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  • Medieval Mod Update

    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).]

  • #2
    Wonderful!!

    I need to keep this thread at the top of the list so I don't mis when the link to DL it will appear.

    I have a CTP-free HD right now and am waiting for your 'good stuff' before I bother going thru all that installing again.
    So please forgive me for trying to keep this thread near the top.

    ------------------

    'Blood will run'
    'Blood will run'

    Comment


    • #3
      I have made some additions to the Update, which have delayed it release for a few days. Most everything is implemented, and I am waiting for news from Morgoth on when he will have his early Musketeer ready. I have went ahead and posted the revised readme above. If I use the new Musketeer, it will just be the sprite- I won't be adding *another* unit, so it won't affect the readme much.

      Comment


      • #4
        Hey Wes,

        I'm delaying starting another single-player game until you get this update ready to go...so hurry up.
        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...

        Comment


        • #5
          Wes
          Muskateer should be ready tomorrow. Only the attack animation left to do.

          Comment


          • #6
            The Update has been sent in!
            The readme above has been updated as well.
            Those of you who want a copy right away can email me your request, and I will send it to you.

            Comment


            • #7
              I have found a couple of changes a made for the Update that I didn't implement.
              1)I forgot to make Perspective the second preq for Ocean Faring.
              2)I forgot to move the Academy from Philosophy to Theology.
              I believe I sent the corrected Advances text to everyone who has the mod. I am not sure if I sent the corrected improve.txt to everyone, so if it's not in your mailbox when you read this, drop me a line, and I will send it out to you. (Neither of these omissions will cause a crash or anything.)

              Btw, I hope to have a beta edition of the Modern mod ready in a few days. Anyone interested in playtesting, drop me a line, and I will send you a copy.
              You need to get used to the Med mod 2 first, though, as all the stuff in the Modern mod will change the Modern and post-Modern eras more than the Med mod changed the pre-Modern eras.

              Comment


              • #8
                Hey, Birdman, I can't get you the Update because the mail won't go through to the address you used to contact me. I don't know why. If you can, send me another request from another address.

                Comment


                • #9
                  Hi guys.

                  I've been trying to work on the GL files, to allow you to click on the links to other parts of the GL. I've managed to correct all the links to improvements, so that they now point to the proper improvement, not the one before it in improve.txt.

                  However, When I try to correct the links for the units, when I check in the GL the whole text has just vanished!

                  I'm changing the variuxxx.txt:
                  From: Samurai
                  To: <1:1,68>Samurai (U)
                  and where I used to see 'Samurai' appear (not underlined), there is now just a blank right-hand pane.

                  Any ideas?

                  I just had some spare time and thought I'd help out. Now I'm really bugged by why it won't work....

                  Dan
                  Just a thought......

                  Comment


                  • #10
                    I notice in your post that before the colon you have the number 1 (one). Try changing that to the letter l (lowercase L). You should also put < e > to end the link. That should do it.

                    After reading your post I also looked at improve.txt and noticed that Wes had screwed up the hyperlinks by putting the stockade at the beginning of the file. Since the hyperlinks are indexed of the improve.txt you should put new improvements at the end or you will screw up the hyperlinks.

                    [This message has been edited by Paul (edited January 08, 2000).]
                    [This message has been edited by Paul (edited January 08, 2000).]

                    Comment


                    • #11
                      Guys, I fixed the links for the Update (most all of them, anyway). See Misc. changes no.4. Drop me a line, and I will send the Update to you, if either of you don't have it. (I thought Markos would have had it posted by now. I guess he has been busy updating the site.)

                      ------------------
                      Wes W- Bane of CtP Deities

                      Comment


                      • #12
                        Wes,

                        I just had to look up your sig to see what it meant. I have to say, I agree with you.

                        I guess when your current project is done, that will make you the top bon.., oh, wait, that would be top baner, wouldn't it?


                        ------------------
                        Don, Apolyton Junkie

                        Don,
                        CtPMaps (Hosted by Apolyton)

                        Comment


                        • #13
                          Wes, in my opinion you are just giving yourself a lot of unnecessary extra work by putting the stockade at the top of improve.txt. Not only do you have to renumber the links in all your new GL files, but you would also have to put in other GL files where only the link number would be changed and where otherwise you could just use the original Activision texts. As far as I could see in your update you didn't include all those files so you would probably have a lot of disfunctional links in the GL.

                          Comment


                          • #14
                            Paul, I moved around most all of the improvements down to about Oil Refinery, so that the ones you wanted to build were at the top of the build queue. True, adding the Stockade throws all of them off, but I felt that the convenience given by the re-done build queue more than made up for a few links being off.
                            Besides, I am adding a couple of more improvements in the Modern mod.

                            Comment


                            • #15
                              Possibly stupid question, does this mod (2.1) stand alone, or do you need the original?

                              TIA

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