...at
http://www.mydocsonline.com
login is hexagonia
password is hextapul
README INFORMATION - CRADLE 1.03
===============================================
To all,
This is a continuation of the Cradle Mod version 1.02. Delete version 1.01 from your drive.
Simply unzip the text files into the
Call To Power 2\Scenarios\ folder.
Depending on how this is packaged onsite at Apolyton, The Court or my own site, you may be getting separate zip files for pictures and sprites.
After unzipping the .txt files, unzip pictures into the following directory
Call To Power 2\Scenarios\Cradle of Civilization\scen0000\default\graphics\pictures
and the sprites into the following directory
Call To Power 2\Scenarios\Cradle of Civilization\scen0000\default\graphics\sprites
If you had downloaded the pictures/sprites for 1.02, you NEED to re-download the 1.03 pictures/sprites zipped files to make sure that you have all of them, and overwrite the existing files on your system. There were extensive additions and alteration to these files, so to eliminate any confusion, I rezippped everything into the current zipped files.
SPRITE UPDATE
I had recently posted that the sprites/graphics were available in the 1.03 folder at mydocsonline.com. Somehow, I had missed zipping three sprites. If you had downloaded the sprites before Friday, March 9, you will also need sprites2.zip. If you have not downloaded the files yet, you only need sprites.zip
Hereafter, any additions will be handled as separate zip files to cut down on downloading. I do not anticipate adding too much in the way of new
units/advances/wonders/improvements. Most additional changes will be to the .txt files and will be tweaks to the various settings.
An updated tech tree/unit spec pdf will be posted on Monday, March 12.
IMPORTANT NOTE
To load a previously saved game, you will need to first create a new Cradle 1.03 game, then you can load your previously saved game. BTW, this is how CTP2 works with all Mods...
The best games seem to be with the following settings, although you are free to do what you want.
- Land/Continent based - using larger maps.
- 8+ civs - especially with higher Barb settings.
1.03 FIXES, ADDITIONS AND ALTS
===============================================
1. The Agora Bug has been fixed. CTP2 limits the number of city improvements to 64. Version 1.02 exceeded that number, so the improvements at the bottom of the
Buildings.txt list would show up in the queues and the Great Library, but could not be constructed. I moved some of the very late game improvements to the bottom of the list. For your own personal purposes, all you need to do is rearrange the city improvements to include the ones you may want to use.
2. The Medieval Tech tree has been filled out with more detail.
In addition, the following has been added.
UNITS
---------------------------
PEZHETEROI (Republic gov. special unit)
DROMON (Medieval Greek Fire ship)
TEUTONIC KNIGHT (Theocracy gov. special unit)
JANISSARY (Caliphate gov. special unit)
MERCHANT TRADER (Replaces Caravan when the advance 'Trade Guilds' has been
completed)
IMPROVEMENTS
---------------------------
CASTLE (adds defense and reduces crime)
MOSQUE (adds happiness)
TRADE GUILD (adds gold and production)
WONDERS
---------------------------
TEMPLE OF ZEUS (adds happiness)
SILK ROAD (adds embassies)
SHAKESPEARE THEATRE (adds happiness)
NEWTON'S THEORIES (adds science)
3. Units have been renamed to reflect historical accuracy. Many thanks to those who provided that info on the forums.
- HYPASPISTS replace Phalanx
- PRAETORIANS replace Palantini
- TRIREME replace Fire Trireme
- HEPTIREME replaces War Galley
4. I have dropped the cost of all units by 33% from ver 1.02. It was mentioned to me that this helps the AI. I have included a units.txt file with the old cost structure. It is in the gamedata folder in a folder entitled 'Expensive units'. Simply switch the files if you want to use the more expensive setup.
5. Because of the different format of combat from CTP1 (noted by Wes), I had to also rework the specs slightly. I increased some of the attack numbers for the offensive units. This may have to be further adjusted though.
5. The Great Library has been extensively worked over to reflect the elements of the Mod. Everything has been placed in alphabetical order for ease of use. Use it for references as to what each gameplay element does. Notify me if you see any inconsistencies.
6. There is also a const.txt file that will extend gameplay to 2200AD. Switch the files out if you want to play for a longer time.
