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Preliminary release of Mars scenario (Take 2)

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  • Dragon: I'm very sorry - I just realized I haven't thanked you yet for all your help. I really am very very grateful indeed . Blame my discourtesy on my sleepiness - I'd only slept 4 hours in the previous 40 .

    I was taking notes and these were the bugs I have written down:

    The whole unit/improvemnet dissapearing from build queues thing.
    Changes to Arctic hills / mtns
    Can't build road till you have more PW than necessary
    Settler adding to cities doesn't work for non-host

    Did I miss anything, and have you any other comments?

    Thanks again.

    Comment


    • I just realized I haven't thanked you yet for all your help
      Hey J, its no problem I enjoy trying to improve the game.

      The whole unit/improvemnet dissapearing from build queues thing
      That can be fix by saving and loading. Of course that is caused by the resynches, I think we had so many becasue i did not have the mars terain downloaded-in fact I am almost sure that helped with the connection issue.

      Changes to Arctic hills / mtns
      Thank you for that, btw; what changes to mines have you made? i know they cost more, that seems ok , but have you changed the gold they give?

      Can't build road till you have more PW than necessary
      Not really a ig issue. Ctp already has the same little bug.Of course a fix would be nice.

      Settler adding to cities doesn't work for non-host
      Any ideas on the fix yet? i really like this feature. It adds a new level of game style.

      ALso I can not wait to test out your many new cows, and units past rangers.( you see those rovers can kick some butt )


      I think next time we should test out a reg map with more civ building.
      The C:CTP MASTER.....

      Comment


      • Originally posted by drAgON1
        That can be fix by saving and loading. Of course that is caused by the resynches, I think we had so many becasue i did not have the mars terain downloaded-in fact I am almost sure that helped with the connection issue.


        Sounds plausible - I'd forgotten about that. Remind me next time and I'll deactivate it in my version before we begin.

        what changes to mines have you made? i know they cost more, that seems ok , but have you changed the gold they give?


        Mines give (Prod/Gold): +5/+5 on flat terrain, +10/+5 on hills, +15/+5 on mtns - I think that's the same as before. The prices I copied from the MedMod, since they'd playtested that quite thoroughly. These mines do have to last you a very long time (you don't get advanced mines until robotics) so it might be a good idea to improve them, but I don't think so.

        Any ideas on the fix yet? i really like this feature. It adds a new level of game style.


        I have one idea, but I'm not hopeful. It's a very long time since I did any SLICing so I'm a bit rusty.

        ALso I can not wait to test out your many new cows, and units past rangers.( you see those rovers can kick some butt )


        Indeed! Lots of exciting things to come - I'm especially interested in how the partisan feature will work out.

        I think next time we should test out a reg map with more civ building.


        Sounds like a good plan. I'll get the changes done ASAP.

        Comment


        • Got the settler addition to cities working (it works over my LAN, anyway). I've had to link it to fortifying settlers in cities - i.e. you fortify and the settler adds to the city. This is a bit of a shame because it means you can't fortify settlers in cities size 2-6 but that's no great loss (in normal CTP, after all, you couldn't fortify them at all...).

          Made some other changes too - I'll get the new version up soon.

          Do you think I should make nets cheaper now that they're only half as good as farms?..

          Comment


          • Update v1.12

            (Chain posting again - have I made 50% yet, IW? )

            OK, v1.12 as promised - usual place, you need download only the texts. Some GL updates again, so you'll need to follow a similar procedure as described before.

            Changes in this version:

            Arctic hills to F0/P5/G5.
            Arctic mtns to F0/P15/G5.
            Changed the settler in size one city message to a messagebox - you should never need to actually do this.
            Changed the add-settler-to-city function so that it is activated by fortifying a settler in a city, rather than via a button to make it work in MP.
            Cut Nuclear Plant maintainance to 20.
            Increased Fusion Plant maintainance to 40.
            Increased Recycling Plant maintainance to 20.

            Comment


            • If I hadn't have posted this then you would have.
              Concrete, Abstract, or Squoingy?
              "I don't believe in giving scripting languages because the only additional power they give users is the power to create bugs." - Mike Breitkreutz, Firaxis

              Comment


              • Well, I'm back online, but not available to play online (expensive and very slow dialup in South Africa )

                Comment


                • Darn, this thread has progressed since I went on vacation Why didn't I notice this before? Thumbs up for the good work, J (and dragon too)

                  I guess it's about time for another news item...

                  (BTW, this is by no means the longest thread ever, I remember threads going over 200 posts for things like MedMod and stuff - but this *is* by far the longest thread since the release of CtP2...)
                  Administrator of WePlayCiv -- Civ5 Info Centre | Forum | Gallery

                  Comment


                  • Do a sort by thread length in this forum, and it's first... The next being 93. The long MedMod thread is in the general/help/strategy forum...

                    Comment


                    • I did but the list I get is far from complete, I'm missing many threads. During the 23 backup procedures and server moves and stuff we went through in the past year, a lot of data was lost (plus, all those MedMod thread in General were started in Creation and only moved to General once the new version was finished)

                      But this thread is indeed *one* of the longest threads in CtP history, which is largely because 150 posts used to be the maximum allowed and long threads tended to be visited by the f*ck up fairy, so ususally people didn't dare go past 100 posts before they would just start a new thread... Those were the days
                      Last edited by Locutus; July 2, 2002, 07:21.
                      Administrator of WePlayCiv -- Civ5 Info Centre | Forum | Gallery

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                      • Hey, Locutus... do you know anything about if the 1.21 hack for the PC version of Ctp is available for Mac? Or what it does? Depending on what it does I'd be able to create a hack for the Mac (and therefore be able to use the Mars mod.)
                        I'm not conceited, conceit is a fault and I have no faults...

                        Civ and WoW are my crack... just one... more... turn...

                        Comment


                        • Flame,
                          I don't know much about the Mac version of the game. At this point, all I can say to help you is read this thread. I haven't read everything but it seems a very useful thread. It seems you may not need the hack. I'll see tonight if I have time to find out more that could help you.

                          Some other pointers: If that thread doesn't help you, there are many others in the Mac forum that might be useful. Also, check the Troubleshoot on the Apolyton CtP1 Mac Section.

                          Although they haven't been here in a while, you could try contacting MacUser, TheThirdJesus or Baston. Baston's webistes (new and old) might also prove useful.
                          Administrator of WePlayCiv -- Civ5 Info Centre | Forum | Gallery

                          Comment


                          • Originally posted by Locutus
                            I don't know much about the Mac version of the game. At this point, all I can say to help you is read this thread.
                            It looks to me that they just came up with the last solution I suggested - to start an SP game under the mod before loading the saved game (be it SP or PBEM) - did you ever try that?

                            And of course they mention the alternative which is to copy the files over your default ones - which isn't such a bad solution provided you keep backups carefully and write batch-file equivalents (did you call them AppleScripts?) to make switching easy. I suspect that this won't work with PBEM unless all players do the same, but it might be worth a try.

                            Comment


                            • starting works fine... but loading a PBEM doesn't.

                              Especially overwritting default files doesn't work, that's what I tried to do first.
                              I'm not conceited, conceit is a fault and I have no faults...

                              Civ and WoW are my crack... just one... more... turn...

                              Comment


                              • I seem to recall you saying that you just renamed the Mars directory to the ctp_data directory (and put it in the right place) - that would be insufficient, you'd have to make a copy of the ctp_data directory and then copy the deafult and english directories from the Mars directory into it, so that you keep all the default files that are not changed in the mod, and thus not included. If that is what you tried, then what happened?

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