Announcement

Collapse
No announcement yet.

Medieval Pack II v1.1: A Call to Arms

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • #61
    Hi Wes,

    I would like to report a bug I am having with Med Mod 1.1. At a random time during the prgress of the game it ends up hanging on the Barbarian player and nothing I do can unhang it. When I shut down the game and restart the computer and reload a game saved previously to the Barbarian hang, the game will again hang around the time of the last hang. I do not know how to resolve this issue. I did not have a problem with this in previous Med Mods so I am asuming that it is something related to this version. I am also wondering if it is related to the crash to desk top somebody else reported. I know with W2K things that used to crash to desktop now just hang the system.

    Any suggestions would be very helpful.

    Timothy Pintello

    Comment


    • #62
      Hi Martin,

      Your screen shot looks really nice! I am glad that somebody has finally figured out how to add production, food, etc... to the good tiles. I am all for your finishing your goodmod and getting it out there. I certainly will use it.

      On another question, where did the bison, lobster, and fish come from. Those look like they are left over from CTP 1. Are additional goods a feature of your new mod? If so I say go for it!

      As to the graphic to use, how about the same graphic as the good? That way it will all look the same.

      I really look forward to seeing the finished product of this mod.

      Timothy Pintello

      Comment


      • #63
        Obscure Bug:
        It seems that, at least in the Ancient Age, The Middle City style is skipped and at Population 5 the city looks like it should at Size Large (Sorry if I'm not the first person to reprt this I Haven't been following this thread very closely).
        -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."

        Comment


        • #64
          Concerning the Goods Improvements, how about an outline of the original goods (so you see a difference once it's been pillaged). That is of course assuming you can create a different sprite for each Good/Improvement.

          I'm digging into the terrain and improvement files now myself and expect to come up with more realistic values (from my point of view). If it works I will eventually make the files public so people can use them in the regular game or withing a mod. One important thing is that you don't have to go by 5 point increments for those values, so more variation is possible without drastic differences etc. I will also adabt river and city values to each trrain type (not generic as it seems to be now). The same again for improvements and I may add a few as well.

          I will have to look at how the random maps are created to determine whether there is a simple way to add new terrain types as well (mountain pass and volcano maybe). Otherwise someone might have an idea how to do that with SLIC after the map is created, I have no clue when it comes to programming anything more then a short cript or macro.

          My changes will also include varied movement costs at sea and varied movement costs over roads and rivers (probably multiple road types which I believe is possible). Of course I will have to figure some more things out about how the ai works too.

          Bah..., to think I only wanted to add production to beaches and food to forests at first and now I am once again passing all my time modyfing the game instead of playing it.

          Comment


          • #65
            to delete
            Last edited by Caranorn; August 9, 2001, 07:09.

            Comment


            • #66
              ctp2.exe bug solved

              I know what caused my previous bug in the ctp2.exe file. I Started playing over again from 500ad, It didn't take that long to get to 780ad, One evening three or four hours tops. At this time I decided to go where the Poles(plural of Poland) were until they got conquered by barbarians, they only had 3 cities and very few units. One of their cities was conquered and the others were destroyed. I moved the map over there and the game crashed. So the problem was caused by the barbarians. I was trying to move my cog over there in my previous game(850ad) and the computer must have gotten confused because I think the barbarians don't have a greeting message, and it crashed.

              I had to restart from 500ad again, becuase on 780ad I noticed that I could still build a blacksmith in my cities even though I had discovered flintlock. It seems that I had forgoten to change the obsoleting advance from electro-magnetism to flintlock. Don't bother locking for blacksmith, becuase it's a building I added along with the electric plant and skyscrapers. I might post them here if I get permission from Wes, after all it is his mod I edited.

              I have noticed by using the cheat tool that the AIs are building too many horse archer units, and since they have 17 upkeep each they have very little production left, some of them even have negative production. I think this might have to do with the fact that I moved up calvary tactics alot in the mm2_advancelist.txt. Is this why it was up so much, in the medeval(spelling) age. Wes I think you should look at the advance list becuase many advances are before their prerequisites.

              I heard someone complain that the AI doesn't terraform. so I edited the MM2_ImprovementLists.txt file and added the terraform tile improvements (the ones that start with TILEIMP_TERRAFORM). Now I just have to see if it works, and the AI knows how to terraform. in my current game I have an AI sorruonded by forest and jungle tiles,v and I'm going to see if It terraforms them.
              Last edited by Cube; August 8, 2001, 21:00.

              Comment


              • #67
                . Note that tileimp.txt use decimal numbers.

