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Medieval Pack II v2.2 beta: Crusade!

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  • #16
    Possible unbalance and bugs

    I have been playing MedPack 2.2beta recently and, while otherwise thoroughly enjoying it, I have observed the following:

    A. I am not sure whether the increased commerce is properly reflected in diplomacy: I offer to AIs usually 500 gold as soon as we meet (which is quite a little in the new system but was a big amount in the old system for ancient age) and they react immediately by offering map exchange in the next turnas a rule. I do not remember that they would be so friendly in the old system when I used to offer 100 gold. They seem to over-react now as if they still "felt" the amount according to the old system. If this is true, it could be misused. Can anybody confirm?

    B. After creating the first city, I did not get Militia but Abolitionist instead. Did somebody else encountered this bug?

    C. When somebody gets elite units, the message is broken. It shows always the version reporting pair of units regardless of whether the relevant advance generated 1 or 2 units, the second unit being replaced by {variable}. The advance name is always replaced by {variable}.

    Otherwise no complaints about the first half of the game... Thanks for the good work. I like the new commerce system.
    Check my C3C Reference Tech Tree
    Test my Anti-Conquests Mod

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    • #17
      Re: Possible unbalance and bugs

      Good to hear someone is still playing this mod, haven't heard any feedback in a while...

      Originally posted by Kuratko
      B. After creating the first city, I did not get Militia but Abolitionist instead. Did somebody else encountered this bug?
      That's weird, I will check it out.

      C. When somebody gets elite units, the message is broken. It shows always the version reporting pair of units regardless of whether the relevant advance generated 1 or 2 units, the second unit being replaced by {variable}. The advance name is always replaced by {variable}.
      Hmm, I thought I had fixed this bug. Oh well, guess not. Will do it (again?) this weekend, I hope...

      Hopefully I'll finally have a chance to properly test the new commerce system myself as well...
      Administrator of WePlayCiv -- Civ5 Info Centre | Forum | Gallery

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      • #18
        Problems

        Hi

        I know this mod is great because i used to have it ages ago.

        I now have windows 2k and after taking ages downloading it, then installing it + doing the extra win 2k instructions i found that after i took my first turn (no matter what) i ALWAYS get a warning about pollution message (this 4000BC). As the image i have attached shows.

        Please could someone help if they know what it is, it doesnt stop there, i tells me that water levels have risen every 10 turns or so after the initial warning.

        I have noticed a bug also where, when u have researched something and the option comes up to research something else (hope ur following) under Stone working it has Terrain Improvement Undersea bases or something stupid, however when u click on it it takes u to fortiforcation.



        I hope someone knows what the heck is going on with the pollution thing.


        P.S. How do you play a game with more than 8 civs, i know you can but cant remember how to do it.

        What are the Unit updater and frenzy options in the newest MM2 version. Wes states u can use them, but doesnt stat what the heck they do


        and finally i think that in MM2 the 2 units from CTP1 should be included (the 2 that where not put into the final version. UFO and the Yellow engineer guy)
        There are graphics for the yellow guy and he could be and update to the Urban planner as i feel this is more suited to the genetic ages and beyond

        and the UFO (although i dont think has sprite graphics for it could they not be made from the .AVI that it has ??
        and this unit could be a very far in the future air unit that maybe needed no fuel or something.
        Attached Files
        Oxygen should be considered a drug
        Tiberian Sun Retro
        My Mod for Tiberian Sun Webmaster of
        http://www.tiberiumsun.com

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        • #19
          Originally posted by SMIFFGIG's
          I now have windows 2k and after taking ages downloading it, then installing it + doing the extra win 2k instructions i found that after i took my first turn (no matter what) i ALWAYS get a warning about pollution message (this 4000BC). As the image i have attached shows. Please could someone help if they know what it is, it doesnt stop there, i tells me that water levels have risen every 10 turns or so after the initial warning.
          That is a bug and appears if you have MaxPlayer>0 in your userprofile.txt. If you like to play with more then 8 players read the FAQ (or beter just the table of content and use the link to the right post) that is the one of the topped threads in the CTP2 general forum.

          Locutus already posted a sollution to this problem in the CTP2 general forum I incoorperated it into the MM2_script.slc. Actual it is no serious bug you just get the message but without any consequences, usually it disappears in my games after some turns.

          Originally posted by SMIFFGIG's
          I have noticed a bug also where, when u have researched something and the option comes up to research something else (hope ur following) under Stone working it has Terrain Improvement Undersea bases or something stupid, however when u click on it it takes u to fortiforcation.
          I thought Wes fixed this already, but obviously not, maybe he was too busy with something else. Therefore I modified the MM2_tileimp.txt, too. Now it shouldn't appear in the science manager anymore.

          Oh and by the way I changed the message icon for the build queue is empty event, so for empty build queues you get now an exclamation mark instead the same icon like for a non build queue is empty event.

          To install the fixes just download the attachment of this post and unzip it into your ..\ctp2_data\default\gamedata\ folder, it will overwrite three files:

          MM2_Orders.txt
          MM2_script.slc
          MM2_tileimp.txt

          So if you didn't download my last attachment in this thread, then you won't need it anymore afterwards you installed this one.

