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  • Medieval mod 2.2

    Everyone, I have good news, and bad news. The bad news is that no one has been able to find the source of the Modern mod crashes, though it hasn't been for lack of trying.
    The good news, is that I have enough stuff to put together a second update of the Medieval mod!

    The improvements come from a variety of sources. Some are things that other creators here have developed over the last couple of months, others are the result of feedback from users, and a few things are my own ideas.

    Among the smaller changes,
    1)I have made Stoneworking the second preq for Domestication. This means Archers will come before Mounted Archers. (Thanks to John L. for his observation.)
    2)I also made the Age of Reason a preq for Physics.
    3)I have reduced the price of Fyrdmen from 240 to 180, with a similar reduction in support. I also corrected the name.
    4)I may increase the ranged attack of Archers to 1.5, depending on what play-testing shows. (John and Madwooster brought this topic back up.)
    5)I have also increased the vision range of Wormhole Probes from 1 to 3. (TheBirdMan had his feathers all ruffled up over this.)

    If any of you think that other things could use some fine-tuning, this is the place to be heard!

    Among the more significant changes,
    1)I plan to use the new Bombard Morgoth is working on as an early cannon, like I did with the early Mouseketeer.
    2)This will allow me to use the original Mouseketeer and Cannon as 18th century units, and therefore create a mini-upgrade cycle between the Ren. and Modern age units.
    3)I may add some of the earliest advances that I had slated for the Modern mod, but first I want to see if this other stuff works correctly.
    4)I plan on re-doing the unit build lists in the aips, like I did for the Mod mod. The original lists were cramped to begin with, and with the addition of all the new units from CD's mod as well as mine, there simply aren't enough of them to do the job, now.
    5)I plan to include a version of Nordicus' Trade Goods mod, which combines his work with new goods with Pintello's discovery of how to insert added food and production bonuses into goods tiles. I think that this will add some color, diversity and thrill of discovery to the game. From some user comments, it also helps the AI perform better, which is always a good thing.
    6)I plan to add some of the SLIC group's triggers to the mod.
    a)One is the garrison trigger, which automatically builds a defensive unit within a city when it is founded. This eliminates those undefended AI cities which we take advantage of, and forces the AI to get some martial law effect, even when it doesn't want any.
    b)A second trigger I am going to use is the auto-upgrade trigger. I will apply this to the garrison units, thus ensuring that you will be facing at least one current unit whenever you assault a city.
    7)Depending on how play-testing goes, I may reduce unit costs further, and/or increase the numbers of sea and air units per city specified in the aips. I would like to see stacks of these units commonplace, which would add greatly to gameplay, imo. (See page 2 of the Med mod thread for a more detailed listing of what reduced costs can do for the game.)

    There will also be some changes to the packaging of the mod.
    1)Paul has been kind enough to go in, and re-name all the gl files for the mod, like he did for the Apolyton Pack. For those of you who have used previous versions of the Med mod, this means that you can delete all of the gl texts in the gl folder (except for the original zfs file, of course). This re-naming also got rid of a couple of hundred gls from CD's mod that I hadn't been using.
    Note: if you switch from the Med mod to the Apolyton Pack, you will need to paste the gls from it back in the gl folder, since they all will no longer be in there if you do the deletion described above.
    2) Don (Scorpion59) has been working hard on making maps for CtP, and I plan on using several of those that he has available.
    3) The mod will come already combined with the Apolyton Pack, like it is at my site currently. This will allow you one-step installation, which will be a relief to all of us.
    4) One downside to the mod is that it is can no longer be used with prior saved games, at least to my knowledge, which is pretty limited in this aspect.
    An upside is that I can formally re-name the mod to version 2.2. Since I plan to combine it with the Apolyton Pack from the outset, I would like to call this the Medieval Mod 2.2 Pack, unless anyone objects.
    Note: Proposed slogans for the mod are now being accepted!

    From my repeated use of the words *I plan* above, you can see that very little of this has been done, except for all the hard work of others here. I don't know how long it will take to get this put together. (It's taken two hours to make this post.) However, this will allow everyone interested time to post their comments and suggestions.

    Thanks to all of you who have offered words of praise and support in the past. I know they have inspired me in my work here, as I am sure they have inspired the others who create the things that we can share here at Apolyton.
    [This message has been edited by WesW (edited March 02, 2000).]

  • #2
    Well I've got another day on my current game, think it'll be done then? Also, where's your site? I'm hip to this one step install.. (after the upgrade and then the patch of course)
    ~I like eggs.~

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    • #3
      Phone *home*, ET!

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      • #4
        WesW
        Sorry but wasn't intending to do the unarmoured heavy cavalry as that is basically what the Javelin Cavalry is!

        I've been fidling around a bit with your MOd to add some of my other untis in. I can send you the Advance chart I was using if you want - or any of the other bits?

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        • #5
          Hey Wes.

          Wheatin has wrote about Listening Posts/Radar (but not sonar?) under the tread Does anybody actually use radar?

          Answer: Yes I do - and I have seen the AI also does it.

          For your medieval mod 2.2: Pls re-read Wheatin contribution (I suppose you already have read it) and use his idea(s). I like them and will certainly try to increase the values for VISION_RANGE and RADAR_RANGE in my next game.

          AND.

          Pls. increase the pollution for space launching OR make it much harder to build the GAIA controller. As it is now, the GAIA is build before the first disaster occurs.

          Looking forward to you mod!
          First they ignore you. Then they laugh at you. Then they fight you. Then you win.