                Originally posted by Pintello
                Your screen shot looks really nice! I am glad that somebody has finally figured out how to add production, food, etc... to the good tiles. I am all for your finishing your goodmod and getting it out there. I certainly will use it.
                It is a sollution but a very slow one. After I emplemented the code for the different good my comp needed for that Barbarian turn two or three minutes instead of ten seconds. And I am using an Athlon 1333 Mhz with 256MB RAM. I did not tested it on my old computer (K6 233 Mhz with 64MB Ram). And I have the feeling that the code is not faster after I removed the graphics from my good tile improvements. (Using TilesetIndex 2 instead of TilesetIndex 100)

                I also noticed that it slowed down the AI turn as it tries to create some of my good tile improvements. And I thought the AI is to stupid to build to the game added tile improvements. But now the enabling advance is Subneural Ads only availabe for the Barbarians.

                But fortunatly it is only neccessary that the code runs once at the beginning. And may be I will find a way to speed up the code a little bit.

                To avoid another slow down you cannot get a city in the first two rounds, so explore your surroundings to find a good place or wait.

                Originally posted by Pintello
                On another question, where did the bison, lobster, and fish come from. Those look like they are left over from CTP 1. Are additional goods a feature of your new mod? If so I say go for it!
                Those look like they are left over from CTP 1.
                Thanks

                Actual I only used the beaver, sugar and poppy sprites from CTP1. For the other graphics I ask Nordicus for the *.tif files of his Alternative Goods for CTP1, because his sprites didn't look good. Unfortunatly these files were already gone before a long time. So his advice to me was to shrink down the images for the Great Library of his mod. So I did that, I added shaddows and made borders of the good graphics more or less transparent. I didn't that for peat and the metall ore stuff, because I think these goods already looks good enough. So the lobster, buffalo and tuna are created on my computer and based on the GL images of Nordicus' mod.

                Originally posted by Caranorn
                Concerning the Goods Improvements, how about an outline of the original goods (so you see a difference once it's been pillaged). That is of course assuming you can create a different sprite for each Good/Improvement.
                If you put the cursor on such a good tile or on any tileimprovement you can see if a tile has an improvement or not right under the control pannel, you can find the status text tile type, owner, units on it etc...
                But it would be possible to create such a tile improvement graphics. But I like the idea that you can't see it on the first look whether it is be pillaged or whether it is not be pillaged.

                A last note for the Barbarians I don't know if Barbarians pillaged unowned tileimprovements if they do I have to write a small piece of slic to prevent them from pillaging good tiles.

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

                Comment


                • #68
                  Ok....I need help.

                  I am running Win2K. I followed the directions for the Win2K instructions and copied the files over, etc....
                  I can play the game but I am unable to build several units...important units like settlers. I entered cheat mode to see if the settler was listed and it was, but it was marked as excluded (I think this is correct, cant remember) along with all the units I was unable to build. I went through and included all of the units that where not elite and everything appears to be working.
                  What am I doing wrong?
                  Help! :banned:

                  Comment


                  • #69
                    I must comment on a wonderful game I'm playing. I'm playing on a normal sized map on the impossible level of difficulty with five other races. One of them is an "evil genius" and has been out researching me for several centuries now. He has only a handful of cities, yet he is a half dozen research titles ahead of me. I'm amazed by this and really enjoy sending out spies to steal from him. Another element that makes this game so grand right now is that it's hard to keep gold in the treasury. Even after building the London exchange I still have difficulty keeping science high enough to keep the time below 10 turns and make the 2000 gold needed to steal advances. Fantastic!

                    Some of the other races or completely intractable when it comes to piracy. Which is annoying as I sorely need the gold. There seems to be a point where cities reach about size twenty, they have their hospital and their sanitation, but have not discovered television yet where the economy and science just grind to a halt. I expected easy sailing once I had the london exchange, but since I also started building other expensive to maintain buildings seems I just broke even. At first I was afraid the exchange wonder hadn't worked then I looked at the maintenance costs on factories and oil refirneries, mass transit etc, and I got the picture.

                    Lovely game. It's nice to actually be challened by your own empire even when the other races are more or less nothing now. Makes you want to play all the way until the end. Takes on a bit of the sim city appeal for me.

                    Grant.

                    Comment


                    • #70
                      I'm having a blast on my new 1.1 game. In the information age, soon to be genetic age. I have some suggestions and some questions.

                      Q: Is it possible for you guys to change the graphics of the sea cities so they look like in CTP1?