          If you like to continue a previous saved game, then you have to load it (after the instalation of the three files) and once you loaded it you have to open the chat screen by typing the apostrophe key (') and enter: /reloadslic

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

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          • #20
            Re: Problems

            Originally posted by SMIFFGIG's
            What are the Unit updater and frenzy options in the newest MM2 version. Wes states u can use them, but doesnt stat what the heck they do
            The unit updater lets you upgrade your old units when you discover new ones. So when you invent Cavalry Tactics, you can (for an X amount of Gold) have your Knight units be upgraded to (iow replaced by) Cavalry. The Frenzy code seems to make the AI more aggressive but it also has some oddities, possible bugs, etc. Most other mods (Cradle, Apolyton Pack, WAW) have Frenzy code enabled by default, Wes decided to leave the choice open, but disabled it by default. You could just enable it sometime and see how the game behaves after that. If you think it's an improvement, you can keep it, else you can go back to the non-Frenzy version. Some people use it, some people don't...


            and finally i think that in MM2 the 2 units from CTP1 should be included (the 2 that where not put into the final version. UFO and the Yellow engineer guy)
            There are graphics for the yellow guy and he could be and update to the Urban planner as i feel this is more suited to the genetic ages and beyond

            and the UFO (although i dont think has sprite graphics for it could they not be made from the .AVI that it has ??
            and this unit could be a very far in the future air unit that maybe needed no fuel or something.
            I think there *is* a sprite for the UFO. I think Wes used that UFO unit in CtP1 as a space unit; but since CtP2 has no space layer, there was no need for it in this the CtP2 version. Same for the Minesweeper: in Wes's opinion, there was no place to insert this unit (especially not since Mines were never implemented), so Wes didn't use it. Of course, you can add them yourself to you own game if you want...
            Administrator of WePlayCiv -- Civ5 Info Centre | Forum | Gallery

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            • #21
              Re: Unit Updater

              This reminds of another bug/annoyance I frequently encounter with Unit Updater on: After upgrading the units available for upgrade, I get the offer for upgrade once again: offering upgrade of 0 units per 0 gold... Not a big deal, of course, but if the author or any other SLIC-master is listening - this could be fixed.

              More importantly: Is there a way how to trigger the unit updater also on other occasions than on advance discovery? Each 10-20 turns? On pressing a hot-key?
              Check my C3C Reference Tech Tree
              Test my Anti-Conquests Mod

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              • #22
                Yes, I noticed that upgrade bug in Cradle too. I think Peter wrote that code so maybe he has time to look into that one day?

                It's possible and discussed before, but hex (creator of Cradle, who first used the updater code), felt it would take away from the strategic aspect of it. I don't have the code on my PC right now but it shouldn't take more than 4-5 lines of code to make it trigger every x turns.
                Administrator of WePlayCiv -- Civ5 Info Centre | Forum | Gallery

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                • #23
                  Gives this thread a bump and....

                  First, thank you all that have been working on reinventing CTP2 - you are building a beautiful thing. I had given up on this game but I have also been dying to play a civ game again - so far I haven't been sold by the player reviews for CIV3.

                  I have been having great fun with MM. I downloaded Martin's updates here but I still have the reference variables appear in some messages about unique units.
                  Do I have to /reloadslic when I load a game. ( I did install them in the middle of a game in progress). BTW how do I make the dialog box go away after '/reloadslic?

                  Onto game play comments, as a first time go with this newest version of MM, I played at intermediate, huge map, with 8 civs, mid barb level (?).

                  I am currently around the 1400s AD. The advances appear to move on at a good pace along the timeline. All the civs are fairly non-agressive. I'm primarily a builder but I did take out the Turks (for being near me at the start) and the Germans (for being in the way of progress) with little effort. Other civs will still turn around and offer map for map right after I offer a map trade....kooky

                  When I discovered gunpowder first the gift of units in all my cities sent my military graph from last to well above first in one turn. While this is beautiful to behold is it too powerful?

                  Also, Barb fire triemes kept trapping my coracles for centuries - stacks just sitting there without allowing me to move...that is until I discovered Ocean Faring then they all promptly sunk my little coracles in one turn? Is this by design or does some other AI subrountine get called at that time?

                  Are there any particular things I shoudl look out for?

                  Again, thanks.....
                  "...the aim of most scientists is to know more and more about less and less, and to describe what it is they know in terms of such precision as to be virtually incomprehensible to their colleagues, let alone the general public."

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                  • #24
                    Mod merging

                    Anybody know how the History of the World mod is getting on (the one that is going to apparently merge MM2 with cradle) i would love to hear some new info about it
                    Oxygen should be considered a drug
                    Tiberian Sun Retro
                    My Mod for Tiberian Sun Webmaster of
                    http://www.tiberiumsun.com

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                    • #25
                      hah... i cant even find that forum

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                      • #26
                        Why does this thread stop on August 3rd. Is there another more current thread somwhere?

                        I am playing my first game and think it is great, very well balanced. I do notice though that most of the AI's are not building more than 3 or 4 cities. I also seem to have an overabundence of gold through the first 3500 years..

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                        • #27
                          Originally posted by mnbryan37
                          Why does this thread stop on August 3rd. Is there another more current thread somwhere?

                          I am playing my first game and think it is great, very well balanced. I do notice though that most of the AI's are not building more than 3 or 4 cities. I also seem to have an overabundence of gold through the first 3500 years..
                          That is the most recent one the reason why you saw people posting in the older one is that the older one is linked on Wes homepage, unfortunatly Wes didn't visit this board for month.

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

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