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).]
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).]
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