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The Medieval Pack II Beta: The Gathering (Part 2)

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  • WesW
    replied
    Thanks for bringing up the terraforming problem again, P-man. I finally figured out what was happening. The designers changed some things in this area since Ctp1, and I have had trouble understanding it. It turns out that the enabling advances in tileimp.txt determine when the buttons become active on the PW tab. For everything except terraforming, they are also the enabling advances for that terrain improvement. In ctp1 they were enabled in the advances.txt, which still has some settings left in it for TIs which apparently don't do anything anymore.
    For terraforming, adding and removing terrain is still enabled by the terrain.txt, as they were in ctp1. The settings in tileimp.txt just turn on the buttons for adding terrain.
    Anyway, I corrected everything in the terrain.txt, and added a couple of things to the advances chart where it was needed. The listings in the advances chart tell when you can "remove" a given terrain. Sometimes different advances will allow you to add a terrain, but this is usually for undesirable terrain like desert which you should never want to add anyway.

    Notes:
    1)There are not buttons for adding tundra and glacier, but you can remove them when you get the necessary tech.
    2)When it says "Hills" in the advances chart, this refers to all three types of hills, since there is not enough room to list all three.
    3)You cannot build railroads through mountains until you have explosives.

    I figured out what was wrong with the PT_Boat, and Monitor as well. I had forgotten to remove the "can't build" flag from when they were going to be Elite units. You guys can remove that yourselves if you want to.

    SLIC:
    I tested the Partisan code, and it works properly, however the Elite code does not seen to be working. If any of you have received or seen any of the elite units, please report it.

    Leave a comment:


  • preacherman
    replied
    Wes, I gave you some help on terraforming, the tech chart is ether wrong or missing when it comes to terraforming avaibility times.

    Swamp: Industrial rev (you have remove adv at Agricaltural Rev in file. Chart says available with Crop Rotation.
    Desert: Agro Industry, chart says should be Crop Rotation.
    Hills: Fusion, chart says should be Explosives,
    Sand Hills: file says Fusion, not on tech chart.
    Poler hills: file says fusion, not on tech chart. These two should be Explosives also.
    Forest: Animal Husbandry, chart says Iron Working.
    Jungle: Crop Rotation, chart says Iron Working.
    Plains: file says Metal Working, not on chart.
    Grass lands: file says Metal Working, not on chart.
    Tundra: Avanced Composites,right on chart and in file but doesn't show up in game.
    Glscier: in file Nano Machines, not on chart and doesn't show up in game.

    I have checked everything using cheat mode. Not a problem where you want them, but chart needs to be right.

    PT boats still never showed up, file looks ok maybe game.
    Started playing with new update, game crashed to desktop three time but was retrivable each time. Did not notice what was happening at time of crash.
    [This message has been edited by preacherman (edited May 11, 2001).]

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  • jadlakha
    replied
    Well I got a cable modem and can download 100 megabyte file in 10 minutes. I dont need that gozilla crap.

    Leave a comment:


  • Rhuarc
    replied
    THanks IMO. I can't wait for the final release of the mod to come out. From the sounds of thigns it realy makes the game both fun and challenging to play! One question for you mod makers. This might be too late to bring this up, but is there any way to bring back the old messaging system like was in CTP1 with the message buttons being displayed along the side? I liked that a lot better than the current system because then you actually knew when you had messages and they were much easier to get to. Thanks a lot!

    ------------------
    DO, OR DO NOT, THERE IS NO TRY - Yoda

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  • Immortal Wombat
    replied
    Yes, it is possible to resume from Apolyton.

    (The ModMod for CTP is 10mb, and the resume was very useful...)

    Leave a comment:


  • Rhuarc
    replied
    Gozilla is a freeware. It doesn't expire or any other crap like that. It also has really cool download sounds! When you click a link to download a file it sounds the Tyrannasourus Rex off of Jurrasice Park. It has another cool sound when it is done downloading. Anyway, I would suggest getting this since it will make downloafing the Mod much less tedious. By the way, Wes, I haven't checked, but do you know does Apolyton's server support resume downloads?

    ------------------
    DO, OR DO NOT, THERE IS NO TRY - Yoda

    Leave a comment:


  • Dale
    replied
    You know, after looking through the new text files, and the new changes I'm going to HAVE to change my strategy!

    When war was declared on me, I'd immediately move all but one defensive unit out of all cities and move to the frontlines. (In peace times I go with a small army to help boost the economy and research. ) I'd then start building new units in these cities while the frontline troops rallied into stacks. Usually what happens to me is the AI actually gets a couple of troops round my rally-point (in the middle of HIS civ) and can often capture a city off me cuz it's only defended by one unit. For me, when I've rush-built the units I'd already started, I'd mearly recapture that city before sending to the rally-point.

    Anyways, after all these changes I have to change that strategy! With the more agressive settings, half my buildings being destroyed in the capture, 1/4 of the city's pops running away and other such stuff, it's very likely that when I capture the city back there'll be nothing left! Or very little anyways. Oh dear, I'm going to have to build a defensive army AND an offensive army.

