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Apolyton Pack v1.0! CTP2 the way it should be!

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  • #16
    does that Med Pack 2 fix that bug, that allows u to built every round a unit u want? i mean that trick (cheat) that makes onlinegaming boring if someone is using it?

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    • #17
      Dale,
      How can i get the advance and the unit chart for the Apolyton Pack?
      "Kill a man and you are a murder.
      Kill thousands and you are a conquer.
      Kill all and you are a God!"
      -Jean Rostand

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      • #18
        Dale,
        How can i get the advance and the unit chart for the Apolyton Pack?
        New units in the Apolyton Pack? I didn't find a modified unit.txt in the pack. I tought the Apolyton Pack combine the best mods on Apolyton without changing to much, therefore I guess there also no changes in the tech order.

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

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        • #19
          Originally posted by Gsmeagol
          does that Med Pack 2 fix that bug, that allows u to built every round a unit u want? i mean that trick (cheat) that makes onlinegaming boring if someone is using it?
          That is a multiplayer cheat only I beleive, so the MedPack does not deal with it, it only changes gameplay issues and AI balancing in singleplayer. Sorry
          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

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          • #20
            Originally posted by Pedrunn
            Dale,
            How can i get the advance and the unit chart for the Apolyton Pack?
            The big colourful poster that came with CTP2.

            Failing that, the advances chart is in the files database somewhere (can't remember which section).

            The only thing I'm changing in regard to units and advances is this:
            - Leviathon gains correct amount of move points (10).
            - Fascism is moved so pre-reqs are the same as CTP1 (Nationalism and Mass Media).

            These changes will flow through in update 1.01 which I'll have ready next week.

            Todesengel:
            What did you do with the spy to create errors? I did a lot of testing with it last night and couldn't reproduce any errors at all. Thanks for the vote of confidence on the pack though. Thanks for the advance sheet. I'm intergrating it with some of the changes that are in the current one.

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            • #21
              Just for clarification, does the Gigantic Maps mod also include all the other mods? So it would be the Apolyton Pack on Gigantic Maps?

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              • #22
                Originally posted by Dale
                Hex:
                No, I left Facism where it was for the time being. I did think of moving it, but decided against it at the last second. Where would you put it?
                Simple (I made this change long ago to the Original game files)

                Theology can be a direct Prerequisite of Nationalism and then Facism's prerequisites can be changed to Electricity and Explosives. No advance has Facism as a Prerequisite so doing this will not corrupt the tech tree.

                -CB
                "It is ridiculous claiming that video games influence children. For instance, if Pac-Man affected kids born in the 80's we should by now have a bunch of teenagers who run around in darkened rooms and eat pills while listening to monotonous electronic music."

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                • #23
                  I've put the Modswapper, the Apolyton Pack and Wes' MedMod onto my CTP2, and am having some troubles - perhaps someone can help?

                  I can get the Apolyton Pack to work, and the city graphics for the Egyptians are fantastic. Haven't yet had enough time to see the other changes, except that the science rate seems to me to be much much slower than the original, and the game does not appear to have the tech changes listed as part of Wes' MedPack II. My question is whether the Apoloyton Pack is supposed to contain the Med Pack II changes in this regard, and whether the basic science rates have changed. If science has slowed, is there documentation on what strategies to use in the game to compensate?

                  I have also attempted to paly Wes' MedPack II, using the modswapper, to try and see the 60 new advances, new govts, extra units etc, but no matter what I do, I get the "guXXX.spr not found" error. I have rebooted, defragged and scan-disked as per the troubleshooting file without any impact on the problem. Anyone know how to fix this?

                  Chris
                  Chris Horscroft

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                  • #24
                    Okay let me try and help.

                    First Apolyton Pack and Med Mod II are seperate mods. Apolyton Pack just improves CTP 2 "vanilla" style. No extra units or graphics. It mostly fixes bugs and add slic program files to help the A.I. dipomacy, etc...

                    Med Mod II is a complete mod that changes CTP2 throughout the ages. It moves things around, new units, graphics, different game play rules, etc...

                    Now both work off of the Modswapper program. It's an either or choice. If you are playing Apolyton pack you have to save and exit on the Med Mod choice and load CTP 2. BTW try Craddle, too.
                    Modswapper just renames the files you need to play.

                    The guxxx.spr not found error happens for about one of three different reasons if I remember right.