                      Suggestions and "bugs":
                      1: I'm a big fan of the cruise missile usually. Latest MedMod updates has been causing me... grief when dealing with Cruise Missiles. In the original CTP II, cruise missiles used normal attack when being used, they did not use bombard. They sucked of course, due to their stats and very high cost. Now, damage is fine and all that, but, what's bugging me is:
                      a: only 400 move points (4 squares). This makes it very hard to get them to an airfield. If I want to send the missiles to load them onto ships, I need to load them into a bomber and so on and so forth.
                      b: Can someone please explain why you changed from normal attack to bombard? The side-effects of this are annoying
                      b1: After attack, the missile is still present and has not been destroyed.
                      b2: You can move the missile after the attack (like an aircraft) or you can just skip it's turn and let it crash. Problem with this is, if I do a big attack with cruise missiles, I have a hell of a lot to order to wait, and the following turn I need to wait for all the missiles to crash
                      What I did to fix this was:
                      Changed back to the original attack, removed bombard capabilities, added attack; sea, shallow, mountain, land. Now they work fine
                      Side note: They should be a bit more expensive than 375 prod. 500, 750 or 1000 would be better.
                      As for movement, I say atleast 800 or 1000 would be sufficient, (currently using 1000).

                      Suggestions for Dreadnaught and Kraken subs.
                      They are both submarine vessels, and in their description it says they are supposed to be able to bombard Land AND Sea. I dunno if this is unchanged (the description) from the original. If it's a part of MedMod, then it's wrong Neither the Kraken nor the Dreadnaught can bombard sea units. I don't really care if they can bombard land or not, just wanna know about why they shouldn't be able to bombard sea units. I've asked this question a few times and never really gotten an answer.

                      A little note on the AI:
                      They own
                      They expand like crazy now, since urban planning. I started on a fairly large island, alone, and there are only 2 continents, my island, and the big one. The AI's have settled ALL avaliable land on that continent, except for the area I conquered and sealed off (arctic anyway).

                      Game's great so far, very nice work.

                      Comment


                      • #71
                        I gotta say that I don't see the point of playing on a large map. For me, I love playing on the regular map with 15 races. After all, early empires realized the dangers poised by their neighbors and developed militarys.

                        The game I currently playing had me, the Brazilians, the Assyrians, and the Canadians on a mid-sized continents. We had armies of spearmen moving back and forth. When the Assyrians came at me with Chariots, I knew fear. And, like reality, ALL land is valuable. I don't just leave big gaps in my empire.

                        I'm also growing more comefortable with the ideas of borders. There is a subtile shift you learn. Boarders are great - diplomats take a long time drawing them out, I suppose. But if you don't keep an eye on your own borders, its your own fault when settlers slip across. Now, those "older" units turn into national guard units, spaced out to keep a watch on my neighbors.

                        Yup, I'm really happy with the end result of all this. Thanks again to all the Modders!
                        Bluevoss-

                        Comment


                        • #72
                          I have been trying to make the AI terraform by editing the mm2_improvementlists.txt file. Well I have had the file edited for a while now about twenty turns or so and the AI hasn't terraformed yet. So i'm going to edit the part that says transportation and put in terraform grassland and terraform plains after tileimp_road, and see if it works. I know the AI can terraform because it cleans up dead tiles, does anyone know what code it uses to do this, and what file it is.

                          Some one said they are in the information age did the population boom slic work. If so how much was growth affected. I was Just thinking wont this happen before you discover sewers, and won't this cause it to have little affect. Even if you do have the sanitation advance it still takes 20 turns or more withouth using laborers to build sewers.

                          Comment


                          • #73
                            Jurisprudence... The best advance in the beginning.

                            Why?

                            1. Learn that
                            2. wait few centurys.
                            3. Then give 100 moneys to AI
                            4. Next turn suggest cease fire/peace to AI(optional)
                            5. Next turn request advance and offer Jurisprudence
                            6. You just got the advance

                            Continue steps 3-6 with all AIs and after that you are equal(or quite near) on science with other players.

                            This works every time because AIs do not usually learn Jurisprudence.

                            Maybe this would need a changes? This really works every turn and player gets advances too easily this way.
                            Jani

                            Comment


                            • #74
                              I am back with my war whining...

                              I am continuing to play my last game. I am now about in year 500AD. I have not seen other city captures after turn 100

                              It seems that all others are seeing a lot of enemy troops and citycaptures(is it so?) because anyone do not want to answer to my whinings anymore

                              But now I am just asking have anyone with slower computer seen aggressive AIs(city captures etc)? I have 300MHz and that is the only reason I can figure out why I have not seen many city captures.

                              Or is it always so that players with faster computer see aggressive AIs?



                              Or when do you see city captures? In early games? Or maybe after 1500AD?


                              And if you see city captures is it always so that it is a "war of one city"? I mean does AIs capture many cities from other AI or is the war like "AI1 capture one city and no other captures is not seen".


                              Have you ever seen AI to destroy the other country completely? Or is it always human who destroys other AIs?


                              PS. What are the original slider settings for water-land and continent-islands?
                              Jani

                              Comment


                              • #75
                                I have seen a computer AI take another one out. Its actually pretty funny. In my current game, I ran into the germans and wondered what had got into their city-naming until I realized that they were taking cities from the Zulus. So it happens.

                                The sliders (I think) all start in the middle.
                                Bluevoss-

                                Comment

                                Working...
                                X