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Nordicus New Trade Goods v.1.0

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  • #61
    Nordicus! Thanks a ton for responding to my post! Sorry, pretty rude of me to post and not check back. I guess I got tied up on other things. Anyway, I'll download the new version and try it out. I must say again that this mod really improves the game tremendously, thanks for all your hard work!

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    • #62
      I'm currently in the process of gathering together a group for a PBEM that uses the Apolyton pack version of Nordicus' trade goods on a "naked game" map. (No this isn't a recruiting post I believe I've just about got the group together already). This is just to let Nordicus know his mod is about to get another field test. I understand it's already been tested extensively (at least in single player mode) but I don't know how much PBEM testing it's gotten yet. Nordicus: don't be suprised if you get an urgent HELP! message from me now and again. I might not be the most qualified person here to field test your new toy but I'll do my best. Wish us luck.

      Before I forget: Are the two versions of the Trade Goods (Non CD and Apolyton pack) mutually exclusive (i.e. if you have one can you still use the other)?

      [This message has been edited by Hanibal (edited March 24, 2000).]

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      • #63
        Thanks for that info Nordicus I was just wondering on why you had done it, I've only really just started looking into how to modify the game instead of just downloading the brilliant packs you and Wes among others make.
        I wonder what would happen if I made plains movement 67, oh well me shall go try it over the weekend.

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        • #64
          Ticktock:
          Hey, np. Thanks for the nice comments
          But even though I did a lot of work, it really was a group effort--if not for Gemini (Darryl), ETB (Chuck), Paul van den Belt, Timothy Pintello (and the rest of the guys), it would not be nearly what it is or as good....

          Hanibal:
          Hey, sounds cool. Nah, it hasn't been tested at all in multiplayer--I'm looking forward to the comments about how that goes.
          Yeah, if there's anything, just post here or email me (the quicker way).
          No, if you use files from one, you cannot use files from the other. The Pack version has CD's stuff as well as others', including the new Age--Industrial Age--and such.

          MW:

          Hi. Not sure--let me know that goes, I'm curious now.

          Regards,

          Tom.
          Existence is Futile.

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          • #65
            It seems things work exactly as expected. If you give a terrain 66 for movement then
            a unit with 100 move can move 1 squares
            a unit with 200 move can move 3 squares

            if you set this value to 67 then a unit with 200 move can only move 2 squares.

            In case I've confused anyone remember that CTP uses a x100 system so 100 move is actually 1 normal square movement.

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            • #66
              I've uploaded the results of my experiment to http://www.soton.ac.uk/~ajw898/ctp/terrain.html

              Along the top is the movement allocated to a unit (this includes movement of 50 which is an interesting option) and along the side is the movement allocated to the terrain (this starts at 4 as this is my proposed space movement and goes up to 250, after this all moves are 1 unless you have a unit with a movement >500)

              If anyone wants more values added to this please let me know and I'll see what I can do.

              I'm currently working on a version of Nordicus' trade goods for use on gigantic maps where movement needs to be higher and will uploaded when it is finished.
              [This message has been edited by MadWoodster (edited April 04, 2000).]

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              • #67
                Any ideas what the flag
                GOOD_CAN_DIE
                does, as far as I can see there is no way to kill a good, am I missing something or is this another redundent flag, also what does:
                ENV_FREIGHT
                do as this seems a wierd flag to have in as does:
                ENV_SCORE
                as I wouldn't have thought terrains added to your score. thanks

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                • #68
                  I have just uploaded my own version of terrain.txt this is for use with the latest version of WesW's medieval mod (beta 2.1 of version 3) and gigantic maps.
                  It speeds up the movement on almost all terrains, although you'll notice that roads terrain movement are now terrain dependable and no longer a fixed amount on all terrains.
                  It is available from here: http://www.soton.ac.uk/~ajw898/ctp/terrain.txt
                  and the read me file from: http://www.soton.ac.uk/~ajw898/ctp/readme.txt

                  as most browsers will just bring it up, you'll need to go to file and click on save as to save it. All ideas, questions and problems welcome but please read the readme file first. Thanks to all those who have put work into the Trade Goods and Medieval Mods especially Pintello, Nordicus and WesW.

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                  • #69
                    Hi Madwooster,

                    I think the "good-can-die" trigger may have something to do with the fact that if you terraform the terrain square the good is on the good will disappear. Also, if you pillage certain types of tile improvements it will also destroy the good under it.

                    Regards,

                    Timothy Pintello

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                    • #70
                      Thanks I notice that there are a few without this flag such as
                      Water volcano Diamonds and Crab
                      Grassland Tobacco

                      are these on purpose or just accidently left in?

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