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Nordicus New Trade Goods v.1.0

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  • #31
    Well, it's not available for download yet. Nordicus probably didn't send it in for download yet since it's not yet compatible with any/all mods (although people have been working on that) and since he's always busy doing something else (right now he's working on his world map again - I think). I suppose it will come available soon, but if you can't wait you could also email Nordicus and ask for a copy (he left Apolyton a few days ago, so he won't respond to your post himself, you'll have to email him).
    Hope this helps,

    Update: I went through my mail archieve and I came up with these URL's:
    For Nordicus Trade Goods v1.3: http://community.myway.com/pd/wesw
    For Nordicus Trade Goods v1.3 Apolyton Pack compatible: http://www.duesouth.net/~scbryan/ctp/

    Locutus
    [This message has been edited by Locutus (edited February 16, 2000).]
    Administrator of WePlayCiv -- Civ5 Info Centre | Forum | Gallery

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    • #32
      Thank you Locutus. I got the new trade goods and they're great.
      Thanks.

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      • #33
        Do these files work with WesW's Medieval, and Modern Mod's? Thanks

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        • #34
          MadWoodster,

          As far as I know no-one has made the mods compatible with WesW's mods yet, but I'm sure that's just a matter of time. You could of course try it yourself...
          Administrator of WePlayCiv -- Civ5 Info Centre | Forum | Gallery

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          • #35
            Timothy Pintello made the trade goods mod compatible with my Med mod a couple of weeks ago, and sent out copies to a few of us. You could sent an email to Tim if you like a copy of it.
            I haven't checked it out myself, I have been spending all my time on the Mod mod recently. I plan to put out a second update of the Med mod sometime in the future, with a version of the trade goods mod within it, among other things.

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            • #36
              Thanks for the replies guys. Tim, if you read this can you send me the version of trade goods you created to ajwoody@hotmail.com as I don't have your e-mail address thanks.
              Look forward to the next update WesW, if you want any help testing it let me know please, thanks,

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              • #37
                You missed on very important commodity.

                Jungle: Narcotics.
                Gold: 40
                When you laugh, the world laughs with you.
                When you cry, the world laughs at you.

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                • #38
                  Hi MadWoodster,

                  I have gone ahead and sent you a copy of the adjusted files Wes mentioned. If a lot of you want them, I will send a copy to MarkG so that he can post them, though come to think of it, he may already have a copy.

                  Timothy Pintello
                  [This message has been edited by Pintello (edited February 22, 2000).]

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                  • #39
                    I remember asking nordicus after sending v1.3( think) if it was ready for posting and he said no...

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                    • #40
                      I received an email today from Nordicus that indicated he was still working on the trade goods. The ones that are out there now (v1.3) are still in the testing phase, although I have found them to be quite FUNctional....

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                      • #41
                        I asked Nordicus about this yesterday and this was the answer I received this morning:

                        quote:

                        Yes, I'm planning on finishing the readme for it by the weekend, then send it in. Apparently, there's a bug in the New Trade Goods Mod--> when someone tried to look at his trade screen to view what was going where, it crashed and caused an error saying that something was 'not found in asset tree,' and the something turned out to be Walrus, or more specifically, a tga file of a walrus.
                        Have you (or anyone) experienced this? Is there anything in the mod that you've found not functioning properly?


                        So it should come in very soon, although with Nordicus you never know, he's usually doing at least 5 things at a time (he did tell me he changed that and was going one thing at a time for a change)

                        Locutus
                        Administrator of WePlayCiv -- Civ5 Info Centre | Forum | Gallery

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                        • #42
                          I checked myself, I had problems with the walrus as well. Only in my case the game didn't crash, but walrus were displayed as emeralds, emeralds as sapphires and sapphires as emeralds.
                          Strange how different people have different problems...
                          Administrator of WePlayCiv -- Civ5 Info Centre | Forum | Gallery

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                          • #43
                            Well Pauli and Locutus, I guess you two win the prize. There is a bug in v1.3 with sapphires, emeralds, and walruses being mixed up. Another bug changes salmon to lobsters along trade routes. Both bugs have been identified and fixed. They are both subtle bugs, so everyone may not always detect them. If you want to, go to http://www.duesouth.net/~scbryan/ctp/ and download the four updated text files for the New Trade Goods v1.3 and see if they fix the bugs that you noticed.

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                            • #44
                              the only problem i've had with the new trade goods is that in the "buy" section of the trade screen, salmon are consistently displayed as lobsters.
                              it's just my opinion. can you dig it?

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                              • #45
                                I downloaded 1.3 and have really enjoyed it! the graphics are well done and the variety is a welcome change. With the addition of Harlan's excellent leaders mod, the game has a much nicer feel. However I have noticed two things.

                                1.The original game over-valued sea square but tt seems that Nordicus has overcompensated in the other direction. In 1.3 the sea squares are not nearly as valuable as the land squares, especially in the early going. Having cities on the coast is a defensive liability and in this game being a port does not really add trade. This leaves no real incentive to build coastal cities. Whats more, inland cities with grassland can grow much faster, and hence larger. This kind of goes against the real world where the majority of large cities are on the coast(albeit more because of trade than food or production reasons).

                                My only other beef is that forest lands have been de-valued a little too much. Forest squares are now the last place I'll put a worker. But, in truth, logging has always been an important industry.

                                Anybody have an opinion on these?

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