7. A warning - I removed the unit healing rate out in the field, and the city healing rate is at 0.1. All Goody huts benefits on the lowest setting (Ruins only) have been removed, with the exception of a 30% chance of gold. You will have to earn your way now. (you can go into Risks.txt to make adjustments if you prefer the old setup).
8. The default slider setup allowed you to make happiness adjustments in (+1) or (-1) increments. I have changed the increments to (+2) or (-3) depending on the direction you adjust your sliders.
Here is the list of all city improvements through the Renaissance.
Afterwards, improvements are the standard CTP2 ones.
HAPPINESS
---------------------------
SHRINE
THEATER
ARENA
MOSQUE
BASCILICA
SCIENCE
---------------------------
ZIGGURAT
ACADEMY
MONASTERY
PUBLISHING HOUSE
UNIVERSITY
GOLD
---------------------------
BAZAAR
MARKETPLACE
COURTHOUSE
AGORA
BANK
CITY CLOCK
CRAFT GUILD
FOOD
---------------------------
GRANARY
AQUEDUCT
SILO
EFFICIENCY
---------------------------
APOTHECARY
PHYSICIAN
BATH HOUSE
PRODUCTION
---------------------------
FORGE
WORK CAMP
CONSCRIPTED LABOR
MILL
CRAFT GUILD
CRIME
---------------------------
COURTHOUSE
FORUM
CASTLE
DEFENSIVE/OFFENSIVE
---------------------------
WALL
CITY WALL
BALLISTA TOWERS
CASTLE
At this point, the game seems to be stable, but there may be imbalances in gameplay that need to be adjusted. So this continues to be an Alpha version of this Mod - as this is very much a work in process - feel free to make any suggestions to me regarding play imbalances, unit/city improvement/wonder additions and so forth. In fact, I would like to have feedback and suggestions. If you are able, implement the changes yourself and email me with your results.
This is, however, a very eurocentric based mod, and I want to keep it that way, mainly because my interest lies in that direction, and Wes and Co. are doing a fantastic job in covering the entire span of human history in the MedMod. Eventually, I would like to build some historical scenarios off of this Mod, but I have to make sure the game structure I have built will be balanced and playable. I do not mind if someone alters this for their own preferences either - this Mod has always been intended to be a base from which to work.
If you do build a Scenario off of this mod, I would ask that you notify me, as I would like to play it - (and give me credit in your readme file please.)
GENERAL NOTES AND SOME REQUESTS TO PLAYERS
===============================================
The use of external modifications in conjuction with my mod is at your own risk.
Dale has tested this mod with the Diplomod and has reported that there have been no conflicts between the two. See his readme for installation instructions. His Mod will need to replace the default gamefiles, as opposed to playing though his scenario setup. I also have not had any conflict with the Frenzy Mod, but I have not tested it extensively either.
If you experience any game crashes, please note the message when it crashes, what you were building or doing, and so forth. I am no expert on tracking them down, but I will do my best to make some suggestions and try to find the problem.
Also take note of the following trends in the game as they occur, and tell me how this plays out in your game.
Timeline - is it following the trends of history?
Pollution - are tiles becoming polluted, and when?
Happiness - I really want maintaining Happiness to be an issue for a player.
Combat - If you find yourself building a unit to the exclusion of all comparable units, then adjustments need to be made.
All of the changes are to the text files, so slic has not been involved. I wouldn't mind seeing if some additional slic could be written by others, but I have no ability to write slic. If anyone is able, they are free to do so, and I would welcome it. Additionally, any suggestions on the priorities/goals settings is welcome.
BASIC ALTS FOR FIRST TIME PLAYERS...
===============================================
1. The Ancient age has been stretched out to about to about the Mid-late Modern Age turnwise, and the Modern Age advances are priced quite high. The focus of this Mod has always been on the Ancient/Medieval Age. Generally, I do not play the game too much after Mid-Modern anyhow (at least that was the case with CTP1). The timeline starts at 7000BC and runs through 1800AD, but you can extend/reduce the timeline in the const.txt file. Look for the following lines and make your alt.
