What was causing the problem?
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The Medieval Pack II v2.0: Crusade! Texts Release
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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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Originally posted by Immortal Wombat
What was causing the problem?I do know KillCity and DisbandCity events (eventhandlers for these events were causing the crash somehow) are always quite troublesome, had some problems with them with the militia code as well.
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Site problems
The good news- I can access my site again.
The bad news- I cannot get the full version of the mod to upload to the site. I have emailed Mark again about it. I believe he thought it was related to the email server problem, but I just tried again, and still no luck.
In the meantime, install the file that Wouter posted above, and hopefully I will finally have the graphics that go with it posted soon.
Btw, I am putting together a mod for Civ III, which I am calling the Medpack III for Civ III. There are a lot of limitations on what you can do with the Civ III editor, but I think that I have enough stuff to enhance the game a good bit. No new graphics for units or civs, either, but I have found some pretty good work-arounds for that, which is something you get pretty good at once you have spent a couple years working with the Ctp files.
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Re: Site problems
Originally posted by WesW
Btw, I am putting together a mod for Civ III, which I am calling the Medpack III for Civ III.
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Poll: Hanging or Burning at StakeConcrete, 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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So here's the question WesW, will CivIII get the equivalent of ModSwapper?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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Civ III isn't so bad, you just have to give it that Medeival touch (aka kick in the pants).
Anyway, I think that the problem with the webpage is that there is a file size limit somewhere. I broke the mod into two pieces, 1)the Stonehenge video and 2)everything else. I could load everything else, but not the 4.4meg zipped vid. If I can't get something worked out soon, I will just post everything else and you can fondly remember the Ctp 1 Stonehenge vid. The other graphics are simply full-sized build queue pics like the Castle, but for all the original improvements, so you are not missing anything other than eye-candy.
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WesW: There are 3 things that I find 'broken' with your mod:
1. When the build queue is empty, and the last item built was an unit, it will not continue to build that unit until another item is placed in the build queue. (I do remember Original CTP2 to do this correctly)
2. When Captilization/Infrastructure is the current item being built in the city, the city will continue building C/I forever, even if there are other items lined up in the build queue after C/I. C/I should act like units: City builds C/I turn after turn if there are no following item in the build queue, but if an item is appended to the queue, the city will switch to that item after a turn.
3. The pop-up dialog that shows up when a civilization obtains an elite unit is broken. The name of the elite unit, and the advance name are displayed as the variable name itself (something like: [.advancename]), and not as the advance name.
The first one is a game ruiner, I don't like dealing with empty build queues and I also don't like inserting a hundred units into the queue so it will not run out. (I problem if I want to append a city improvement from the national manager)
The second one is just an annoyance.
The third one is cosmetic.
Can you show me how to fix these three? I do not know much about SLIC, and I do wish to play CTP2:Med. (And Civ3 was such a dissapointment :| )
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Full Crusade posted!
David Sobotka (Hexagonian) let me post the Stonehenge avi at his docsonline page a couple days ago. I emailed Mark about it, as he was the one who wanted me to post it at a third-party site. I thought he would transfer it to my page, but he is probably booked up right now.
Anyway, I decided to link from my page to Hex's, so simply click on the part 6 to get the Stonehenge avi. The texts and pics are now up as part 5.
To answer Tripod's 3 points above,
1) This is a matter of taste, and it was done on purpose. If I know I want to build Musketeers for the next 20 turns, I simply fill up the queue with enough of them to last for that span. Usually, though, if I do not anything after a unit, it means that I want to come back to the city after that one unit is built and see what needs to be done next.
I forget which file has the setting for this, but it is probably the same one which turned the debug slic on or off.
2)I rarely used C/I, so this is a new bug to me, or at least I cannot remember distinctly if it was a game bug or not. Sorry. Things are getting fuzzy for me after a few months largely away from the files, and with the last two weeks learning the civ 3 structure.
3) There are several places where the pop-ups are messed up, and I am not a good enough programmer to figure out what to do about it. As far as I can tell, all of them are set up the same way, but yet some work and some do not. If you can straighten these out for me, I would be very grateful. The strings are located in the scen.txt, and some are referenced in the slic files too.
As far as modswapper, I will contact Paul about that. Civ 3 desperately needs this, as their "scenario" structure simply reads the bic file, and refers to the default structure for all other files.
I have not seen Paul posting anywhere in a long time, so it may be hard to get him back.
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Wes, to set the infinite unit building as it was in the original game the only thing you had to do wasnt delete the line: OnlyBuildOne in all units in the unit.txt?
Triophosphate i know it is going to be really boring but you could do yourself. Like i said just delete the line in everyone of the 125 units of the medmod."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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1)Triphosphate, you could solve problem one yourself. To set the infinite unit building as in the original game delete the line: OnlybuildOne in everyone of the 125 units of medmod (just not the settlers units) found in the MM2_unit.txt.
Isnt that right, Wes?"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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Originally posted by Pedrunn
1)Triphosphate, you could solve problem one yourself. To set the infinite unit building as in the original game delete the line: OnlybuildOne in everyone of the 125 units of medmod (just not the settlers units) found in the MM2_unit.txt.
Isnt that right, Wes?
Have fun on the Ctrl-V
Point 2) is a game 'feature', not a bug as such. I suspect it can be solved with some SLIC, but build-queue SLIC is not too detailed, and it might take some workarounds. I'll have a look.
Point 3) comes (possibly) from the SLIC Debugedness (dunno how though) or from having the array insufficiently well defined in the code.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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