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Ages of Man! v0.2 - Open alpha test

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  • #16
    I get the following error when trying to start a game:

    C:\Program Files\Activision\Call To Power 2\ctp2_data\default\gamedata\tut2_main.slc:339:IMP ROVE_CITY_WALLS not found in BuildingDB.

    I am using v0.2 with the v0.21 patch.
    Get 84 Resources, 96 Resources, or the NEW 153 Resources! Get Rockier Bonus Grassland versions1.0 or 2.0! Get My Mix of Snoopy and Womocks early terrain! Get Varied Goody Huts!
    Upcoming Mods - Optimator (with over 1000 new units!!!) & Godzilla, Revenge of the Kaiju!
    I am in dire need of new dino and Kaiju units!

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    • #17
      I was getting a bit frustrated at playing with no data in the GL, so I created GL entries for the advances, units and improvements (attached if anyone else wants them, put AOM_Great_Library.txt in the ...\ctp2_data\english\gamedata folder and the others in the ..\ctp2_data\default\gamedata folder - in each case where the existing file of the same name should be). These entries were generated with CTPEd's GL tool (although using features of it which are not in the most recent release version), and I make no guarantee as to their accuracy or completeness - if anyone notes any specific errors or ommisions please let me know. I might do wonders and governments too later...
      Attached Files

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      • #18
        I still can't even get a game going. I want to. Sounds cool. Crashes.

        I get no graphical updates to the map in addition to the errors.
        Get 84 Resources, 96 Resources, or the NEW 153 Resources! Get Rockier Bonus Grassland versions1.0 or 2.0! Get My Mix of Snoopy and Womocks early terrain! Get Varied Goody Huts!
        Upcoming Mods - Optimator (with over 1000 new units!!!) & Godzilla, Revenge of the Kaiju!
        I am in dire need of new dino and Kaiju units!

        Comment


        • #19
          Amesjustin, do you have Cradle 1.3+ and SAP installed? These contain some files needed for AOM.

          Dale, bloody marvellous mod, mate. Can’t wait for the finished product!
          If something doesn't feel right, you're not feeling the right thing.

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          • #20
            Playing along nicely - very happy about John's contribution - getting my butt whipped - most strange thing that happened:
            A city of mine was taken and razed (size 1), about 10 turns later colonist decide to settle at exactly the same place (that would be of course logical) and the city gets it's original name and the latest queue!!!! The one it had when it was captured. Hello CTP-Bug, I guess...
            I'm enjoying the game, the only thing that bothers me is the ability to disband cities to settlers without any cost. While this is somehow not the idea of the conolization concept it can be very helpful sometimes but there should be some kind of penalty. I'm thinking of a Militia Unit as a freebee that is disbanded if you disband the city. That would also solve the problem of unguarded cities appearing in one-turn walking distance of an enemy unit.

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            • #21
              Originally posted by Devil of Truth
              Amesjustin, do you have Cradle 1.3+ and SAP installed? These contain some files needed for AOM.

              Dale, bloody marvellous mod, mate. Can’t wait for the finished product!
              1.34a, SAP, and all the other requirements. I guess I should try reinstalling everything, I did with the cradle and AOM.

              Damn, this sound like a cool mod, too.
              Get 84 Resources, 96 Resources, or the NEW 153 Resources! Get Rockier Bonus Grassland versions1.0 or 2.0! Get My Mix of Snoopy and Womocks early terrain! Get Varied Goody Huts!
              Upcoming Mods - Optimator (with over 1000 new units!!!) & Godzilla, Revenge of the Kaiju!
              I am in dire need of new dino and Kaiju units!

              Comment


              • #22
                Thanks for the good words guys. I'm really glad to see some interest in this project. And to think, just a couple of days ago in emailing Hex I said I was pretty over the whole thing.

                Anyways, I'll keep plugging away at it and we'll see what we get. Things in mind for the next update:
                - Fixing the "disband city" problem
                - Changing around the unit prices as I think they're a bit unbalanced right now
                - Finishing the Dark Ages

                Also, does anyone have a suggestion on how to get around the fact that a city under the colonisation rules is effectively building a unit and a settler at the same time? Hex brought that one up. I was thinking maybe make the first few buildings so cheap that it'll only take the AI a couple of turns to build them and thus not impact it too much.

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                • #23
                  AmesJustin:

                  You can't play AOM with the tutorial. Play at a higher level, or turn the tutorial off.

                  mapfi:

                  Now I must admit, that's a new bug!

                  J Bytheway:

                  Thanks for the tip on the missing diplo-picture. About farms: check the tech tree for when farms can be build on what terrain. You can't build farms on hills and mountains till Water Lift (from memory). If those tiles were a "flat" terrain, what terrain was it? (IE: tundra, desert, plains, etc).