END_OF_GAME_YEAR_EARLY_WARNING 1700
END_OF_GAME_YEAR 1800
2. There are about 57 new Ancient/Medieval techs, the bulk of which falls in the Ancient Age.
3. There are 6 additional governments, and 10 new wonders.
4. There are 27 new units, and the differences in strength as you advance is gradual. This is an attempt to make overall combat more difficult. You will need to gain a sizable tech lead to get a sizable advantage in combat strength factors. (at least this is the hope) I would like to hear from players if this works though.
5. There are 14 new city improvements.
6. I have also implemented the following tweaks.
* Units with Bombard Capabilities have the Counterbombard ability.
* Wage Slider fix.
* Healing Rate for units has been greatly slowed down.
* AI Goody Hut Priority.
* AI Production Boost on the more difficult levels.
* AI Power Bonus and Siege Priority Boost - this is supposed to make the AI more aggressive and more willing to attack cities.
* Happiness issues have been modified with the following...
- Base happiness is now at 75 instead of 73/Revolution is at 68.
- Pollution has been modified to affect happiness earlier in the game.
* City pop. growth has been slowed - the first cap is at 12 instead of 18.
- Initial food growth items have been pushed back further into the game (Farms, Nets, Granaries).
- Aqueducts are now a food enhancement improvement (per Granary)
- The City Efficiency Improvements are now the Apothecary, Physician, and Bath House.
...plus a few others that I can't recall at the moment.
FINALLY...
===============================================
Special thanks to those who have made graphics and sprites available onsite at Apolyton. I proably wouldn't have done this in the first place, if these files were not available.
- Harlan Thompson - graphics
- Jerome Lux - sprites
- Tom Davies - sprites
And thanks to everyone who have make suggestions to fix CTP2 gaming issues on the Apolyton forums. Your work is what makes the game a whole lot more enjoyable to play and mod. Special thanks to WesW for his pollution/happiness modifier and the post from the discussion he had with Rich in the CTP2 AI Forum. I'm still trying to get a handle on the priorities and goals settings though...
From what I can see from his tech tree, MedMod looks good - good luck on getting everything working.
=======================
Dave
aka hexagonian
Post suggestions on this thread.
http://www.mydocsonline.com
login is hexagonia
password is hextapul
README INFORMATION - CRADLE 1.03
===============================================
To all,
This is a continuation of the Cradle Mod version 1.02. Delete version 1.01 from your drive.
Simply unzip the text files into the
Call To Power 2\Scenarios\ folder.
Depending on how this is packaged onsite at Apolyton, The Court or my own site, you may be getting separate zip files for pictures and sprites.
After unzipping the .txt files, unzip pictures into the following directory
Call To Power 2\Scenarios\Cradle of Civilization\scen0000\default\graphics\pictures
and the sprites into the following directory
Call To Power 2\Scenarios\Cradle of Civilization\scen0000\default\graphics\sprites
If you had downloaded the pictures/sprites for 1.02, you NEED to re-download the 1.03 pictures/sprites zipped files to make sure that you have all of them, and overwrite the existing files on your system. There were extensive additions and alteration to these files, so to eliminate any confusion, I rezippped everything into the current zipped files.
SPRITE UPDATE
I had recently posted that the sprites/graphics were available in the 1.03 folder at mydocsonline.com. Somehow, I had missed zipping three sprites. If you had downloaded the sprites before Friday, March 9, you will also need sprites2.zip. If you have not downloaded the files yet, you only need sprites.zip
Hereafter, any additions will be handled as separate zip files to cut down on downloading. I do not anticipate adding too much in the way of new
units/advances/wonders/improvements. Most additional changes will be to the .txt files and will be tweaks to the various settings.
An updated tech tree/unit spec pdf will be posted on Monday, March 12.
IMPORTANT NOTE
To load a previously saved game, you will need to first create a new Cradle 1.03 game, then you can load your previously saved game. BTW, this is how CTP2 works with all Mods...
The best games seem to be with the following settings, although you are free to do what you want.
- Land/Continent based - using larger maps.
- 8+ civs - especially with higher Barb settings.
