Originally posted by Boney
If cradle and crusade could somehow join together another interesting hybrid would have been created. Is there any possibility of this happening?
If cradle and crusade could somehow join together another interesting hybrid would have been created. Is there any possibility of this happening?
Interesting question...because it was what Wes accomplished in the CTP1 MedMod that got me into modding CTP2.
First off, I had always admired the work that Wes did on the CTP1 MedMod - even to the point that I created a poster sized pdf file of his tech tree when I was playing it (I think Wes eventually bundled that file with the Mod). One thing that happend when I created the file was that I was able to analyze the gameflow that Wes created in his techtree. It was a very logical and well-though out tree - much deeper than the default game - and in fact was the best civ-style tech tree I ever saw.
Wes made the statement when CTP2 was released that it was a Modder's dream, because the files were so easy to edit. That statement got me very interested in trying my own Mod...
Wes approached me to help in the documentation aspect for his CTP2 MedMod, but I declined - part of the reason why was because I had wanted to attempt my own setup, as well as I had no familiarity with Word at the time (my pdf poster was created on Quark Express Mac).
It also became clear that Wes wanted to duplicate the tech tree from his CTP1 MedMod setup, which encompasses the scope of human history through a projected future timeline. So rather than duplicate his work in this area, I decided to really flesh out the Ancient/Medieval ages - and from a personal standpoint, that is the periods of history that interested me the most. One of the original intents of 'Cradle' was to have the game end at the beginning of the Modern Age - I have since left the game open-ended by extending the number of turns though.
I believe that my tech tree does a very good job in fleshing out the Ancient Ages. At the same time, MedMod does the same great job in handling the scope of all of human history.
From a practical standpoint though, I do not think much would be gained by combining the tech trees/wonder/units/buildings of 'Cradle' and 'MedMod' because of the simple fact that this would actually dilute the richness of those Mods. As it stands now, both of the Mods have extremely solid tech trees - simply adding additional Ancient techs to MedMod would, IMO, disrupt the flow of what Wes wanted to accomplish. I have come to the opinion that as the game is extended by turns, this will work in favor of the Human player too.
More is not necessarily better...In fact, were I starting from scratch in building 'Cradle', I would probably pare down some of the elements that are in the game now.
What I like about the Mods is that they each focus on something different. I always knew that 'Cradle' would have probably have a narrower fan base than 'MedMod', because it did not cover the full extent of history. And even though I have never played 'MedMod', I have seen what he did in the tech tree from 'CTP1 MedMod', so I feel that if a player wants his game to cover all of history, then 'MedMod' would be the Mod for him.
It is true that the feel of the Mods are different in terms of the AI though - this is in part because we focused on different things. And a big part of this is the SLIC files that both Mods use.
(A sidenote - the strength of the Mods in terms if the AI performance lie in the fan-created SLIC files and the following text files. Concentrate on these text files and you will boost the AI.)
strategies.txt
Goals.txt
Const.txt
DiffDb.txt
Risks.txt
BuildListSequences.txt
(Realize that you cannot simply use the strategies.txt and Goals.txt files from the Mods as they stand for your own setup, because there are entries in those files that are built in to the structure of the Mod for which they were created - however, the numerical settings in those files can be cut and pasted into the default files to boost the AI.)
There are many SLIC files that both Mods have in common - more than you realize actually. I took the approach of adding the SLIC files as separate files (a very modular approach) This makes it very easy for a person to pick and choose which SLIC to use for 'Cradle', and also allowed a modder to adapt a particular file to his own setup. So if a player wants to adapt a SLIC file from 'Cradle', he can take that file, edit it for his setup, and then plug it in. (a Modder WILL have to go through the 'Cradle' SLIC files to change any flags that are tied into the Mod, like a type of unit/advance/building though)
Wes took all of his SLIC files and combined them into 2 files. The editing process is a little more difficult in this setup, especially if you are not comfortable in working in SLIC (and I fall into that camp)
SLIC files in 'MedMod' not in 'Cradle' (at least as far as I know at this point in time)
- Diplo 3.6
- Pirate
- Civ Unique units
SLIC files in 'Cradle' that are not in 'MedMod'
- Diplo 3.5
- Unit Updater
- AI Frenzy
- Disaster
- Wonder Units
- AI Improvement
- AI PW Boost
- Forts for AI
- Prisoner Of War
I think GoodMod is in both Mods
The following SLIC files can be incorporated into 'MedMod' with little effort (I believe...)
- Disaster
- AI Frenzy
- Wonder Units
- AI Improvement
- AI PW Boost
- Forts for AI
The following SLIC files will need a lot of editing to make them work in 'MedMod'
- Unit Updater
- Wonder Units
I wouldn't mind seeing the Pirate SLIC in 'Cradle'.
Finally, I have always taken the approach that the community here has the right to use whatever I have implemented in 'Cradle' for their own setup - and to post those files as a separate Mod too.
And if someone (like Locutus, for example) has made adjustments to his 'Cradle' setup, send me the files or post them so they can be used by others to try. It is only though playtesting that the Mods will get better.
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