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                  • #24
                    My curiousity got the better of me last evening and I downloaded AOM. It's been great so far, however, my wife didn't allow me to get too far before pulling me away I will try to offer up more constructive feedback whenever I can.
                    "...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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                    • #25
                      Originally posted by Dale
                      AmesJustin:

                      You can't play AOM with the tutorial. Play at a higher level, or turn the tutorial off.

                      mapfi:
                      Well, even after I set the GamePlay options to tutorial off, and started a game at Medium, I STILL got the error, but the tutorial was STILL on.

                      I finally went into into the .INI file and flipped it off.

                      Now I have been playing it, and I like it so far. It does need Library entries so we know why we are building everything.

                      I also appear to have hit the end the advance tree - and fairly early. There are no longer any choices. I still cannot use diplomacy to establish an embassy because I haven't researched bueracracy yet, but I have nothing left in the advance qeue to research!

                      I also noticed that when I research an advance that allow me to upgrade units, I get a message asking me if I want to upgrade the units, and when I say yes it never tells me what was upgraded.

                      The diplomacy model you are using in this is by far the best I have seen. The only glitch I have noticed with it is if another civ requests something like a military pact from me and I reject it, they will ask me every single turn until I finally give in for it. Maybe that was intentional because as a player I get so annoyed it forces me to agree with them or declare war just to get them to shut up.

                      Love the concept, though - once fleshed out this will be fantastic. Don't leave this mod behind - it is one of the most original concepts I have seen yet!
                      Get 84 Resources, 96 Resources, or the NEW 153 Resources! Get Rockier Bonus Grassland versions1.0 or 2.0! Get My Mix of Snoopy and Womocks early terrain! Get Varied Goody Huts!
                      Upcoming Mods - Optimator (with over 1000 new units!!!) & Godzilla, Revenge of the Kaiju!
                      I am in dire need of new dino and Kaiju units!

                      Comment


                      • #26
                        yo, whens 1.0 mest likely going to be out?

                        Comment


                        • #27
                          About the "Dark Ages"

                          I just came across this new mod in the making and I have one major comment/concern/question (and maybe HuangShang can help with this...)

                          My only problem with the concept so far is your comment(s) on the Dark Ages. The Dark ages were indeed a hard time for man in Europe and the Middle East. But what about other empires in other areas of the world... (Keep in mind I'm not a historian... but...)

                          China for example. Although they did have a feudal government during the "dark ages", their feudal system goes all the way back to at least 221 BC. But just because they had a similar government style, can we still assume they went through a "dark ages" as Europe did? Some web sites suggest otherwise: (eg VIP China Tours History site). It is suggested that although China did go through some instability parallel to Europe, China also went through several very different stages during the times you are calling "the dark ages", some of them quite properous by contrast. China also appears to have had a city-state and even an independent state system.

                          Again, what about the Mayan's and Africa? I don't think their histories even necessitate a constant "feudal" system during these times.

                          I just don't know that imposing the state of Europe on the entire world is historically accurate. I suggest doing a bit of research for the dark, and possibly all "ages" of man, to be sure your ages include the full spectrum of possibilities.

                          But otherwise this different approach is intriguing. Currently I am trying the new Cradle Mod... when I actually have the time (being a teacher). I anticipate giving it a try sometime in the future (possibly during Christmas Break).
                          Last edited by primemover; December 8, 2002, 07:49.
                          "I set the wheels in motion, turn up all the machines, activate the programs, and run behind the scenes.
                          I set the clouds in motion, turn up light and sound, activate the window, and watch the world go round."


                          - from Prime Mover by Rush

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                          • #28
                            I have another comment about this mod.

                            Although, historically colonization did occur naturally (spreading of a civilization)... during colonial times , charters DID occur and colonies were set up by the settlers themselves.

                            I think it would be appropriate to have settlers enter the picture as some future advance... I hate being stuck on one continent during those "colonial" periods where I want to find newer and greener pastures.

                            Could we consider this as a possibility? Not being able to explore and not being able to set my sights on colonizing some nice new terrirory I've found in the future (even if it is the far future) would greatly dampen my enthusiasm for this mod.
                            "I set the wheels in motion, turn up all the machines, activate the programs, and run behind the scenes.
                            I set the clouds in motion, turn up light and sound, activate the window, and watch the world go round."


                            - from Prime Mover by Rush

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                            • #29
                              I believe that settlers will be buildable later, but even at the start you can do such colonization if your heart is set on it by disbanding existing cities and moving the resultant settlers.

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                              • #30
                                A revised version of my GL - now including wonders and governments. As before, replace the existing files with the same names. I should have said - you'll have to reset modswapper to some other mod and then back to AOM for these changes to take effect.
                                Attached Files

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