1.03 FIXES, ADDITIONS AND ALTS
===============================================
1. The Agora Bug has been fixed. CTP2 limits the number of city improvements to 64. Version 1.02 exceeded that number, so the improvements at the bottom of the
Buildings.txt list would show up in the queues and the Great Library, but could not be constructed. I moved some of the very late game improvements to the bottom of the list. For your own personal purposes, all you need to do is rearrange the city improvements to include the ones you may want to use.
2. The Medieval Tech tree has been filled out with more detail.
In addition, the following has been added.
UNITS
---------------------------
PEZHETEROI (Republic gov. special unit)
DROMON (Medieval Greek Fire ship)
TEUTONIC KNIGHT (Theocracy gov. special unit)
JANISSARY (Caliphate gov. special unit)
MERCHANT TRADER (Replaces Caravan when the advance 'Trade Guilds' has been
completed)
IMPROVEMENTS
---------------------------
CASTLE (adds defense and reduces crime)
MOSQUE (adds happiness)
TRADE GUILD (adds gold and production)
WONDERS
---------------------------
TEMPLE OF ZEUS (adds happiness)
SILK ROAD (adds embassies)
SHAKESPEARE THEATRE (adds happiness)
NEWTON'S THEORIES (adds science)
3. Units have been renamed to reflect historical accuracy. Many thanks to those who provided that info on the forums.
- HYPASPISTS replace Phalanx
- PRAETORIANS replace Palantini
- TRIREME replace Fire Trireme
- HEPTIREME replaces War Galley
4. I have dropped the cost of all units by 33% from ver 1.02. It was mentioned to me that this helps the AI. I have included a units.txt file with the old cost structure. It is in the gamedata folder in a folder entitled 'Expensive units'. Simply switch the files if you want to use the more expensive setup.
5. Because of the different format of combat from CTP1 (noted by Wes), I had to also rework the specs slightly. I increased some of the attack numbers for the offensive units. This may have to be further adjusted though.
5. The Great Library has been extensively worked over to reflect the elements of the Mod. Everything has been placed in alphabetical order for ease of use. Use it for references as to what each gameplay element does. Notify me if you see any inconsistencies.
6. There is also a const.txt file that will extend gameplay to 2200AD. Switch the files out if you want to play for a longer time.
7. A warning - I removed the unit healing rate out in the field, and the city healing rate is at 0.1. All Goody huts benefits on the lowest setting (Ruins only) have been removed, with the exception of a 30% chance of gold. You will have to earn your way now. (you can go into Risks.txt to make adjustments if you prefer the old setup).
8. The default slider setup allowed you to make happiness adjustments in (+1) or (-1) increments. I have changed the increments to (+2) or (-3) depending on the direction you adjust your sliders.
Here is the list of all city improvements through the Renaissance.
Afterwards, improvements are the standard CTP2 ones.
HAPPINESS
---------------------------
SHRINE
THEATER
ARENA
MOSQUE
BASCILICA
SCIENCE
---------------------------
ZIGGURAT
ACADEMY
MONASTERY
PUBLISHING HOUSE
UNIVERSITY
GOLD
---------------------------
BAZAAR
MARKETPLACE
COURTHOUSE
AGORA
BANK
CITY CLOCK
CRAFT GUILD
FOOD
---------------------------
GRANARY
AQUEDUCT
SILO
EFFICIENCY
---------------------------
APOTHECARY
PHYSICIAN
BATH HOUSE
PRODUCTION
---------------------------
FORGE
WORK CAMP
CONSCRIPTED LABOR
MILL
CRAFT GUILD
CRIME
---------------------------
COURTHOUSE
FORUM
CASTLE
DEFENSIVE/OFFENSIVE
---------------------------
WALL
CITY WALL
BALLISTA TOWERS
CASTLE
At this point, the game seems to be stable, but there may be imbalances in gameplay that need to be adjusted. So this continues to be an Alpha version of this Mod - as this is very much a work in process - feel free to make any suggestions to me regarding play imbalances, unit/city improvement/wonder additions and so forth. In fact, I would like to have feedback and suggestions. If you are able, implement the changes yourself and email me with your results.
This is, however, a very eurocentric based mod, and I want to keep it that way, mainly because my interest lies in that direction, and Wes and Co. are doing a fantastic job in covering the entire span of human history in the MedMod. Eventually, I would like to build some historical scenarios off of this Mod, but I have to make sure the game structure I have built will be balanced and playable. I do not mind if someone alters this for their own preferences either - this Mod has always been intended to be a base from which to work.
