Attached below is a zip file containing the updated texts and slic files for the Public Release version of the Medieval Pack II v2.0: Crusade!
Note: This version's files have been re-named to remove the "X" from them, which means that installing this version will replace the Call-to-Arms version of the modpack. Once you finish the readme, I think that you will agree that version 2 is a worthy successor to the first version.
Unzip the file into your Call-to-Power folder as usual.
I have checked the mod to be sure that it loads properly, but it has not been play-tested beyond that. However, since most all of the new script language consists of proven code from other mods and previous versions of the Medpack, I feel confident that it will perform correctly.
There is one area that needs to be checked, however. In previous versions of the mod, I had removed the ability to found cities on mountains. However, the AI kept trying to found them there, which resulted in settlers which appeared to just be standing around, as most of you have noticed in your games.
To try and correct this, I have removed the ability of settlers to move on mountain terrain. Players need to check to see if the AIs are still trying to found mountain cities. If there is still a problem, then I will re-install the original game settings.
I have pasted the readme below, except for the sections on modifying the Elite and Pirate triggers.
Medieval Mod II v2.0: Crusade! readme
by Wes Whitaker.
This file covers all the additions made in the Crusade! version of the Medieval Pack II.
Overall, I feel that this mod sends the Medieval Pack II out in fine fashion, giving players the most realistic and challenging games yet. I do not know when or if I will return to compose further versions of the modpack, but I feel certain that the talented programmers at Apolyton will continue to produce game-enhancing triggers, which can easily be integrated into the modpack by using Modswapper. Since Call-to-Power will be the only civ series for some time with an editable scripting language, it will be interesting to see what can be done with the game in the future, and how it will compare to Civ III.
Working on what evolved from a small mod designed to fix a few perceived flaws in Call-to-Power I into a 30 meg behemoth for Call-to-Power II over the last two years has been an experience that I hopefully will never forget. I guess I spent a couple of thousand hours on the mods myself, with several thousand more hours from those whom I collaborated with and whose work I added to the Medieval mods to form the Medieval mod-Packs. Overall, I consider it time well spent. The work gave me a sense of satisfaction and accomplishment that helped me through some tough times in my life, and the skills and experience I gained working on the mods will serve me well in both my personal and professional life in the years to come.
I wish all my fellow mod-makers good luck in the future, and I thank all of you with whom I have worked and all of you who have contributed to the threads and provided feedback. Finally, thanks again to Mark and Dan for their support with promoting the mods and for designing my hosted site and helping me learn how to use it in a basic way.
For the second version of the modpack, I have tried to address the remaining failings of the AI, and to further enhance gameplay.
New graphics: (not included yet)
I have included new pictures for all but the futuristic improvements in the game. These graphics come from Harlan Thompson's graphics pack. I have also included the Stonehenge movie from Call-to-Power I.
The movie helps to complete the modpack, and the full-screen pictures look better than the originals, imo.
Settlers, cities and goods:
I have added five more triggers by Martin Guhmann. Thanks to Martin for altering his scripts to fit my ideas for the Medpack.
The first trigger adds a pop point to a city whenever a settler or engineer is disbanded in it.
The second takes a portion of a civ's gold and PW when it loses a city, proportional to the percentage of the civ's population lost, and gives it to the capturing civ.
The third trigger gives the human the option of razing a city when you capture it. You will receive 100 gold and 75 PW for each pop point of the city. This atrocity hurts your relations with other players, however.
The fourth trigger is the Good mod, which creates an invisible terrain improvement on all good tiles in the game. This improvement gives additional gold, production and/or food to the city working the tile. Exact amounts are listed in the terrain page of the Med charts.
I have also added existing goods to several terrains which did not get them before, and altered the probability of getting goods on all terrains so that some are rarer but more valuable than others.
AI cheats:
The fifth trigger gives the AI's commerce tile improvements on Forests, Jungles, Tundra and Swamp tiles within their cities' radii.
I also added the PW cheat mod by Player 1, which gives the AI's 5 PW and 10 gold for each population point in their cities, beginning on turn 300.
I hope that these cheats will help the AI's stay in the game after the Renaissance age, when they typically start to fade.
Slaving and disbanding:
I have removed the victory enslavement ability from all units in the game. This means that you can only acquire slaves by using a Slaver to capture citizens from cities or Settlers.
I found that the human could still use the victory enslavement ability better than the AI, and that it was too easy to get large numbers of slaves from attacking special attack units like enemy slavers.
