I’m sorry, but I am just laughing at this idea of eliminating PW. Talk about the tail wagging the dog…
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Remove PW????? I won't be doing it that's for sure. It's so much better than a million settlers/workers on the map.
Pirating/pillaging. You don't build a navy? In a Civ game? Not wise, I can tell you. Try playing WAW or GoodMod on a 70% water map without a navy.
I'm with the others. Why take these elements out when they are features of CTP2 that put it above the Civ series.
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Originally posted by Pedrunn
PW. we will need to go much deeper here. it will need changes in the unit.txt, orders.txt and some slic. Do you really want to do this?
EDIT: To tatally remove these orders
Go to ctp2 main directory\ctp2_data\defaul\gamedata\
find the file orders.txt
delete all data for the ORDER_PILLAGE and ORDER_PIRATE.
Than go to the ctp2 main directory\ctp2_data\defaul\ai_data\
find file goals.txt
delete all data for the GOAL_PILLAGE and GOAL_PIRATE
the in the same folder find the file strategies.txt
delete all GoalElement GOAL_PILLAGE and GOAL_PIRATE and the lines. every time you see it (probably a dozen of times)
Well... the pw system is "only" the 3rd worst part of the game, so I might be able to live with it...
But the other two are the most annoying parts of the game, so as long I'm 100% sure this can be removed, I might buy the game... Give me a few hours to think about it...
Originally posted by Locutus
Don't worry, ADG, I remember you tooThis space is empty... or is it?
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Ok, I chose to buy the game, installed the cradle mod, changed the files, started the game, saw the Americans wasn't in the game, ended the game... I haven't seen anything about this being mentioned anywhere, so the craddle thingy has no chance to stay!!!
What about the MedMod? Has that one also changed some civs?This space is empty... or is it?
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Cradle is an ancient mod, of course the Americans don't exactly fit in there. MedMod also changes some civs but the Americans *are* in (in fact, I think Cradle is the only mod that doesn't have the Americans as a civ). I advise you to give Cradle another try though, it's VERY good and after all, what difference does it make what civ you play with? What's in a (bunch of) name(s)? (You could always add the Americans yourself, but personally I would think it to be rather silly to play with the Americans in a game with Greeks, Etruscans, Romans, Celts, etc - but that's just my opinion...)
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Well... I hoped that it just was the ancient times, it changed, not the Civs... It's just plain stupid to play against Civs, that I haven't heard about, and never will (Half of the Civs included are unknown to me...)
Which Civs does the MedMod change?This space is empty... or is it?
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I just uninstalled/reinstalled the game, made the neccecary changes, but when starting the game, I get this attached msg:
I can start a game, but I haven't played much (Played one turn), but it's pretty annoying to switch to Windows, just to show the msg, and then you can get in the game again...Last edited by Adagio; September 10, 2002, 10:03.This space is empty... or is it?
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You're not playing a mod simply because it doesn't have the Americans?!?!?!
Simple fix for Cradle...
Go to the ctp2_data/default/gamedata/CRA_playing options/orig civs folder and grab the file
CRA_civilisation.txt
Switch that file with the file of the same name, located in the folder
ctp2_data/default/gamedata
Then go to the
ctp2_data/english/gamedata/CRA_playing options/CRA_original civs folder and grab the file
CRA_civ_str.txt
and switch it with the file of the same name, located in the folder
ctp2_data/english/gamedata
The reason why the Americans are not in Cradle is that Cradle is mainly an Ancient/Medieval Mod so the civ lists use historical ancient civs. You can play Cradle through the Modern/Future ages though, but the timeline is a lot longer - after 600 turns you are just hitting 750 AD.
Finally, a note...
There are many differences between civ3 and CTP2. It's OK to compare the two games, but each game should be judged on it's own merits too. Rather than griping about how a feature is not included in a particular game, focus on what the game does have to offer.
I've played both - IMO...
- civ3 has much better diplomacy and this aspect of the game flows over into other areas such as dynamic alliances, making civ3 very enjoyable and atmospheric. (However, this aspect also allows tech whoring and the idea that a player generally is better off buying techs rather than researching them himself.)
