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Cradle 1.2

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  • Since there has been some additional traffic here, I will post the readmes/charts for Cradle.

    The Cradle Mod is large (approximately 12 MB, and this does not include Modswapper and Patch), but the attached Readme files will allow a player to get a general overview before going to the trouble of downloading.

    The Mod is located at my site - a link is below too.
    Attached 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...

    Comment


    • Originally posted by hexagonian
      Now if I could get Cradle posted onsite, that would make my day.
      I guess MarkG would be very happy to have 12 MB on his e-mail account. At least this worked with CityMod2. A small additional hint that the add a file page doesn't work (I got an internal server error as I tried it, today), and you made it very hard to overlook your submission although you didn't went the official way over that non working form. And maybe you should start then somewhere an complaint thread about that issure or send an e-mail to DanQ.

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

      Comment


      • Originally posted by hexagonian
        Finally, my thread has been topped!!! (What did I do to deserve this...Thanks to whoever is administering this Forum)
        What did you do? Well, apart from making the best available mod for CtP2 (though MedMod isn't far behind), I suppose not much

        Well, officially Markos is administering this forum but in practice I'm calling the shots (well, yesterday anyway)...

        Now if I could get Cradle posted onsite, that would make my day.
        Don't worry, we're working on it... (that is, Markos is doing all the work (for now) and I keep harassing him with PMs, emails, ICQ messages, etc to make sure he continues to do so )
        Administrator of WePlayCiv -- Civ5 Info Centre | Forum | Gallery

        Comment


        • Having just played that abomination civ3 for a week or so I decided to try the cradle MOD. What can I say? This is absolutely brilliant. I am sitting here in a daze after playing all day and into the night till 3am for the past week or so. Its a long, long time since a game has so enthralled me that I would do that! My hats off to all of you involved in this venture.

          Suffering as I am from a severe case of lack of sleep I am in no condition to give any coherent analysis of the MOD. Let me ask, however, if SLIC code can be used to incorporate some of the undoubted good ideas in civ3. For example, is it possible to use the 'goods' to implement a strategic resource type of concept. Is it possible to use capture city as a trigger for a 'nationality' type unhappiness (some of this already occurs). This must sound a bit archaic but just where are the functions that CPT2 uses in SLIC defined. You got me very interested now.

          CONGRATULATIONS!!!. This MOD is definitely worth more money than I paid!

          Comment


          • Hi!

            Originally posted by Lou Wigman
            For example, is it possible to use the 'goods' to implement a strategic resource type of concept. Is it possible to use capture city as a trigger for a 'nationality' type unhappiness (some of this already occurs).
            The resources thing is being considered, it takes a lot of AI work, so its touch-and-go. See the Civ3 mod thread for more details.

            This must sound a bit archaic but just where are the functions that CPT2 uses in SLIC defined. You got me very interested now.
            Try http://apolyton.net/ctp2/modification for the SLIC stuff. And there is another thread floating downwards with a few SLIC guides and links to others in.
            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

            Comment


            • I will be on vacation starting Friday, Dec 21 through Wednesday, Jan 2, so I will not be online all that much during that time. If you have any questions/problems with 'Cradle', post them here anyhow and one of the regulars around here will probably be able to help you.

              I have provided an update with some more fixes at my site. I have also updated the main Cradle download to have all of the changes made up to this point. Of note is...

              - A fix to all the Diplomatic/Spy units that gives them the correct elite status (before, those units actually had a greatly reduced success rate at Elite status - now they have a (+10%) chance).

              - The Ancient Spy unit can also attempt to Assassinate a ruler.

              There is a readme that provides all of the Special Unit abilities and success rates.

              - Balancing between Republic/Oligarchy
              Minor boost to Republic's Production and Food Rate and a minor reduction in Oligarchy Food Rate
              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...

              Comment


              • Love Cradle

                I just download Cradle, and also sent it to a friend of mine. It feels like someone actually finished what Activision started. In two days, we've put a combined 50 hours. Just wanted to point out that several commodities don't show up by their given name, only ocean_commidity_one or some such.

                Comment


                • OK, I've read about 75% of this thread, but just couldn't wait any longer! Cradle Mod is being downloaded as I type. I'm so hangin' out for more of a challenge, as the impossible setting was getting a tad boring...

                  So to say I'm excited is a bit of an understatement. I just hope it works!!!

                  Anyway, I'm about to unzip it all and give it a testrun, so I'll post how it goes.

                  Cheers, Shadow.
                  3am...! Can't be, I just started...!
                  ~~~~~~~~~~~~~~~~~~~~~
                  Ahhh, my first Nuke!
                  Now the fat lady's singin'...

                  Comment


                  • It's installed fine and ModSwapper is up.

                    But...

                    Here's the options ModSwapper gives me :

                    -Cradle of Civilisation 1.2
                    -Cradle Ultra Gigantic Maps
                    -Cradle Deity Slayer (AI SLIC boosts)
                    -Cradle Seafarers Version 1
                    -Cradle Preference of Hextapul
                    -Cradle More Peaceful AI

                    I've got a fair idea of what a couple do, but others have me stumped. Can anyone give me any info on the options listed???

                    Also, say I pick the second option and go with Ultra Gigantic Maps, does that mean that I can't take advantage of whatever coding may be tweaked the Seafareres mod, or the Deity Slayer
                    mod?

                    Is there a preference among people for a certain option when starting a new game?

                    OK, I'm done with the questions.

                    [gets down from soap box]

                    Shadow
                    3am...! Can't be, I just started...!
                    ~~~~~~~~~~~~~~~~~~~~~
                    Ahhh, my first Nuke!
                    Now the fat lady's singin'...

                    Comment


                    • Well, the fancy list and bunch of questions in my last post is neither here nor there, considering that I can no longer launch CTP II at all.