                    1.) A lot of errors happen because users don't have the CTP 2 patch which adds a lot of new slic functions, but I'm pretty sure that is not your problem

                    2.) You don't have all the newest updates with the newest sprites, but Wes hasn't updated the graphics part in a long time so that is probably not your problem

                    3.) I believe your problem is your zip program. Some users have reported that some unzip programs don't place the files right. Try a different zip program or put the new files in place manually. I have had to do this once or twice before. Sorry.... Let me know what worked. Good Luck and enjoy.

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                    • #25
                      I can get the Apolyton Pack to work, and the city graphics for the Egyptians are fantastic. Haven't yet had enough time to see the other changes, except that the science rate seems to me to be much much slower than the original, and the game does not appear to have the tech changes listed as part of Wes' MedPack II. My question is whether the Apoloyton Pack is supposed to contain the Med Pack II changes in this regard, and whether the basic science rates have changed. If science has slowed, is there documentation on what strategies to use in the game to compensate?
                      The science rate should be faster than normal, Dale put in a file with 80% advance costs.
                      The Apolyton Pack does not add any techs, units, wonders or buildings. It does not include the MedMod changes on anything other than game balance and AI behaviour.

                      I have also attempted to paly Wes' MedPack II, using the modswapper, to try and see the 60 new advances, new govts, extra units etc, but no matter what I do, I get the "guXXX.spr not found" error. I have rebooted, defragged and scan-disked as per the troubleshooting file without any impact on the problem. Anyone know how to fix this?
                      The easiest way to solve it would be to download both sprite zip files from Wes' site and install them again, but this is time consuming and possibly not the fastest.

                      An alternative way is more complicated, but means you only need to download one sprite rather than 40...
                      Check the sprites directory to see if the sprite is genuinely missing. If it is, then copy any sprite, say number gu002.spr (settler) and rename it to whatever sprite is missing. Then go into the cheat editor, and place down on the map, every single unit. The one that comes up as a settler when it shouldn't do is the missing sprite. Then, to save yourself from downloading the entire sprites section again, email someone (Loads of people have all the sprites) requesting they send you the sprite, or I think if it is zipped it could be posted here even.
                      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

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                      • #26
                        Originally posted by ENGINEER
                        BTW try Cradle, too.
                        Thanks for the plug.

                        Engineer, have you ever considered creating a Mod??? Between all of the available mods and graphics available, the framework is now there to create a good one that is different.

                        I do have the leaders and Martin's CityMod bundled together at my site set up for Cradle. You need to install the Cradle text file first and then install the leader_city.zip, allowing it to overwrite the existing files.
                        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...

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                        • #27
                          I get the "guXXX.spr not found" error.
                          If I get such a error I would look into the ..\ctp2_data\default\graphics\sprites folder to check if there are the missing guXXX.spr files. Now if they aren't there maybe you unzipped the unit sprites into the wrong folder, I would search for a new folder. Therefore unzipping the sprites again into your CTP2 folder may help. I guess you saved the *zip files and obviously your unzipper works fine, because you managed to get to work the ApolytonPack.

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

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                          • #28
                            Hexagonian,

                            ya I thought about it. I know a few old computer langs. from back in the day and I'm a real big history buff. I would love to do a total world war II mod (like the one in civ II plus Japan), but that would be so hard and probably too big for most people to play. Maybe a world war IV. The trouble with CTP 2 is getting the AI civs to stay allied with each other and against you. No fun if you are playing the US and form an alliance with Germany.

                            I don't know, what would people want to see?

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                            • #29
                              job well done so far! i see lots of improvements.

                              The difficulty levels are imo a little too well defined. 4 vs 1 settlers on impossible is damn impossible 3 vs 1 would be good for hardest level

                              One thing i'd like to see is progressive max cities. Nice (and necessary) touch in upping max cities to 300 in ultra-gigantic but still 60 aint enough in the regular gigantic and huge maps. Each sized map gives progressively more cities.

                              I also got aristotles twin, something like wonder0_not_defined...

                              I took over the capital of an opponent and it was real close to two of my other cities so i stuck on a lot of scientists and wore it down. When i went to disband it gave these errors:




                              But everything looked ok after that.

                              of course if at all possible id really like multiplayer bug fixes but i dont think this is in the mod realm, is it?

                              oh, and flicking over this thread i see someone saying science is slower - well thatd be coz of the one settler start. i started a medium then hard game to see the differences in science in 2 vs 1 initial cities and its substantial

                              cheers

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                              • #30
                                On second thought, maybe not.
                                Last edited by Peter Triggs; July 22, 2001, 11:13.

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