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Cradle 1.31

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  • #91
    I "solved" the problem by going back to one of the other mod packs, selecting the first civlization (Americans) then quiting and going back to Cradle.
    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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    • #92
      I've got the completed (and working) Visible Wonders and City Expansion code from IW and Pedrunn, plus some SLIC fixes courtesy of Martin.

      Expect the Cradle 1.33 update to be posted next week (approx 6 MB) ...
      Yes, let's be optimistic until we have reason to be otherwise...No, let's be pessimistic until we are forced to do otherwise...Maybe, let's be balanced until we are convinced to do otherwise. -- DrSpike, Skanky Burns, Shogun Gunner
      ...aisdhieort...dticcok...

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      • #93
        5 MB That doesn't include the Tile File, does it?
        Administrator of WePlayCiv -- Civ5 Info Centre | Forum | Gallery

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        • #94
          ...Tile file and Leonardo's Graphics. Since this is the last update, I thought I would put everything in it.
          Yes, let's be optimistic until we have reason to be otherwise...No, let's be pessimistic until we are forced to do otherwise...Maybe, let's be balanced until we are convinced to do otherwise. -- DrSpike, Skanky Burns, Shogun Gunner
          ...aisdhieort...dticcok...

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          • #95
            It is better to write the Apolyton Tile File as a prerequisite. Thats is the reason the Apolyton Tile File was created.

            To prevent have a tile file for each mod that replaces each other and cause mod imcompatiblities.

            Eg. To prevent conversations like that:
            - In my Craddle game the wonder Scrubs does not show up in the map.
            - Thats because you installed the MedMod after installing the Cradle and the MedMod still uses version 1.0 of the Apolyton Tile File while Craddle uses the version 1.1 wich has the wonder Scrubs. You have to install the Craddle again.
            - This means i have to install the mod over and over again every time i want to to play?
            - yes
            - Thats odd

            Not to mention that a new version of the apolyton tile file is coming out with the purple terrains and other stuff. It wont replace nothing from the current version. just add some stuff so that you see that the Apolyton Tile File will keep upgrading.
            So remember to write in the prerequisites.
            -- Apolyton tile file v1.0 or greater
            Last edited by Pedrunn; September 15, 2002, 09:35.
            "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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            • #96
              I take it that we'll have a choice between normal Cradle game and City Expansion Cradle game?
              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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              • #97
                ok, i know there isn't official support for cradle 1.33a at the moment, but i still wonder, why my current game always stalls at 810 b.c. (reloadslic doesn't help in anyway)

                i turned disasters and partisan slics off and reduced the number of civs from 24 to 16 and now the updater works perfect for the first time at my machine.

                another interesting thing:
                maxplayer set to 24, some of the ais don't seem to like the citylimit which leads to new minicivs splitting up and being extinct a small time later almost every turn. when having an embassy with for instance the light grey civ, that civ becomes destroyed and a few turns later a new lightgreyciv splits from the big empires i still have an embassy and the same amount of trust/respect there.
                is that a mod or a ctp2 mistake?

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                • #98
                  Originally posted by Zaphod Beeblebrox
                  another interesting thing:
                  maxplayer set to 24, some of the ais don't seem to like the citylimit which leads to new minicivs splitting up and being extinct a small time later almost every turn. when having an embassy with for instance the light grey civ, that civ becomes destroyed and a few turns later a new lightgreyciv splits from the big empires i still have an embassy and the same amount of trust/respect there.
                  is that a mod or a ctp2 mistake?
                  I wouldn't call it a bug, actual it creates some atmosphere and shows you that you don't live in a peacefull world. And you see that the AI are aggresive. I don't really know if the cause of the miniciv splitting is really caused by the city limit it could also be pollution, city size or less likely spies.

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

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                  • #99
                    well at leat those civs which constantly split have about 5-10 cities over their maximum.
                    with bug i meant that i get an embassy with a civ i never met just because they have the same colour as a civ which has already expired to exist. would be no bug, if that civ contained the same cities (rebelling again against the motherciv) but that wasn't the fact

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                    • Originally posted by Zaphod Beeblebrox
                      well at leat those civs which constantly split have about 5-10 cities over their maximum.
                      with bug i meant that i get an embassy with a civ i never met just because they have the same colour as a civ which has already expired to exist. would be no bug, if that civ contained the same cities (rebelling again against the motherciv) but that wasn't the fact
                      Yes this is really a bug, but I think it rather lies in DiploMod, but you could also be right that it is a CTP2 problem. Showed up a diplomat of the split civ in front of you capital and build an embessy or showed up one of your Diplomats in front of the minicivs capital (actual only city)? If yes then it is a problem of Diplomod.

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

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                      • do someone know from where i can get the "CRAEU_strings.txt" ??? cause allways when i want to start the game one popup shows me that the craeu_strings.txt is not found or couldn't be opened...
                        PLEASE HELPPPP ME!!!!

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                        • ScGrAnZeR,

                          Find the file userprofile.txt, in the CTP2 folder,

                          open it and find the line that says DebugSlic=Yes

                          change the Yes to No, save and you should be all set.

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                          • Originally posted by centrifuge
                            Find the file userprofile.txt, in the CTP2 folder,

                            open it and find the line that says DebugSlic=Yes

                            change the Yes to No, save and you should be all set.
                            That's not your problem, ScGrAnZeR. But do it just in the case you still haven't, anyway.

                            In your CTP2 directory you find a subdirectory called: ..\ctp2_data\english\gamedata\

                            In this directory you find a bunch of files beginning with: CRA

                            Copy all these files to your ..\ctp2_data\german\gamedata\

                            (I presume you use the German version.)

                            Once you did it you should be fine. A side effect of this solution is that you will play CTP2 in a semi English semi German version. The alternative would be to play in full English.

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

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                            • oops, thanks Martin

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                              • ok thanks @ both of you and especially to martin.. now it's working fine

                                cya

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