                      Even after a reboot, every option in the modswapper list (including non-cradle options) leads to an illegal operation before anything even starts.

                      This is the error I get:

                      ---------------------------------------------

                      CTP2 caused an invalid page fault in
                      module CTP2.EXE at 015f:00608899.
                      Registers:
                      EAX=00000000 CS=015f EIP=00608899 EFLGS=00010206
                      EBX=00d4fd8c SS=0167 ESP=00d4fd68 EBP=00d4fd9c
                      ECX=00efce70 DS=0167 ESI=00efce70 FS=109f
                      EDX=bffc9490 ES=0167 EDI=007a9698 GS=0000
                      Bytes at CS:EIP:
                      8b 80 a4 00 00 00 50 8b 08 ff 51 08 8b 8e d0 00
                      Stack dump:
                      00000000 00407405 00000000 8163e8b4
                      00000000 00d4f5e8 78037ce8 00d4fd70
                      00d4fb98 00d4fe28 0078d3fc 007a9698
                      ffffffff 00d4fe38 0078d8fc 00400000

                      ---------------------------------------------

                      Here're the changes I've made (in order) to CTP II since installation:

                      - Activision Patch
                      - Apolyton Pack
                      - ModSwapper
                      - CityMod
                      - GoodMod
                      - Cradle (downloaded from Hexagonians site at 131030UTC)

                      Cradle was installed exactly as per instructions also downloaded from Hexagonians site.

                      I've got no idea, other than to start all over...

                      Any clues people?

                      Shadow

                      P.S. I guess this could be something relatively simple to fix, and although I'm not a complete dunce when it comes to coding, I'm no genius either. So any help is appreciated.
                      3am...! Can't be, I just started...!
                      ~~~~~~~~~~~~~~~~~~~~~
                      Ahhh, my first Nuke!
                      Now the fat lady's singin'...

                      Comment


                      • After many, many re-installations, CTP II finally works again. So, please ignore the ravings in my last post.

                        Actually, I might just delete it if that's possible...

                        All mods including Cradle installed ok and the first game with 14 civs on the biggest map is under way. I picked the "Deity Slayer" option in ModSwapper and all is well so far with only about 12 turns played (just to test).

                        My only constructive comment is that perhaps some of the better known civs should have stayed. I'm gunna miss a lot of the more familiar (todays) city names. Anyway, I'll do a search to see if there's any way to alter civ and city names.

                        Cheers,
                        Shadow
                        3am...! Can't be, I just started...!
                        ~~~~~~~~~~~~~~~~~~~~~
                        Ahhh, my first Nuke!
                        Now the fat lady's singin'...

                        Comment


                        • You may have to uninstall CTP2 and try again. I know that the files on my site (12_19) work, as I did an install with them last December - and there hasn't been any reports of a corrupted file from anyone else - and I have not updated the zipped files since then.

                          Possibly try this before the uninstall...Grab the 12_19 Update file and unzip it over the existing files.

                          And did you grab the updated Wombat disaster SLIC file that had been recently posted - if so, use the default file instead as there was a report of SLIC errors when using that file - at least I want to confirm that the problem was because of a player making an edit in the file.

                          I hate when this happens, because I do not have your computer in front of me to see if the files were all installed correctly.

                          As a sidenote, the playing options are all variations of Cradle 1.2 - and there is are a lot of file combinations to use. At this point, the hardest setup is the AI setup. If you want to play with oversized maps with the AI boosts, you have to create a new gamefile.txt with the files that will correspond with what you want to do.

                          The 'Preferences of Hextapul' is my personal combo.

                          One thing I will say, I recently tried the SeaFarer's Edition and was not happy with the results, so that setup is still very experimental.

                          Good Luck
                          Last edited by hexagonian; January 13, 2002, 19:51.
                          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...

                          Comment


                          • There's a set of folders within Cradle with the original civs in the folders

                            ctp2_data\default\gamedata\CRA_playing options\orig civs

                            and

                            ctp2_data\english\gamedata\CRA_original civs

                            Switch out the files in those folders with 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...

                            Comment


                            • With the discussion on another thread concerning the later game influx of gold, I have gone ahead and set up a revised zipped file below. Please note that this file will create a new Cradle Setup in Modswapper, called

                              CRADLE 1.3 Beta

                              This file is a modification of the DeitySlayer's version of Cradle. This setup will eventually include Peter Triggs update for Diplomacy, when it is finished.

                              The revisions are as follows

                              Buildings
                              Agora - 10% from 15% Gold
                              Airport - 15% from 20% Gold
                              Bank - 10% from 15% Gold
                              Brokerage - 10% from 15% Gold
                              City Clock - 10% from 15% Gold
                              Craft Guild - No Gold from 1 per citizen
                              Marketplace - 1 per citizen from 3 per citizen
                              Television - 3 per citizen from 5 per citizen

                              Theatre - +1 Happiness from +2 Happiness

                              Governments
                              -1 Martial Law Units for all Governments
                              Slight Increase in Distance Unhappiness
                              +50% Rush Buy Modifiers for Tribunal Empire and all governments past TE

                              SLIC
                              Revised Disaster SLIC code - 20% Pop loss from 33%
                              Increase in Unit Update costs - +50% - Medieval/Early Modern - +75% Late Modern+

                              I think this should make the game tougher so if you are not having enough difficulty in Cradle, give this one a shot. Any input is welcome too.
                              Attached 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...

                              Comment


                              • This may have been mentioned before. If it has I apologise. Unit recovery is very slow (10% per turn from memory). However a unit placed in a fort will recover in 1 turn.

                                On a separate note. Unit maintenance is based on production points. Perhaps a gold cost could also be introduced. At its most basic 1 gold per turn per unit?

                                Comment

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