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Medieval Pack II v1.1: A Call to Arms

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  • #76
    Originally posted by Cube
    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.
    Cube,
    I don't think my population boom SLIC went into the v1.1 release. It's being saved for the Crusade version of Med Mod, along with a lot of other nifty new features.

    The way it will work is you get a 10% bonus to food when you discover Germ Theory, then another 10% when you get Immunization. Once your civ possesses both Contraception and Equal Rights, the bonuses get taken away.
    "People sit in chairs!" - Bobby Baccalieri

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    • #77
      Originally posted by Bluevoss
      I have seen a computer AI take another one out. Its actually pretty funny.
      I want to see that too!!!

      How fast is your computer?
      Do you remember what was the year when this happened?


      I just do not figure out why other players' AIs are more aggressvive than mine?!?
      Jani

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      • #78
        Tried the pack and enjoying it but have a few questions...

        Well, from what I've played of the pack so far, it's great. It definitely feels a better game. Much more enjoyable than the standard.

        Is the idea of some buildings becoming obsolete something that's been added? I'm pretty sure it wasn't in the original. More realisitic, makes it harder to play though. So, will the buildings simply collapse when they reach obsolescence, or will I have to manually sell them?

        Also, will there be a version with bigger maps like in the Apoyton pack?

        Also, is there anyway I can switch off the goodies huts permanently and thus avoid that horrible delay bug that was taking my enjoyment away? I don't think the game needs it anyway. It's different from Civ 2.
        Avoid COLONY RUSH on Galactic Civlizations II (both DL & DA) with my Slow Start Mod.
        Finding Civ 4: Colonization too easy? Try my Ten Colonies challenge.

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        • #79
          Re: Tried the pack and enjoying it but have a few questions...

          Originally posted by Russell
          Is the idea of some buildings becoming obsolete something that's been added? I'm pretty sure it wasn't in the original.
          I am not sure but I would guess that it was in the original game.

          More realisitic, makes it harder to play though. So, will the buildings simply collapse when they reach obsolescence, or will I have to manually sell them?
          I am not sure about this either but I have always thought that it is obvious that they will be automatically be destroyed when they become obsolete. I am 99.999% sure about this.

          Also, will there be a version with bigger maps like in the Apoyton pack?
          Check what "Large civs" version have eated. (From Wes's site).

          Also, is there anyway I can switch off the goodies huts permanently and thus avoid that horrible delay bug that was taking my enjoyment away? I don't think the game needs it anyway. It's different from Civ 2.
          I do not know but I can say that there is seldom more than 10 delays per game. I would say there is about 5-10 of them per game. And delays are always at the beginning of the game when most of the huts are found. So the delay is actually a very minor harm and you can get used to it quite fast
          Jani

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          • #80
            Originally posted by janilxx
            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.
            I'm playing on a Celeron-processor with 333 MHz and I've seen a lot of city captures (from the ancient to the modern age (never played further on so far)) and even AIs being extinguished by another AI (This happend sometimes in the 19th century).

            Only a guess, but perhaps it is dependant on the difficulty level. I'm always playing impossible.

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            • #81
              Originally posted by Der PH
              I'm playing on a Celeron-processor with 333 MHz
              Have you changed AI_TIME_SLICE settings somehow?

              Only a guess, but perhaps it is dependant on the difficulty level. I'm always playing impossible.
              I am playing on impossible(the hardest) too.

              Umm could it somehow be so that my impossible settings is not effective. Maybe my difficulty level selection is somehow gone wrongly. I have text "impossible" in level selection but maybe it is not actually set up correctly.

              This sounds so far-fetched... BUT I WANT TO SOLVE THIS DAMN PROBLEM!!!

              What is your barbarian settings?

              Could any other settings affect this way(does the AI too kind)?
              Jani

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              • #82
                Re: Tried the pack and enjoying it but have a few questions...

                Originally posted by Russell
                Also, will there be a version with bigger maps like in the Apoyton pack?
                It's easy to modify the map size yourself.
                You have to change only two TXT-files.

                In the MM2_CONST.TXT there are four lines defining the size of the different map sizes (small, medium ...). For example the original gigantic map is of size 70x140.
                Just change this to the size you like (I'm actually playing on 110x220).

                After that you will have to change the file MAP.TXT. In this file there are some settings for map-generation. The content of this file is divided into four parts for the different map sizes. At the beginning of each part the size (e.g. 70x140 for gigantic) is mentioned. Change this to the same size you chose in MM2_CONST.TXT and start the game.

                In the settins menu choose the size of the map you adjusted (e.g. gigantic) and voila!

                A little warning:
                After discovering this feature I started a 20-civ-game on a 140x280-map and my processor (333 Mhz) and RAM (128 MB) went mad over this. It has been a nice game, but at about 300 BC the Ais needed 5 minutes for one turn. I didn't want to find out, how long a turn gets in the modern age (Other players reported 15 minutes and more), so I stopped the game and lowered the settings a bit.

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                • #83
                  Originally posted by janilxx
                  Have you changed AI_TIME_SLICE settings somehow?
                  Nope!

                  Originally posted by janilxx
                  What is your barbarian settings?
                  Maximum!

                  I played a lot of games so far and cannot remember one without AIs fighting each other.
                  I've only made minor modifications to Wes' files myself and surely nothing, which could affect the AI-behaviour.

                  Comment


                  • #84
                    Originally posted by Der PH
                    I played a lot of games so far and cannot remember one without AIs fighting each other.
                    I've only made minor modifications to Wes' files myself and surely nothing, which could affect the AI-behaviour.
                    Thanks for responding. I will try the new game with original Wes's time_slice settings and maximum barbarians.


