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4:00 PM EAST: Call to Power enters the building

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  • #16
    Note on workday/wages/rations

    Set wages and workday as high as you can, and if you still have the happiness to spare set the rations low. This will maximize your production and growth.
    So one guy turns to another guy and says "T.A.I." His friends says "What?" He responds by saing "Think about it;)"

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    • #17
      The power chart is dynamic so you'll never go off the top - unlike some games . But in the default rules you'll be in that position fairly soon even on Deity, I expect. Get the MedMod for more challenging AI.
      Yeah, I exaggerated slightly - in fact, I'm now second on the power charts in that game. Where would I find the MedMod?
      Everything changes, but nothing is truly lost.

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      • #18
        Originally posted by Mr. President
        Yeah, I exaggerated slightly - in fact, I'm now second on the power charts in that game. Where would I find the MedMod?
        http://wes.apolyton.net/ (The CTP1 MedMod is down at the bottom)

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        • #19
          Ah, thanks. What sort of changes should I expect in the MedMod?

          Something I've noticed is that the units don't seem to get much stronger as you progress through the ages. My Musketeer-Cavalry armies were being held off by Samurai earlier today , but then I got Mass Production and Tank Warfare and the increase in strength was almost exponential.
          Everything changes, but nothing is truly lost.

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          • #20
            Yeah, the increase in power with tanks is infamous. IIRC the MedMod has roughly a 50% A/D/R increase with each age (and there are more ages than in the default game). It also balances everything, and generally makes many improvements to things that you didn't realise were bad before, including some things about the interface.

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            • #21
              Originally posted by J Bytheway
              Yeah, the increase in power with tanks is infamous. IIRC the MedMod has roughly a 50% A/D/R increase with each age (and there are more ages than in the default game). It also balances everything, and generally makes many improvements to things that you didn't realise were bad before, including some things about the interface.
              Tell me something, does this Mod just install, or do you do it "manually" into a scenario directory?
              Also, I believe only const.txt is the only file that you cant actually "Overwrite" in a scenario, being you will need to re-install the default if playing online?

              Thanks

              Troll
              Hi, I'm RAH and I'm a Benaholic.-rah

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              • #22
                Originally posted by Troll
                Tell me something, does this Mod just install, or do you do it "manually" into a scenario directory?
                Also, I believe only const.txt is the only file that you cant actually "Overwrite" in a scenario, being you will need to re-install the default if playing online?
                It "just install"s to the extent that you must unzip three files in the right place. It overwrites not only const.txt, but quite a few AI files from the default game, which might indeed cause problems if playing MP, but it comes with copies of all the files it overwrites soit's easy to put things back to normal should you so desire.

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                • #23
                  Originally posted by J Bytheway


                  It "just install"s to the extent that you must unzip three files in the right place. It overwrites not only const.txt, but quite a few AI files from the default game, which might indeed cause problems if playing MP, but it comes with copies of all the files it overwrites soit's easy to put things back to normal should you so desire.
                  Thanks
                  Hi, I'm RAH and I'm a Benaholic.-rah

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                  • #24
                    I'm confused. I downloaded the MedMod zips from the WesW website, but I don't know what to do with them. There're dozens of files in each zip. The ReadMe files weren't especially clear on what to do. Any advice? (Don't feel you have to rush, as I have to get the zips onto my computer which doesn't have the Internet - a challenge seeing as they're all larger than 1.44 MB. )
                    Everything changes, but nothing is truly lost.

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                    • #25
                      Yes, the MedMod 4.13 is quite large.

                      3.1Mbyte, 3.3Mbyte and 3.7Mbyte .

                      When you unpack the scenario (remember to say YES if asked to keep the default folderstructure!!!!!!) - its mainfolder is called MedPack4.

                      This folder including all subfolders should be placed as next level to:

                      C:\Program Files\Activision\Civilization-Call To Power\Scenarios.

                      being like this:

                      C:\Program Files\Activision\Civilization-Call To Power\Scenarios\MedPack4.

                      Sometimes - if one makes a little mistake - the structure can look like this:

                      C:\Program Files\Activision\Civilization-Call To Power\Scenarios\Scenarios\MedPack4.

                      If so, simple move the MedPack4 folder and all subfolders one level up.

                      When you want to play the MedMod4.13, you have to manually copy the whole AIdata INCLUDING the AIPs subfolder to:

                      C:\Program Files\Activision\Civilization-Call To Power\ctp_data\default

                      and overwrite the AIdata folder and the AIPs subfolder. Don't worry - the default files ARE included in the MedPack, so you will have no problem to restore the default game.

                      The files can be found here:

                      First they ignore you. Then they laugh at you. Then they fight you. Then you win.

                      Gandhi

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                      • #26
                        Thanks.
                        Everything changes, but nothing is truly lost.

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                        • #27
                          What is SLIC? How do you use it to your advantage? I ended up getting the Celestial Dawn Mod (simply because it was smaller and more manageable), and was wondering if there was a way to implement a feature I saw (I think) in the MedMod's documentation, something about automatically building units in new cities.
                          Everything changes, but nothing is truly lost.

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                          • #28
                            SLIC is a scripting language that allows you to create triggers to affect the game. The main docs are in the Apolyton modification section. You could add the militia code (I believe that's what you're talking about) to CD's mod, but you'd have to change quite a lot of it because it refers to units and advances which do not exist in CDs mod. If you've ever done any programming it's easy to work out what's going on.

                            The code in question is at the bottom of the MedMod's version of script.slc.

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                            • #29
                              Oh, I see. Thanks again.
                              Everything changes, but nothing is truly lost.

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                              • #30
                                Actually, now that I think about it it would be harder than I said, because you'd have to create militia units for CDs mod too...
                                Last edited by J Bytheway; November 16, 2002, 08:26.

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