          Gandhi

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          • #6
            Wes,

            Do you have all the SLIC code you need for this mod? If not, let me know and I'll finish up and sent you anything you still need. It's been a while since I really did much work for the SLIC group so I'm not sure what you have and don't have already, but it can't be much work to get anything done that isn't done already.
            Administrator of WePlayCiv -- Civ5 Info Centre | Forum | Gallery

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            • #7
              COOL! I'm psyched!

              As to things that I'd add... I might add any of the Wonders that you've been working on (at least the Medieval and Ancient ones), and I gotta admit... I miss the Chariot and Elephant from Civ II. Also, is the Bombard the same as a Trebuchet? (I may have spelled this wrong...)

              My slogan? "What took mankind nearly 7000 years to complete -- recreated by Wes in merely (fill in the blank, depending on when you finish this stuff!)!"

              BTW, thanks for the credit. FYI, I'm John LeMaitre, but I changed my UserName when I found out that some of my students play Civ games. I'm trying to avoid getting unwanted e-mails all of the time! (Also, some of my views occasionally expressed on the forums do not gibe with those of the state I work for...! I don't have tenure yet!)

              ------------------
              "No, really! I used to be a Warrior!"
              "I do not pretend to know that which the less educated and less intelligent are certain of." -- T.H. Huxley

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              • #8
                BirdMan - thanks for the cite. I should note that I now have a higher regard for radar (though not much). I've been using the modified colors file that turns all terrain grey and uses bright shiny colors for the radar map. And Radar has one great use:

                It sees all units.

                No unit (except if in space, it seems) is invisible to radar (at least, to the GlobeSAT). Corporate branches, stealth submarines, Sea engineers, and infectors - it doesn't matter. They all show up. That said, you still have to go find them, either by bumping into them or using a unit with the appropriate vision ability, so an improvement that can see them would still be a bonus.

                Maybe I was an idiot before, or maybe it just was never explained very well. Or maybe that ugly-as-heck radar map you start out with is impossible to use. But at last, I understand.

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                • #9
                  WesW
                  I have a simple sprite already made for the Bombard which I'm using. If you want I can send you the files. At the moment only the movement is done not the attack and death scenes - been playing the game so haven't really doen anything more on the sprites for a while. NB I also have one for the Cog but again not completely finished (TGA,AVI's etc are all done).

                  Can't remember who asked - Bombard is an early Cannon. Trebuchet is basically a big catapult.

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                  • #10
                    Morgoth, come on, make the new cavalry unit. It can be called Light Cavalry. Don't you think a game covering the development of civilization should have a light cavalry unit?
                    And what are you doing, actually playing the game? If *I* don't get to play it, no one should! (I have played CtP for about three hours this year!)

                    Birdman, my feelings about disasters are- Disasters suck! If the Gaia Controller is getting built before the first disaster occurs, that sounds great to me.
                    Btw, the changes we made to pollution are detailed in the AAip readme, so that you can set them to your own preferences if you like.

                    John, let me get this straight...You use CtP as a classroom example to your students, then you get mad when they want to talk about the game with you? That's very snobbish of you.
                    And remember, Big Brother *is* watching. (Or perhaps one of the little hellions. You decide which could cause you more trouble.)

                    Wheathin, I am glad you provided the extra info about how radar works. Unless there is some glaring flaw in this part of the game, I would rather not try to fool with installations again. (I had a bad experience with creating a castle for the first Med mod.)

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                    • #11
                      Wes --

                      Didn't you hear? The Inquisition is alive and well down here in Georgia...!

                      Besides, some students would prefer to e-mail me about topics other than CTP....

                      "I do not pretend to know that which the less educated and less intelligent are certain of." -- T.H. Huxley

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                      • #12
                        What's this *down here* stuff? And what is this *other stuff* the students are emailing you about? You're not having an affair with a student, are you? I thought only female teachers had those, nowadays.
                        I was talking with a lab classmate of mine tonight, who used to teach second grade ( she's 31 now). She got fed up with the beauracracy, and the kids attitudes and stuff to the point where she quit. She said the final straw was when one of the 8 yr. olds in her class threatened to sue her.

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                        • #13
                          ANOTHER bombarding unit? Uh-uh I don't think so.. siege weapons come soon enough, before that you should be slaving not taking cities! jeez... you bombard that early and noones gonna be friendly

                          On a different note, what are nordicus's trade routes and your modern mod? I'm cruisin your site, but there isn't much description
                          [This message has been edited by ghen (edited March 02, 2000).]
                          ~I like eggs.~

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                          • #14
                            Wes
                            But the early Javelin Cavalary IS a light cavalry unit! That's why I'm not so interested in doing - just another variation.

                            Next Sprite I intend to do is an Ironclad - and Katy still needs to do a bit more on her Mongol Horse archer.

                            At the moment though having a go at a variation of your mod.

                            NB by the way for multiplay I kept getting so many sync problems we gave up on the 'scenario' set up and moved everything to the normal default directories. This works fine now so I guess this may be a general problem with the scenarios (there always seem to be certain glitches in multiplayer mode v single for most games these days!)

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                            • #15
                              Ghen, look in the Modern mod beta edition thread (just expand the days listed on this forum.)

                              Morgoth, no problem. Let me know when you get your stuff finished. I wouldn't mind having the Mongol and the Ironclad in addition to the others, if you get them finished time. Thinking about it, we could let the Cog stand in for the Ironclad during play-testing, in order to give you more time.

                              Btw, things are progressing nicely on the mod. Wouter (Locutus) is putting the slic triggers together, and Chuck (ETB) is getting the trade goods ready to go.

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