Update: The latest version of the Medieval Mod series is now available at my homepage: http://community.myway.com/pd/wesw
Note: Here is a link to the corrected uniticon.txt that you need for the mod to run correctly. http://apolyton.net/ctp/files/mods/uniticon.zip
Wes Whitaker
This thread is for the update to the Medieval Mod 2. Below is the readme, which details all the changes contained in the update. Links to the download will be added later.
(added by MarkG)
DOWNLOAD HERE!(1.9MB)
Note:This download contains both the original 2.0 and the Update. When you go to install the mod, follow the instructions in the Med mod readme, and ignore those in the Update readme.
Medieval Mod 2.1
By Wes Whitaker
This update contains several changes to the Medieval Mod 2.0.
Installation instructions are located here in the Update readme. I deleted them from this post.
Miscellaneous changes:
1) There is a new Readme, the Units Chart, which prints out in a single page, and is taken from the chart at the bottom of the Medieval Mod Readme.
2) Most of the other readmes have been upgraded to be easier to read. Also, the Color Scheme I have used for the readmes is attached to the bottom of the Misc. Readme. I hope that this may become a standard for future mod-makers to use.
3) I have re-worked the improvements list to a more practical sequence.
4) Hyperlinks have been added to most all of the gl files used by the mod. I have also adjusted the links in the advances’ gls, to account for my re-sequencing of the improvements list.
5) The typo I made in the uniticon text has been fixed.
Fli and Aip changes:
1) The set_govern fli, which tells the AI which government type to use in given situations, has been modified. Most of the changes have the AI switching to Communism or Fascism instead of earlier types.
2) The personality aips have been altered to include Fascists in the unit build queues, and the numbers of post-Modern units the AI aims to build have been altered. The Fascism and Communism advances were also moved up in the advances list for a few of the types, to tie in with the government changes mentioned above.
3) The inputs fli was modified to shorten the war phases the AI goes through. This should have the AI gathering forces and launching attacks in fewer turns than it did previously. This change should complement the increase in roads and ships built by the AI due to previous aidata changes in the Aaips.
4) I have also taken Jav. Cav., Knights and Cavalry out of the core build queue. This should result in a better mix of mounted and infantry assault units being built by the AI in the pre-Modern eras.
Advances changes:
1) I added a new advance, Theology, which occupies the slot formerly held by Philosophy, and gives the Academy. Philosophy drops down three spots, gives the Theatre, and leads to Medicine.
2) The preqs for Ag. Rev. are now Chivalry and Banking.
3) The Mechanical Clock replaces Ag. Rev. as a preq for the Printing Press, and so is not needed by Age of Reason.
4) One of the preqs for Ocean Faring has been changed from Astronomy to Perspective, since Galleons could be researched immediately after Longships with the previous setup.
Unit changes:
1) The new Noble made by Tom Davies has been included in the update, as well as the 16th Century Matchlock Musketeer.
2) Plasma Destroyers are now available with Unified Physics, since Sea Colonies can be researched sooner due to previous changes.
3) The Fire Trireme is now obsolete with Ocean Faring, when the Galleon becomes available. These three changes are reflected in the updated Advances Chart, and in the Med 2 readme.
4) I added another new unit, the Frydman, which replaces Pikemen as the Medieval Age’s defensive unit. Tom Davies also made this unit, which is available with Theology.
5) Samurai are now available with Banking. Now, when you get Jurisprudence, you may either go for the defensive Frydman, or the offensive Samurai. A similar decision arises when you get the Mechanical Clock.
6) Pikemen are now the Renaissance Age’s assault infantry. They are available with the Printing Press.
7) The Musketeer is now primarily a defensive unit, and has had its stats adjusted accordingly. Note to mod-makers: I have simply added the Matchlock Musketeer’s graphics to the scenario folders. The unit still uses the original Musketeer’s text files.
8) Finally, the biggest change in the update: Production and support costs for all units have been reduced by ¼*. This allows the AI to build larger armies, which helps with martial law, leaves fewer undefended cities (hopefully), and, most importantly, gives them more units with which to wage war.
Note: The gl files for units in the post-Modern eras have not been updated to show the reduced unit costs.
*Except for Settlers and Engineers, which were reduced by ¼ for the original mod.
[This message has been edited by WesW (edited January 22, 2000).]
[This message has been edited by WesW (edited January 27, 2000).]
