON "Barbed Wire Fence"

                            #Age Names#
                            AGE_NAME_ANCIENT "Ancient"
                            AGE_NAME_CLASS "Classical"
                            AGE_NAME_MEDIEVAL "Medieval"
                            AGE_NAME_RENAISS "Renaissance"
                            AGE_NAME_INDUST "Industrial"
                            AGE_NAME_MODERN "Modern"
                            AGE_NAME_COMPUTER "Computer"
                            AGE_NAME_GENETIC "Genetic"
                            AGE_NAME_DIAMOND "Diamond"

                            ## From Info.str

                            ## Age Change Messages ##
                            AGE_ONE_ENTERED "Our fledgling empire is evolving. We have entered the Ancient Age."
                            AGE_TWO_ENTERED "Our fledgling empire is evolving. We have entered the Classical Age."
                            AGE_THREE_ENTERED "Our fledgling empire is growing. We have entered the Medieval Age."
                            AGE_FOUR_ENTERED "Our empire is beginning to flourish culturally and scientifically. We have entered the Renaissance Age."
                            AGE_FIVE_ENTERED "Our empire is beginning to flourish economically. We have entered the Industrial Age."
                            AGE_SIX_ENTERED "We have firmly established our mastery of the planet. We have entered the Modern Age."
                            AGE_SEVEN_ENTERED "The mysteries of science are beginning to unfold before us, and our people stand at the threshold of a bold new epoch in knowledge and productivity. We have entered the Computer Age."
                            AGE_EIGHT_ENTERED "The mysteries of life are beginning to unfold before us, and our people stand at the threshold of a bold new epoch in scientific understanding. We have entered the Genetic Age."
                            AGE_NINE_ENTERED "We are fast approaching the zenith of human achievement. Our empire has entered the Diamond Age."

                            Well, look this all over. I will post another text update soon, the last one before the beta comes out. I have sent Chris the files to integrate into his chop sheet. I don't know when he will get them back to me. It will probably be a few more days at least before the beta is ready, but all the changes in this last text update should be enough to keep everyone's interest until then.

                            Comment


                            • Thomas, I did not know that the AIs could tell what the goody huts had in them, though I have had my suspicions in the past.
                              Also, your post describing the gold situation is "exactly" the type of reports I need. I will try and make a thread where I detail exactly the type of stuff I want you guys telling me. I should have done that a month ago, really.

                              Onto the mod...
                              I am really excited about the AI changes I have made in the last few days. I read the thread about the latest batch of files that Mark has documented, and realized that I seem to have missed the strategies.txt when it was posted last month. Well, this week's batch answered some questions I had about the defense buildings, and when I got into the strategies, I found the answers to some more questions I have had. Everything is starting to fall into place regarding how the settings and files inter-relate, and I think we are going to be really pleased with what we witness with this upcoming text update.
                              I have been piecing together little tid-bits of info I have run across in the forums and personal emails about the AIs behavior and weaknesses, and now I am finally finding the flags that control this behavior, and I am understanding how they all relate to one another. I will get something from Harlan about his Alexander testing, and another thing from CoolKitty or Alisia, and if you put them together you can get a picture of what is happening. That is all in addition to what you guys have been telling me here, which has been the bulk of my info.

                              As to the actual changes...
                              Using what I learned in the strategies doc., I adjusted some of the building priorities. I also fiddled with some of the goals settings.
                              The big thing, however, was in the fears and motivations, probably the only area of the text that I have largely ignored until now. I had looked over this section briefly a month or so ago, and it looked pretty good, so I have been concentrating on other areas. Well, looking at it with what I know now, I saw that it was all out of whack, and explained much of the timid and dumb AI behavior you have been reporting. I think that this section was why the AIs are often so reluctant to launch an invasion, prefering instead to fortify and play defense, even when they had superior forces. And also why they kept asking for cease-fires even after you repeatedly attacked them. With my changes, I "think", knock on wood, that you are going to see much different behavior from the AIs now.
                              Basically, Militaristic and Ecotopian types are going to be much more aggressive. It may be impossible to stay at peace with them. If it is, I will try and adjust that so that you can have peace if you want it badly enough.
                              The "peaceful" types, (Diplomats, Economists and Scientists) should put up with much less abuse before declaring war, and be much more willing to launch invasions when they do. If you treat them nice, then they should generally treat you the same way, but the opposite should also be true.
                              All this is untested, but I feel better about it than I ever have since I started fighting with the AI files over a year ago in Ctp1. As to the AIs willingness and/or ability to launch overseas invasions, I don't know, but if we can get them to act rationally even half the time, it will be a big step forward.

                              On another area, I went into the Improvements.txt, and filled it with the actual improvements available in the game. What? You are asking "Isn't that stuff supposed to be there in the first place?" To my knowledge, yes it is, but it hasn't been, except for a few basic things. That is why I have been asking if the AI built maglevs, or even railroads (ports, too), because these things were not in the improvements list originally. I caught a post by CoolKitty saying that the AI didn't seem to build Trade Posts until it had built all the mines and farms it needed, which meant that it rarely built Trade Posts. Well, with gold being so precious due to the new improvement cost system, I had to figure a way to get the AIs to build the commerce improvements about as often as it did the food and production ones. Well, I decided to interweave the commerce TIs in with the production TIs. This shoudl have the AIs building them quite often. Then, I went into the tileimp.txt, and mad it so that commerce TIs can only be built on Deserts, swamps, tundra, jungle and forests; terrains which cannot support food or produciton TIs, or at least not very well in desert's case. I am going to be very interested to see the results of this.
                              Btw, I deleted the Pillbox and Wire code from the tileimp.txt so that they would not cause crashes in the game. If Don or someone gets them to work properly, then we can re-insert them and see what the AI does with them.
                              As soon as I hear back from Wouter (Locutus) regarding the militia and partisan code, I will post this new text version.

                              Comment


                              • I'd like to know if the mod is designed to "work" on the original version of ctp2 or with the latest patch from activision?

                                BTW: You all are doing a great job, I'm looking forward to playing ctp2 with the med mod.

                                Regards

                                Comment

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