If you do build a Scenario off of this mod, I would ask that you notify me, as I would like to play it - (and give me credit in your readme file please.)
GENERAL NOTES AND SOME REQUESTS TO PLAYERS
===============================================
The use of external modifications in conjuction with my mod is at your own risk.
Dale has tested this mod with the Diplomod and has reported that there have been no conflicts between the two. See his readme for installation instructions. His Mod will need to replace the default gamefiles, as opposed to playing though his scenario setup. I also have not had any conflict with the Frenzy Mod, but I have not tested it extensively either.
If you experience any game crashes, please note the message when it crashes, what you were building or doing, and so forth. I am no expert on tracking them down, but I will do my best to make some suggestions and try to find the problem.
Also take note of the following trends in the game as they occur, and tell me how this plays out in your game.
Timeline - is it following the trends of history?
Pollution - are tiles becoming polluted, and when?
Happiness - I really want maintaining Happiness to be an issue for a player.
Combat - If you find yourself building a unit to the exclusion of all comparable units, then adjustments need to be made.
All of the changes are to the text files, so slic has not been involved. I wouldn't mind seeing if some additional slic could be written by others, but I have no ability to write slic. If anyone is able, they are free to do so, and I would welcome it. Additionally, any suggestions on the priorities/goals settings is welcome.
BASIC ALTS FOR FIRST TIME PLAYERS...
===============================================
1. The Ancient age has been stretched out to about to about the Mid-late Modern Age turnwise, and the Modern Age advances are priced quite high. The focus of this Mod has always been on the Ancient/Medieval Age. Generally, I do not play the game too much after Mid-Modern anyhow (at least that was the case with CTP1). The timeline starts at 7000BC and runs through 1800AD, but you can extend/reduce the timeline in the const.txt file. Look for the following lines and make your alt.
END_OF_GAME_YEAR_EARLY_WARNING 1700
END_OF_GAME_YEAR 1800
2. There are about 57 new Ancient/Medieval techs, the bulk of which falls in the Ancient Age.
3. There are 6 additional governments, and 10 new wonders.
4. There are 27 new units, and the differences in strength as you advance is gradual. This is an attempt to make overall combat more difficult. You will need to gain a sizable tech lead to get a sizable advantage in combat strength factors. (at least this is the hope) I would like to hear from players if this works though.
5. There are 14 new city improvements.
6. I have also implemented the following tweaks.
* Units with Bombard Capabilities have the Counterbombard ability.
* Wage Slider fix.
* Healing Rate for units has been greatly slowed down.
* AI Goody Hut Priority.
* AI Production Boost on the more difficult levels.
* AI Power Bonus and Siege Priority Boost - this is supposed to make the AI more aggressive and more willing to attack cities.
* Happiness issues have been modified with the following...
- Base happiness is now at 75 instead of 73/Revolution is at 68.
- Pollution has been modified to affect happiness earlier in the game.
* City pop. growth has been slowed - the first cap is at 12 instead of 18.
- Initial food growth items have been pushed back further into the game (Farms, Nets, Granaries).
- Aqueducts are now a food enhancement improvement (per Granary)
- The City Efficiency Improvements are now the Apothecary, Physician, and Bath House.
...plus a few others that I can't recall at the moment.
FINALLY...
===============================================
Special thanks to those who have made graphics and sprites available onsite at Apolyton. I proably wouldn't have done this in the first place, if these files were not available.
- Harlan Thompson - graphics
- Jerome Lux - sprites
- Tom Davies - sprites
And thanks to everyone who have make suggestions to fix CTP2 gaming issues on the Apolyton forums. Your work is what makes the game a whole lot more enjoyable to play and mod. Special thanks to WesW for his pollution/happiness modifier and the post from the discussion he had with Rich in the CTP2 AI Forum. I'm still trying to get a handle on the priorities and goals settings though...
From what I can see from his tech tree, MedMod looks good - good luck on getting everything working.
=======================
Dave
aka hexagonian
Post suggestions on this thread.
Comment