Note: I also re-installed the flag which prevents a player with slaves from building Abolitionists.
I had Wouter alter the code which automatically disbanded enslaving units so that it automatically disbands obsolete units on certain turns.
Now, all remaining Ancient age ground units are disbanded on turn 300, which is near the end of the Medieval age. Classical age regular units and Ancient age Elite units are disbanded on turn 400, Medieval age regulars and Classical Elites on turn 475, and Renaissance regulars and remaining Elites on turn 550, near the end of the Modern age.
Regular and Elite naval units are disbanded on the same turn as their age's Elite ground units. Renaissance naval units are not disbanded.
As with the AI cheats, I hope that this trigger will force the AIs to field modern armies, and not get over-burdened with unit support costs which cause them to fade after the Renaissance age.
Note: I have also added Player 1's Battleview fix to the mod.
Population boom:
Jules wrote an slic script which gives a civ granary-like buildings when it discovers Germ Theory and Immunization. All cities will receive these buildings, which all 10% to the food collected by the city. These buildings are removed when a civ discovers both Contraception and Equal Rights.
This trigger attempts to emulate the population boom that occurs in a civ due to advances in medicine which help protect the population from epidemics and decrease childhood mortality rates. Traditionally, when a civ discovers birth control and women win the right to hold jobs outside the home, the birth rate of the civ drops so that population growth rates return to normal.
Pirates:
Locutus wrote an slic script which adds pirates to the game. The current setting is one pirate creation every ten turns on average, though players may set the rate that pirates are generated. Details on adjusting the settings in the MM2X_SLC_Wouter script file are given below. Possible pirate ships are Triremes, Longships, Cogs, Carracks and PT Boats.
Note: PT Boats are now a sub-surface class ship, and not a stealth unit.
Wouter was not able to place land units in the pirate ships, but this will still give another element of realism to the game, and force players to enhance their navies if they want to keep their trade routes open.
Terrain-influenced Elite units:
Locutus also enhanced the Elite units script so that the chances of gaining Elite units is affected by the types of terrain in the nine tiles within a one square radius of its cities. The terrains which increase the chances of getting a unit are detailed in the Med charts spreadsheet. Details on how to change the settings are given below.
Note: This version's files have been re-named to remove the "X" from them, which means that installing this version will replace the Call-to-Arms version of the modpack. Once you finish the readme, I think that you will agree that version 2 is a worthy successor to the first version.
Unzip the file into your Call-to-Power folder as usual.
I have checked the mod to be sure that it loads properly, but it has not been play-tested beyond that. However, since most all of the new script language consists of proven code from other mods and previous versions of the Medpack, I feel confident that it will perform correctly.
There is one area that needs to be checked, however. In previous versions of the mod, I had removed the ability to found cities on mountains. However, the AI kept trying to found them there, which resulted in settlers which appeared to just be standing around, as most of you have noticed in your games.
To try and correct this, I have removed the ability of settlers to move on mountain terrain. Players need to check to see if the AIs are still trying to found mountain cities. If there is still a problem, then I will re-install the original game settings.
I have pasted the readme below, except for the sections on modifying the Elite and Pirate triggers.
Medieval Mod II v2.0: Crusade! readme
by Wes Whitaker.
This file covers all the additions made in the Crusade! version of the Medieval Pack II.
Overall, I feel that this mod sends the Medieval Pack II out in fine fashion, giving players the most realistic and challenging games yet. I do not know when or if I will return to compose further versions of the modpack, but I feel certain that the talented programmers at Apolyton will continue to produce game-enhancing triggers, which can easily be integrated into the modpack by using Modswapper. Since Call-to-Power will be the only civ series for some time with an editable scripting language, it will be interesting to see what can be done with the game in the future, and how it will compare to Civ III.
Working on what evolved from a small mod designed to fix a few perceived flaws in Call-to-Power I into a 30 meg behemoth for Call-to-Power II over the last two years has been an experience that I hopefully will never forget. I guess I spent a couple of thousand hours on the mods myself, with several thousand more hours from those whom I collaborated with and whose work I added to the Medieval mods to form the Medieval mod-Packs. Overall, I consider it time well spent. The work gave me a sense of satisfaction and accomplishment that helped me through some tough times in my life, and the skills and experience I gained working on the mods will serve me well in both my personal and professional life in the years to come.