                    I would still like to get hints or advises from others too!
                    Jani

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                    • #85
                      This game is great now! Thanks Wes.

                      I've just been playing the game for another couple of hours or so.
                      It's the most enjoyable game of CTP that I've played. It's such a definite improvement on the original.

                      I checked and the original didn't have improvements going obsolete. Having them go obsolete is more realistic and more fun. Great!

                      Also, the idea of elite random units is good too. It caught me on the hop actually until I read up on what elite meant because I didn't know why I couldn't build a boat I'd finished researching for.

                      So, what about the idea of some elite buildings too? That would make it even better.
                      Last edited by The Rusty Gamer; August 10, 2001, 07:43.
                      Avoid COLONY RUSH on Galactic Civlizations II (both DL & DA) with my Slow Start Mod.
                      Finding Civ 4: Colonization too easy? Try my Ten Colonies challenge.

                      Comment


                      • #86
                        i went to ur site and was trying to download it but there r too many steps in which beginner in using this info dont know about like that i have been trying to find the .xtx but i cant because the file wont open so cant u make an easier way to download the file so beginners dont get frustrated because they have no idea what they r using .

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                        • #87
                          Speaking of the time-slice setttings - are those in the MedMod as shipped? Or do you need to go in there and do it yourself?
                          Bluevoss-

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                          • #88
                            Help anyone!! Man with question!!! Need help soon...

                            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?

                            I have also noted that I am producing no polution (playing on world map), the miltia isn't upgrading. Slic might not be working even though I followed the direction in win2k file. Someone help!!

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                            • #89
                              Originally posted by lordmoore
                              Help anyone!! Man with question!!! Need help soon...

                              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?

                              I have also noted that I am producing no polution (playing on world map), the miltia isn't upgrading. Slic might not be working even though I followed the direction in win2k file. Someone help!!
                              lordmoore,
                              Ok, the reason why you're not getting pollution is because you entered cheat mode. For some reason pollution gets turned off when you do that.

                              Militias no longer upgrade. That feature was removed due to a bug with save game. Don't ask me what it is exactly; nobody's explained it to me yet either. As long as the militia is showing up when you settle a new city, then rest assured SLIC is working.

                              As far as any Win2K issues you may be having, I have no idea as I'm still running Win98. Hopefully someone else here can help you with those.

                              Good luck!
                              "People sit in chairs!" - Bobby Baccalieri

                              Comment


                              • #90
                                I started a fresh game yesterday after looking at the game files for several days, thought it was about time to play again and not spend all my time trying to test what various obscure settings do.

                                I did some changes to the random map creation before the game started, most noticeably:
                                I increased the number of rivers and their length.
                                I increased national borders (5 tiles out from city).
                                I made the terrain a bit more diverse through various settings (honestly I'm not sure how to fine tune this).
                                I reduced settings for mountains and hills as I ended up with huge Highland areas previously.

                                I don't think any of this affects the ai greatly (oh I increased the range to look for nice terrain at the start).

                                So I started a game with these settings (I would recommend to change map settings via the const and possibly map text files rather then the in game sliders by the way).

                                I ended up on a plain on a nice northern continent. A large forest to the east (and the US beyond that), a barbarian infested plain west of my river valley (japanese quite a ways across the tundra beyond that, poor fellas ended up in a very small inhabitable area) and mountains, tundra and some more forest to the north.

                                The barbarians were a real pain in the first centuries destroying all my explorers some ten tiles to the west and then conducting some small raids on my towns. To the east I decided to develop fortified border towns early to fend off possible US encroachments, the only trouble I ever had with the Americans so far was when I entered their territory in hot pursuit of some barbarians.

                                Once I discovered sufficient mobile technology (chariot and light cavalry) and had sufficient production available, I drove some mobile patrols onto the eastern plains destroying any barbarians encountered. I also encountered some nomads on the northern tundra and established a new city in one of the few hospitable (remotely) areas up north cutting olff all means of Japanese expansion. As a consequence of the pacifying of the western plains I expanded into that area, ending up with 10 cities by 1000 BC. My total population must be just short of 300000, but I expect a population explosion now that I can spend PW on farms (all cities are relied via river or roads now, despite bad terrain).

                                At this point I decided to take a break and take a look at the otehr civilisations via the cheat menu. I had already noticed that several civilisations had in my opinions started building wonders too soon (the US started Karnak arround 3000 BC, they did complete it, but when they started they had only 3 cities none greater then pop 2 or 3). I noticed that Japan still only had 2 cities of population 3 (they are doomed, I just won't go after them as their land is not even attractive enough to bother invading). Otehr civs have great cities and some serious expansion. Unfortunatelly no other civs seem to have made serious contact (with 14 + 1 civs on a 128x64 map you'd expect contact earlier, possibly I have to reset the nice start distance). 2 or 3 civs look like serious oposition for my Persian empire (monarchy soon to be city states). France despite an obvious good start is doomed in my opinion, their greatest city is in barbarian hands (the biggest city of the world is probably barbarian controlled), near that city are at least 4 offensive barbarian units and 5 units defend that city, there are no visible french units in the open (slave population in barbarian Toulouse would indicate the fate of any wandering frenshmen).

                                This promises to make a nice game, I expect I will continue today before I return to modifying more files (terrain is next, I just had to understand map construction before I'd go there, unfortunatelly much seems to be hard coded, possibly I will swap the coral reef terrain for the kelp one (too little of one and way too much of the other and no way to set it it seems). By the way, does anyone of you slic people have an idea how to create a risk of losing a ship moving onto a reef? I'd like to give ships before the modern age a chance of beyong lost at sea in that terrain. I will eventually add goods to all the sea tiles that don't have any yet etc.

                                Bah, I best return to playing now lest I start going through the files again.

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