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A PBEM/MP mod??

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  • A PBEM/MP mod??

    I mailed this to Wes a little more than a week ago about his oppinion for making a mod only for PBEM/MP based on his MEDMOD 4.13 - but unfortunately, I have not yet received any reply.

    Now I am asking you. Do you think this will be possible? And in case it is, do anyone wants to take part of the work?

    I am very well aware of the fact, that many more than Wes have made huge contibutes to the MedMod - and frankly, I do not know what they would say, as I intend to add a lot of their work too. Of course, there will be credits to all - afterall, we know who have given Wes a helping hand.

    Here is the post:

    Hi Wes.

    I am playing with the thought of getting one or two of the old modmakers mixed with some good PBEM/MP players talk together and make a CTP-mod ONLY for PBEM and MP - and there are so many-many-many good features in your MedMod, that I wish could be included.

    I know, that we actually are able to use the MedMod - but somehow many players have problems installing the mod (all 3 parts) without making any mistakes - 2nd we have "problems" to remember to save the gameturn first in the CTP savegame folder and load it from there.

    What I think of is a mod with fewer wonders than MedMod have and less slic-programming as we do not have to take care of the AI - and more power in the game to the sea.

    Think the best way is to base a PBEM/MP Mod on the default game and then "steal" as many parts from the MedMod as possible without making the mod "weak" with too much SLIC-programming. Use the structure of units and advances as it is default and then only ADD new units and advances, governments, improvements etc.

    What is you opinion? Will you file a Veto against "borrowing" from you MedMod. Any conditions? Would you eventually take part of the work?

    TBM aka Woodstock in the old SinglePlayer days.
    As you can see, I intend to make the navy stronger. And I want to introduce mines and the undocumented visibility-groups - I am not sure how many there are, but at least group 7 and 8 works.
    First they ignore you. Then they laugh at you. Then they fight you. Then you win.

    Gandhi

  • #2
    I can assure you that Wes and all other involved in the MedMod projects would very much applaud any further attempts to improve upon our work In fact, I would find it quite odd if this wasn't encouraged in the various readme's that the mod comes with...
    Administrator of WePlayCiv -- Civ5 Info Centre | Forum | Gallery

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    • #3
      Originally posted by TheBirdMan
      but unfortunately, I have not yet received any reply.
      Here is the binning of Wes' last post in the MedPack2 v.2.2 thread from 22-06-2002:

      Originally posted by WesW
      Hi everyone. Long time, no see. As some of you know, I have some chronic health problems, and they have been worse than usual this whole year so far, and the last couple of months I have been fighting to stay out of the hospital, so I have not felt much like doing mod work. I think I may be improving some, though, so that I can check in at least periodically to see what is happening.
      Yeah I am worried about Wes. Of course he might be more or less OK but fact is that this post is two month old. So don't expect an answer too soon.

      By the way you could add my small CityMod2 for CTP1 add on, it is somewhere in this forum.

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

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      • #4
        Martin, why don't you put it in your web site?

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        • #5
          New mods, especially for PBEM/MP are welcomed Max

          I think I might find sometime and help you out.
          Email me

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          • #6
            Originally posted by Keygen
            Martin, why don't you put it in your web site?
            I forgot this it is already there: CityMod2 for CTP1 (addon)

            Note that the mod on that you install it must contain Harlan's city mod.

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

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            • #7
              Thanks Martin

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              • #8
                I've some experience in making mods work in multiplayer, so I'll offer my assistance.

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