    BTW, this is a GOOD thing!

    ------------------
    Rommell to a sub-commander outside Tobruk: "Those Australians are in there somewhere. But where? Let's advance and wait till they shoot, then shoot back."

    Leave a comment:


  • Timeline
    replied
    quote:

    Originally posted by Rhuarc on 05-10-2001 10:29 PM
    thanks for the update Wes! Another program that is pretty good for large downloads is GoZilla. It allwos you to resume downloads of large files at a later time.




    are these two programs free or shareware?

    I use Getright (Yuck) it is shareware so I am looking for a free version somewhere.

    Leave a comment:


  • Rhuarc
    replied
    thanks for the update Wes! Another program that is pretty good for large downloads is GoZilla. It allwos you to resume downloads of large files at a later time.

    ------------------
    DO, OR DO NOT, THERE IS NO TRY - Yoda

    Leave a comment:


  • WesW
    replied

    UPDATE ALERT: New text update posted.

    I figured out how to alter the old militia code to fit the new setup. Now you just get a normal defensive unit when a city is founded.

    As far as a big download, I worry about people with slow connections like myself. The combined file would be over 20 megs, and I can only dl about 8 megs an hour. I use a program called Reget when I want to dl multiple, large files.

    Leave a comment:


  • jadlakha
    replied
    Alright no installer, but how bout creating one large zip file to download rather then cluttering my download directy with a bunch of seperate files to download.

    Leave a comment:


  • Rhuarc
    replied
    Jadlakha,
    I already posted about that, and the consensus was that an installer was not needed. You just unzip all of the files into the main CTP2 folder. If you have any questions feel free to ask!


    ------------------
    DO, OR DO NOT, THERE IS NO TRY - Yoda

    Leave a comment:


  • jadlakha
    replied
    One small request:
    When the final version is released, how bout compressing every single file into one big file and placing it with an installer so installation will be a little easier and there are no accidents. I hate have to read the readmes to find out where to put stuff, and its also a pain in the ass to download the files separately.

    Leave a comment:


  • WesW
    replied
    We still have not been able to figure out a militia solution, so I have asked Wouter to make a version of the militia code which will simply create a regular defensive unit of the current age when a city is founded.
    The militia will no longer exist as a separate unit concept. I agree that they are not needed like they were in Ctp1, when the AIs routinely lift cities undefended. This new code will not upgrade units, or add more as a city grows. It will simply be a way of protecting a new city, which is something the AI still does not always accomplish (they are supposed to escort all their settlers too, but you often see them fail in this).
    I agree that we have to move on, and if a solution is found in the future, we can always put it back into the mod.

    Colorme, we have made the military actions of the AI a priority in our efforts, and the three things you outlined have been a goal of mine since the start, but I don't think I was able to pull that one off. I hope that we see a much more offensive-minded AI in this next release.
    I did get rid of the "lone attacks", which were specifically included in the settings to "keep you off balance" as Richard (Azmel) once stated. I would love to see the person who came up with that logic in a multi-player game.

    "Wes, Is PT boats Elite unit? Shows up on tech chart as Elite, and in unit chart as defensive. Did not show up at all in game.
    according to tech chart can tearaform hills with explosives, not so.
    Culverin still can't bambard water, chart says they can.
    on tech chart, you might think about changing unconventional units to pink. The dr. yellow is not readable when printed out. the pink is only used for Tech branchs so would not be confusion on chart.
    Keep up the great work, thanks to all you who are making this happen!!
    noticed that when reloading game that all trade routs lost 20 gold in value, NOT GOOD!!!"

    PTs are regular units, though at the beginning I thought about having them as Elite. I forgot to change their color. I also swapped the color of the Unconventional units and the Tech Branches, since players don't really need to see the branches, anyway.
    The text looks correct as far as the terraforming. You may not have had enough PW stored up.
    I corrected the Culverin. I thought that has done that weeks ago. Oh well, it's done now.
    That's weird about the trade routes. I don't know what I can do about it, though. I will try and keep it in mind as I play-test this next round.

    As soon as I get the simplified trigger from Wouter, I will post the update. With all the militia problems, I have not been able to verify the Elite code, but it is pretty straight-forward, so I don't think there will be a problem with it.
    Btw, does anyone know if the Partisan code works?

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  • preacherman
    replied
    Wes, Is PT boats Elite unit? Shows up on tech chart as Elite, and in unit chart as defensive. Did not show up at all in game.
    according to tech chart can tearaform hills with explosives, not so.
    Culverin still can't bambard water, chart says they can.
    on tech chart, you might think about changing unconventional units to pink. The dr. yellow is not readable when printed out. the pink is only used for Tech branchs so would not be confusion on chart.
    Keep up the great work, thanks to all you who are making this happen!!
    noticed that when reloading game that all trade routs lost 20 gold in value, NOT GOOD!!!
    [This message has been edited by preacherman (edited May 09, 2001).]

    Leave a comment:

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