[This message has been edited by WesW (edited September 09, 2000).]
Note: Here is a link to the corrected uniticon.txt that you need for the mod to run correctly. http://apolyton.net/ctp/files/mods/uniticon.zip
Wes Whitaker
This thread is for the update to the Medieval Mod 2. Below is the readme, which details all the changes contained in the update. Links to the download will be added later.
(added by MarkG)
DOWNLOAD HERE!(1.9MB)
Note:This download contains both the original 2.0 and the Update. When you go to install the mod, follow the instructions in the Med mod readme, and ignore those in the Update readme.
Medieval Mod 2.1
By Wes Whitaker
This update contains several changes to the Medieval Mod 2.0.
Installation instructions are located here in the Update readme. I deleted them from this post.
Miscellaneous changes:
1) There is a new Readme, the Units Chart, which prints out in a single page, and is taken from the chart at the bottom of the Medieval Mod Readme.
2) Most of the other readmes have been upgraded to be easier to read. Also, the Color Scheme I have used for the readmes is attached to the bottom of the Misc. Readme. I hope that this may become a standard for future mod-makers to use.
3) I have re-worked the improvements list to a more practical sequence.
4) Hyperlinks have been added to most all of the gl files used by the mod. I have also adjusted the links in the advances’ gls, to account for my re-sequencing of the improvements list.
5) The typo I made in the uniticon text has been fixed.
Fli and Aip changes:
1) The set_govern fli, which tells the AI which government type to use in given situations, has been modified. Most of the changes have the AI switching to Communism or Fascism instead of earlier types.
2) The personality aips have been altered to include Fascists in the unit build queues, and the numbers of post-Modern units the AI aims to build have been altered. The Fascism and Communism advances were also moved up in the advances list for a few of the types, to tie in with the government changes mentioned above.
3) The inputs fli was modified to shorten the war phases the AI goes through. This should have the AI gathering forces and launching attacks in fewer turns than it did previously. This change should complement the increase in roads and ships built by the AI due to previous aidata changes in the Aaips.
4) I have also taken Jav. Cav., Knights and Cavalry out of the core build queue. This should result in a better mix of mounted and infantry assault units being built by the AI in the pre-Modern eras.
Advances changes:
1) I added a new advance, Theology, which occupies the slot formerly held by Philosophy, and gives the Academy. Philosophy drops down three spots, gives the Theatre, and leads to Medicine.
2) The preqs for Ag. Rev. are now Chivalry and Banking.
3) The Mechanical Clock replaces Ag. Rev. as a preq for the Printing Press, and so is not needed by Age of Reason.
4) One of the preqs for Ocean Faring has been changed from Astronomy to Perspective, since Galleons could be researched immediately after Longships with the previous setup.
Unit changes:
1) The new Noble made by Tom Davies has been included in the update, as well as the 16th Century Matchlock Musketeer.
2) Plasma Destroyers are now available with Unified Physics, since Sea Colonies can be researched sooner due to previous changes.
3) The Fire Trireme is now obsolete with Ocean Faring, when the Galleon becomes available. These three changes are reflected in the updated Advances Chart, and in the Med 2 readme.
4) I added another new unit, the Frydman, which replaces Pikemen as the Medieval Age’s defensive unit. Tom Davies also made this unit, which is available with Theology.
5) Samurai are now available with Banking. Now, when you get Jurisprudence, you may either go for the defensive Frydman, or the offensive Samurai. A similar decision arises when you get the Mechanical Clock.
6) Pikemen are now the Renaissance Age’s assault infantry. They are available with the Printing Press.
7) The Musketeer is now primarily a defensive unit, and has had its stats adjusted accordingly. Note to mod-makers: I have simply added the Matchlock Musketeer’s graphics to the scenario folders. The unit still uses the original Musketeer’s text files.
8) Finally, the biggest change in the update: Production and support costs for all units have been reduced by ¼*. This allows the AI to build larger armies, which helps with martial law, leaves fewer undefended cities (hopefully), and, most importantly, gives them more units with which to wage war.
Note: The gl files for units in the post-Modern eras have not been updated to show the reduced unit costs.
*Except for Settlers and Engineers, which were reduced by ¼ for the original mod.
[This message has been edited by WesW (edited January 22, 2000).]
[This message has been edited by WesW (edited January 27, 2000).]
[This message has been edited by WesW (edited September 09, 2000).]
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