healinbear,
Militias represent less-well trained local troops who take up arms against invaders...they could take the form of a voluntary defense force or just local citizens who take up arms to save their families and their property...I think militias are a good idea, as long as they are not as powerful as regular troops.
Announcement
Collapse
No announcement yet.
The Medieval Pack II Beta: The Gathering (Part 2)
Collapse
X
-
I may be a lone voice here, but it is my opinion after reading nearly everything about the evolution of Med Mod II including the correspondences between Wes and his co-contributors that while it may be nice to have free defense for the cities especially in the early game and when barbarians are a problem, it is not worth the dely, nor the effort which could be put into something else.
Although a great deal of work has been put into the code who does it really benefit? We know the AI can build its own defensive units just fine. In fact it's quite good at this. In addition shouldn't there be some sense of urgency to defending a new settlement? I find that exciting. I must either take troops from other locations along with the settler to protect them and then to protect the city or I must quickly build new defensive units once I sneak my settler to his/her new home. Either way it's a neat part of the game to me.
Release the public version. Then if there are still those who are interested in working on the milita code so be it. They could even run the presently available (but buggy) militia code as it is.
Wes, Polish, package and ship this baby... It's good, let everyone see it before there is no one playing this game any more, as they are all swept up in the soon to be Civ III frenzy.
Grant.
Leave a comment:
-
quote:
Originally posted by Dale on 05-06-2001 11:46 PM
Locutus, how's my English rate?
Hmm, your English is (near to) perfect and your posts are (near to) perfectly clear, I'd say a 10
Little update on the SLIC:
Gedrin, Wes, Dale and yours truly are still working on the militia code, it's giving all sorts of trouble; some patience may be required as it could well be a while before we can find workarounds for some bugs in SLIC itself...
Leave a comment:
-
Very great video Wes, excellent work!
Well, I look forward to getting to test the next text release when it becomes available, lot’s of new stuff to keep me excited. Keep up the fine work Wes. Don’t get discouraged, all those people will come back when the Public Version is released and I am sure they will have a lot of input for you too .
Joseph1944: Thanks a lot for your comment on my post over at the Civ III forum. It meant a lot to me .
Timeline
Leave a comment:
-
I haven't been following all of this thread, but is the weak military AI problem solved? In particular, is the following now possible?
1. You capture an important AI city in the heart of its empire.
2. The AI has tons of troops hanging around that region.
3. AI collects the troops and recaptures the city.
From my recollections of this pathetic game, the AI would send in a lone cannon to 'take back' the captured city, while the rest of its troops would flee to safer locales ... Perhaps this is something to do with its screwed up priorities.
Leave a comment:
-
Joseph, the Dragoon was a temporary unit used until Morgoth completed his Mongol sprite. Tom told me he would not be able to complete it any time soon, so in the next update the Elite Nomadic Horseman is gone, and its sprite is now used for the Horse Archer, just like it was in the Medpack I.
Jani, you are mentioned in the Acknowledgements section of the Main readme for your help in getting me the PSP crack. The video was put together before Martin's help with the mod, so I listed his citymod2 as one of the components of the modpack, and listed him again beside your name.
There have been dozens of people who have helped with play-testing, many of whom have come and gone over the months. I hope they all come back to enjoy the finished version of the mod. I tried to restrict the video to people who have contributed files specifically for the medmod. It still came out about a dozen people.
We are having some trouble de-bugging the slic code, so I can't say for sure when the next upadte will be up. It may be up in a few minutes, or it may be a couple of days more.
I am starting a new thread about a related matter, so check it out sometime.
Leave a comment:
-
Videos...
I checked your vids and that longer one was really pretty
Could we get one more list there? I mean list of testers I want to be there and I want to become famous :-) Testers could be there in very small font
Jani
PS. Waiting new texts update...
Leave a comment:
-
About the map...
Every savegame situation has the information where cities are. So if you would save the game in every turn in different name you could then use an external program that loads every savegame files in to memory in order and examines savegame situations and draws a map. And finally it would connect maps and makes them as a animation.
Any volunteers to do this ? I would like to do it but I am programming at work 7.5h/day so I do not like programming at home anymore and I really do not have time either at home.
Jani
Leave a comment:
-
Guest repliedWes a question. I re-downloaded all CTP 2 items yesterday (Sun) and re-installed them. When I build the Horse Archer the sprite is the Cavalry unit from CTP and not the Horse Archer from your Mod in CTP. Is there something wrong with my computer? Or do I need to go into my files and change something?
------------------
[This message has been edited by joseph1944 (edited May 07, 2001).]
Leave a comment:
-
quote:
Originally posted by Pintello on 05-07-2001 11:45 AM
That map has not existed since civ 1.
Timothy Pintello
It was in SMAC, and I bet it will be in CivIII!!!!
Leave a comment:
-
quote:
After my first win I was shocked. There was not that animated map which was familiar from Sid Meyer's civilizations.
I never saw this civ replay map in Civ2 and CTP1 either. I have no idea how to add this feature without getting the source code from Activision or by decompiling.
Leave a comment:
-
Hi Janilxx,
I am sorry to tell you what you ask is not possible. It is something that has to be hard coded into the game. That map has not existed since civ 1.
Timothy Pintello
Leave a comment:
-
I have won CTP2 two times(and after those I started to test MedPack). After my first win I was shocked. There was not that animated map which was familiar from Sid Meyer's civilizations. I mean when you win you will get the map and see every turn and conquests in that map. Every nation have it's own color. If I am sure that map did not exist in CTP1 either.
I loved that map most in civilizations games! I suppose that CTP2 does not have expanding/conquering information in savegame files? But does anyone know any ways(external softwares etc) to get that animated map to CTP2 too?
If you do know how the map could be got please add that possibility to MedPack too.
Jani
Leave a comment:
-
Me speek good. Me rite good, two, and me speel good, three.
Partial update posted: the Lucinda font and the mod avis are available. Unzip the vids to the normal place. Place the font in the windows\font folder.
As soon as Wouter sends me his file, I will post the texts.
By breaking the update into two pieces, you can fit each one onto a diskette. Also, everyone needs to view the medpack2 avi that Paul put together a couple of times (you will see the other video, the intro video, each time you start the game once the new texts are up).
A couple of quick notes:
I have increased the AIs desire for science in the strategies.txt in hopes of getting them to trade advances more often. Combined with Dale's changes to war behavior, I hope we see a much more active and engaging AI.
I also changed Abolitionists so that they can be built when a civ has slaves (see US history, when Abolitionists raided other parts of their own country!).
Anyway, when the texts are up, everyone needs to review the Main and Triggers readmes, since the militia trigger, among other things, is totally different now.
Leave a comment:
-
SLIC UPDATE:
Sent an updated SLIC file to Wes that includes nuclear blasts in the building destruction script. The only difference between city captures and nuclear blasts is cities is at a 50% chance of losing a building, and 75% for a nuclear blast.
Locutus, how's my English rate?
------------------
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:
Leave a comment: