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Nordicus New Trade Goods v.1.0

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  • #16
    Hi, Paul...

    Sorry for the delay--haven't checked this in a while.
    [And I actually posted this yesterday, or tried to...I was denied! Me! Very slow yesterday....]
    Sure, I'll send them out to you--thanks.
    The "solution" I'm pondering now is--if for example, it says "Wheat" instead of "Apples"--changing the names to match the good (so it would be wrong in the gl_str.txt but not in the game), then putting the wrong .wav file for it (which would sound right in the game), and finally adjusting the gold value in goods.txt and others in terrain.txt.
    It's ugly, but it should do the trick; and it's not a real solution, just a weird workaround, so I'd really not like to do it unless there's no other way...

    Okay, talk to you later.
    Existence is Futile.

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    • #17
      Thanks again, Paul.

      So, everything's working smoothly now, no problems. I'll be including some readme material here shortly.
      If anyone wants a copy, let me know--here or email me.

      Later,

      T.

      Existence is Futile.

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      • #18
        hey nordicus...

        I would definately be interested in the trade good update... I'm working on a real Earth base and I was looking at oil for the costal shelves... but since you have it already... I will give you credit... but I am interested to check out the changes

        pcouw@hotmail.com

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        • #19
          Hey...
          Okay, I'll send them out.
          Existence is Futile.

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          • #20
            Did you get them alright? I haven't heard anything yet....
            Existence is Futile.

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            • #21
              Hi Nordicus,

              I have gotten your latest Trade Goods Update and I have to say I really like it. I played with it for a few hours this weekend and it is really nice. It is nice to have more and different trade goods on the screen. I have also noticed that the AIs do trade the goods quite well. I also noticed that they try harder to trade the more valuable trade goods like the minerals. They seemed to place their cities to get these goods when they were available, which because of the nature of the goods wasn't as often as the less valueble trade goods like the food stuff.

              The problem where traded good did not match the goods on the screen and incorrect good values has also been corrected. I also noticed that the right click to see what the goods was now works as well. As usual, you have done a very goods job with this mod. I think Wes may want to use it in his Mod Mod.

              Timothy Pintello

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              • #22
                Timothy, thanks for the feedback--I really appreciate it
                Existence is Futile.

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                • #23
                  Nordicus,

                  Forgive me for being a slave to the little bells and whistles but... did you include new nifty little sounds for the resources when you click on them?

                  SW

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                  • #24
                    I got them alright,

                    but I was an idiot during the Christmas break and left my disc back home (8 hours away) so I'll have to wait a bit until I get to try it, but from what I see... this is exactly what I need for my map... It's nearing completion, but I haven't had a chance in awhile. For those who care it's the largest yet (500x1000).... and you need to dumb the game down a bit to run it... but it's definately worth it.... as well... I've started on just basic stuff like increasing the civ pool to 206 civs... almost one per nation in the world presently... I know it's a useless task but if I can't play or edit... I'll do something useless...

                    OmniGod

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                    • #25
                      The size of these maps you guys are talking about scares me. I keep picturing guys calling in with stuff like; "I have a PIII 750, and your map has slowed my computer to a crawl! It takes 30 min. for the AI's to complete their turns! I'm thinking about trying to hack into the supercomputer at the National Weather Service just to see if *it* can run this game. If, and when, the Feds come to get me, I'm sending them right on over to you guys!"

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                      • #26
                        It does slow to a crawl... but I think the end result of having a almost realistic game is well worth the wait... it's only about 10 minutes on a PII 333... for the first 1000 years...

                        But each new realistic addition people put out the more I want to make this thing as realistic as possible... maybe I'll look into governmental classes and a more advanced advance tree... hmmmm.... more time to waste

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                        • #27
                          SW:
                          Bell and whistles, eh? Well, there are in fact cool new sounds for each new good (or resource).
                          No animations, though.

                          Omni:
                          Good--glad you got them--if you want the latest version (1.3), let me know.

                          I agree that realism is worth it, but the problem with most mods is the balancing of realism and (fun) gameplay. I did try a 500 X 1000 map (on my PIII 450 128MB RAM) and it was too irritating for me--everything I pressed I had a bit of a wait, which became annoying after a while, and having 32 civs, the cycling of turns was ridiculous, IMO; plus, this is for the rich, those who have PIII 500 or 600 could handle it, but most people are running PII systems or lower.
                          The 246 X 492 map seems to be the best size I've found (accomdating geographic realism and gameplay issues--proportional oceans can also be obtained), but I'd never go higher than that. Realism is important, but, IMHO, not as important as staying awake while the AI eventually cycles all its turns.
                          My 2 cents.
                          Existence is Futile.

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                          • #28
                            Hey, is this Trade Good thing at all compatable with CD's mod and the Med Mod? I'd love to combine them, but it didn't seem to work for me. What am I doing wrong?

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                            • #29
                              The Trade Goods files must be placed in their respective main CTP directories. I tried loading them in a scenario folder only and it didn't work.

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                              • #30
                                How do I get a hold of a copy of Nordicus' New Trade Goods?

                                I see everyone talking about it, but it's not on the downloads page.

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