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CRADLE 1.33 (Final update)

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  • #76
    Notes.

    Have downloaded 133a over 133 and playing no problems, including continuing a pre-existing game.

    However, there appears to be a problem with visible wonders. I have built 3 wonders and they are not appearing on the screen, Aristotle, Olympics and Spartan Phil. All of these were rushed, Aristotle by switching from valley of Kings and the others with Gold when they had about 4-5 turns to go. Others such as stonehenge, Hamma, Temple of Solomon, Lighthouse have appeared. I am sure that I did not rush these.

    Also, I am not sure but it seems upgrades are not always occuring. I discovered Composite archery in a ruin and did not get an upgrade message for archers. When I researched Hypaspist in the normal way, I was able to upgrade all my warriors, but not hoplites? Wondering if this is right.

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    • #77
      Modswapper question

      Does anyone know how to change the order in which the mods appear on the modswapper selection list? It would be nice to be able to group all the cradle mods together.
      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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      • #78
        I Just thought!!!!

        How come IW's natural wonders isnt in the latest version of Cradle?
        Oxygen should be considered a drug
        Tiberian Sun Retro
        My Mod for Tiberian Sun Webmaster of
        http://www.tiberiumsun.com

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        • #79
          I thought random(n) was "a random number from 0 to n" - i.e. to make up for the stupid start-counting-at-0 thing, it could be anything from 0 to n-1 inclusive, but not actually n.
          ** Pedrunn's digs his head out **

          All of these were rushed, Aristotle by switching from valley of Kings and the others with Gold when they had about 4-5 turns to go. Others such as stonehenge, Hamma, Temple of Solomon, Lighthouse have appeared. I am sure that I did not rush these.
          There are actually only 15 wonders that appear in the map.
          "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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          • #80
            Originally posted by stankarp However, there appears to be a problem with visible wonders. I have built 3 wonders and they are not appearing on the screen, Aristotle, Olympics and Spartan Phil. All of these were rushed, Aristotle by switching from valley of Kings and the others with Gold when they had about 4-5 turns to go. Others such as stonehenge, Hamma, Temple of Solomon, Lighthouse have appeared. I am sure that I did not rush these.
            Not all wonders create a tile improvement - especially if it is not a structure, per say...


            Originally posted by stankarp
            Also, I am not sure but it seems upgrades are not always occuring. I discovered Composite archery in a ruin and did not get an upgrade message for archers. When I researched Hypaspist in the normal way, I was able to upgrade all my warriors, but not hoplites? Wondering if this is right.
            Archers do not upgrade there - Both Archers and Composite Archers upgrade at Crossbow - the reasoning being that I generally like to have a cheap and an expensive type of unit available for a player to purchase (this is not a hard and fast rule though...)

            Same with Hoplites - they upgrade at Iron Working. There is a pdf file in the readme folder that spells out the upgrading sequence.

            Here's a tip, DO NOT trade for an advance that upgrades a unit - the SLIC file will not fire up. And pray that you do not get it from a ruin either...
            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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            • #81
              Gotcha

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              • #82
                Hex,, good thinking about the cheap unit, I can remember in past games thinking how upgrades can leave U short of men sometimes.

                One Question, Is Peter Triggs Diplomod compatible with the latest Cradle?

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                • #83
                  well, i did a complete reinstall of ctp2, apolytonpack, apolytontilefile, cradle 1.3, the 1.33 update and those extra graphics for cradle before starting my new game (cradle "bare") and still don't get any boni from the goods :-( (the tileimpland... and so on just don't appear on the map)

                  btw perhaps its a hin to martin: during my last game where i didn't get the boni neither, the only time i found that tileimp was under a deadcitytile

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                  • #84
                    Originally posted by Zaphod Beeblebrox
                    btw perhaps its a hin to martin: during my last game where i didn't get the boni neither, the only time i found that tileimp was under a deadcitytile
                    Unfortunatly I can't test it now, because I still have to play with v.1.32. I tested my file with this version and it did work. But I don't have any boni in the tournerment game either, wonder what Locutus did. Unfortunatly I trust him that he generated the map randomly and reloaded slic on turn 2 to avoid a delay on turn one.

                    So far I would check first Pedrunn's code. But first we have to test if it is the city expansion code. To test it just open the CRA*_script.slc files in your ..\ctp2_data\default\gamedata\folder with any text editor of your choice e.g. notepad. At the end of that file you find a list of included files outcommend the line:

                    #include "CRA_CityExpansion.slc"

                    by changing it to this:

                    //#include "CRA_CityExpansion.slc"

                    Than start a new game and check with the cheat editor if the goods are improved.

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

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                    • #85
                      yep. it seems theres the problem, started one cradle game without cityexpansion and the goodtiles were placed.

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                      • #86
                        ok, starting a game without ce, saving in the first turn, and loading the same game with ce (and reloading slic) isn't the solution a serious programmer should look for but will do for this weekends game

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                        • #87
                          Originally posted by Zaphod Beeblebrox
                          ok, starting a game without ce, saving in the first turn, and loading the same game with ce (and reloading slic) isn't the solution a serious programmer should look for but will do for this weekends game
                          Actual you don't need to save and reload just make the change before you start the game while in game play two or three turns, otherwise you will wait for the whole good improve process again. Than Alt+Tab out the game and you can remove the modification. You can leave open the file in the editor while you start your game. Afterwards the file is restored you can reloadslic. No need to quit CTP2. That is one advantage of the reloadslic feature.

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

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                          • #88
                            OK got another (somewhat minor) bug to report and this one actually goes back to 1.31. I'm suprised that this hadn't been caught yet.

                            Human players can move militias, even though the path shows up as yellow. This also makes sense that there have been reports about the AI being able to move militias - something that does affect gamebalance.

                            I've narrowed it down to CRA_partisan.slc, and have emailed Locutus to see if he can fix this. If not, I will be disabling the code.

                            I do hope that the issues with the city expansion coding can be worked out too.

                            (1.33a does have an option without city expansion too)
                            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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                            • #89
                              Hex, Human players can move militia but they only move 1 square per turn regardless of whether they are on a road or river. Also the unit cycle does not go to them so you have to remember where they are if U want to move them.

                              The net result is that U end up with slow units that dont move most of the time anyway, sounds like militia anyway, so I dont think it needs changing. The AI likes to bring the militia out of cities some times which means if U know there is militia in a stack, they can't charge down roads to attack U.

                              What about Peter Triggs Diplomod, is it compatible with Cradle 1.33?

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                              • #90
                                well, now the game always crashes at the same turn :-(
                                any ideas?
                                as far as i can see nothing special will happen during that turn, reloading slic doesn't help

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