- on the other hand, civ3 has Infinite Railroad Sleaze, limited government choices, worker-created tile improvements/limited tile improvement choices, an interface that I consider less user-friendly than CTP2, a less user-friendly way to move large groups of varied units, as well as single unit combat - these are aspects of the game that I do not like. And as much as I dislike them, overall, I can still enjoy civ3 for what it does offer.
And if you are looking for a game like civ3, a simple suggestion...
Play civ3!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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Originally posted by hexagonian
Finally, a note...
There are many differences between civ3 and CTP2. It's OK to compare the two games, but each game should be judged on it's own merits too. Rather than griping about how a feature is not included in a particular game, focus on what the game does have to offer.
Both games has some good parts and some bad parts... ctp2 doesn't have that many bad parts, but the bad parts it has, they are really bad... but what dragged me back, was the ability to mod (more than in Civ3), and the future part, just to mention af few of the reasons...This space is empty... or is it?
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I guess you missed that:
EDIT: Hexagonia way is far the best way to remove pirate and pillage.
more than in Civ3),"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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Originally posted by ADG
I just uninstalled/reinstalled the game, made the neccecary changes, but when starting the game, I get this attached msg:
I can start a game, but I haven't played much (Played one turn), but it's pretty annoying to switch to Windows, just to show the msg, and then you can get in the game again...
It's possible that Pedrunn's solution may have caused this problem (without seeing just what you did to your files - what files did you change???), because there may still be something in the units.txt file or the strategies.txt file that is looking for that particular goal. There are a lot of entries in strategies.txt that refer to pillaging/pirating - miss one and you will get the error message.
By simply making the change in units.txt and no other files, you are merely removing the ability for a unit to pillage/pirate without affecting any other files. (this should be the easiest fix).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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Originally posted by Pedrunn
EDIT: Hexagonia way is far the best way to remove pirate and pillage.
Originally posted by hexagonian
It's possible that Pedrunn's solution may have caused this problem (without seeing just what you did to your files - what files did you change???), because there may still be something in the units.txt file or the strategies.txt file that is looking for that particular goal. There are a lot of entries in strategies.txt that refer to pillaging/pirating - miss one and you will get the error message.This space is empty... or is it?
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right above my post with my way explanation. here is a copy:
When opening Units.txt, you will see a series of entries like this (this is for the Fascist unit)
##################################################
##########
## UNIT 122
UNIT_FASCIST {
CantBuild
GLHidden
Description DESCRIPTION_UNIT_FASCIST
DefaultIcon ICON_UNIT_FASCIST
DefaultSprite SPRITE_FASCIST
Category UNIT_CATEGORY_ATTACK
Attack 65
Defense 45
ZBRangeAttack 45
Firepower 3
Armor 1
MaxHP 23
ShieldCost 1200
PowerPoints 1000
ShieldHunger 12
FoodHunger 0
MaxMovePoints 200
VisionRange 3
EnableAdvance ADVANCE_HEXTAPUL
ActiveDefenseRange 0
LossMoveToDmgNone
MaxFuel 0
CanEntrench
CanExpel
CanPillage
CanPirate
ExertsMartialLaw
DeathEffectsHappy
IsSpecialForces
DefendAgainstSpies 0.25
OnlyBuildOne
SoundSelect1 SOUND_SELECT1_FASCIST
SoundSelect2 SOUND_SELECT2_FASCIST
SoundMove SOUND_MOVE_FASCIST
SoundAcknowledge SOUND_ACKNOWLEDGE_FASCIST
SoundCantMove SOUND_CANTMOVE_FASCIST
SoundAttack SOUND_ATTACK_FASCIST
SoundWork SOUND_WORK_FASCIST
SoundVictory SOUND_VICTORY_FASCIST
SoundDeath SOUND_DEATH_FASCIST
CanAttack: Land
CanAttack: Mountain
CanSee: Standard
MovementType: Land
Size: Medium
VisionClass: Standard
CanReform {
Sound SOUND_ID_REFORM_CITY
Effect SPECEFFECT_REFORMCITY
}
}
Simply look for the lines of text that look like this
CanPillage
CanPirate
and remove them for all the entries of the units that you do not want to have this ability.
You can use Notepad/Wordpad or Word to open the file
If you are going to use a Mod, you will have to do that for the edited unit.txt file that is for that specific mod. Somebody can point out which file you need to edit if you let us know which Mod you are using. (In Cradle, it's CRA_Units.txt)
"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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