I wish all my fellow mod-makers good luck in the future, and I thank all of you with whom I have worked and all of you who have contributed to the threads and provided feedback. Finally, thanks again to Mark and Dan for their support with promoting the mods and for designing my hosted site and helping me learn how to use it in a basic way.
For the second version of the modpack, I have tried to address the remaining failings of the AI, and to further enhance gameplay.
New graphics: (not included yet)
I have included new pictures for all but the futuristic improvements in the game. These graphics come from Harlan Thompson's graphics pack. I have also included the Stonehenge movie from Call-to-Power I.
The movie helps to complete the modpack, and the full-screen pictures look better than the originals, imo.
Settlers, cities and goods:
I have added five more triggers by Martin Guhmann. Thanks to Martin for altering his scripts to fit my ideas for the Medpack.
The first trigger adds a pop point to a city whenever a settler or engineer is disbanded in it.
The second takes a portion of a civ's gold and PW when it loses a city, proportional to the percentage of the civ's population lost, and gives it to the capturing civ.
The third trigger gives the human the option of razing a city when you capture it. You will receive 100 gold and 75 PW for each pop point of the city. This atrocity hurts your relations with other players, however.
The fourth trigger is the Good mod, which creates an invisible terrain improvement on all good tiles in the game. This improvement gives additional gold, production and/or food to the city working the tile. Exact amounts are listed in the terrain page of the Med charts.
I have also added existing goods to several terrains which did not get them before, and altered the probability of getting goods on all terrains so that some are rarer but more valuable than others.
AI cheats:
The fifth trigger gives the AI's commerce tile improvements on Forests, Jungles, Tundra and Swamp tiles within their cities' radii.
I also added the PW cheat mod by Player 1, which gives the AI's 5 PW and 10 gold for each population point in their cities, beginning on turn 300.
I hope that these cheats will help the AI's stay in the game after the Renaissance age, when they typically start to fade.
Slaving and disbanding:
I have removed the victory enslavement ability from all units in the game. This means that you can only acquire slaves by using a Slaver to capture citizens from cities or Settlers.
I found that the human could still use the victory enslavement ability better than the AI, and that it was too easy to get large numbers of slaves from attacking special attack units like enemy slavers.
Note: I also re-installed the flag which prevents a player with slaves from building Abolitionists.
I had Wouter alter the code which automatically disbanded enslaving units so that it automatically disbands obsolete units on certain turns.
Now, all remaining Ancient age ground units are disbanded on turn 300, which is near the end of the Medieval age. Classical age regular units and Ancient age Elite units are disbanded on turn 400, Medieval age regulars and Classical Elites on turn 475, and Renaissance regulars and remaining Elites on turn 550, near the end of the Modern age.
Regular and Elite naval units are disbanded on the same turn as their age's Elite ground units. Renaissance naval units are not disbanded.
As with the AI cheats, I hope that this trigger will force the AIs to field modern armies, and not get over-burdened with unit support costs which cause them to fade after the Renaissance age.
Note: I have also added Player 1's Battleview fix to the mod.
Population boom:
Jules wrote an slic script which gives a civ granary-like buildings when it discovers Germ Theory and Immunization. All cities will receive these buildings, which all 10% to the food collected by the city. These buildings are removed when a civ discovers both Contraception and Equal Rights.
This trigger attempts to emulate the population boom that occurs in a civ due to advances in medicine which help protect the population from epidemics and decrease childhood mortality rates. Traditionally, when a civ discovers birth control and women win the right to hold jobs outside the home, the birth rate of the civ drops so that population growth rates return to normal.
Pirates:
Locutus wrote an slic script which adds pirates to the game. The current setting is one pirate creation every ten turns on average, though players may set the rate that pirates are generated. Details on adjusting the settings in the MM2X_SLC_Wouter script file are given below. Possible pirate ships are Triremes, Longships, Cogs, Carracks and PT Boats.
Note: PT Boats are now a sub-surface class ship, and not a stealth unit.
Wouter was not able to place land units in the pirate ships, but this will still give another element of realism to the game, and force players to enhance their navies if they want to keep their trade routes open.
Terrain-influenced Elite units:
Locutus also enhanced the Elite units script so that the chances of gaining Elite units is affected by the types of terrain in the nine tiles within a one square radius of its cities. The terrains which increase the chances of getting a unit are detailed in the Med charts spreadsheet. Details on how to change the settings are given below.
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