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  • #61
    MadWoodster, I thought that at first too, but the number is set to 2 in the const.txt file located within the medievil scenario. The const.txt within the ctp_data folder has it at 3, but that shouldn't matter, should it?

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    • #62
      The original setting had units suppressing three slaves each. CD changed this to 2 for his mod, which is what you found in the const.text. The computer still acts as though the setting is three when sending slaves to cities, which can cause trouble.

      Also, there is another bug in the mod, which involves the Colossus. I have added the necessary tga to the "new tgas" file at my site. Or, you can go into the pictures folder, and change cw051f to cw042f.

      dbrowski, I didn't mean to seem defensive in my earlier post, it was just a lot to cover and explain.

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      • #63
        I have posted the pictures for the mod at my site. I decided to split up the graphics pack to make it easier to upload and download the smaller files, and so I could go ahead and let people get the tgas for the new advances. The current file should be the final version of the pictures folder, unless someone sends in some better pics for a few of the new advances.

        I have been busy fine-tuning the advances costs and the links between them, in order to get the timeline accurate.
        Paul has already sent in a number of the gls for the new mod, and he and some of the other guys should be getting most of the others ready in the next week or so.

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        • #64
          Hey WES.

          I'm here again.

          Would you consider some little tiny changes in the units.txt?

          Make aircraft carrier able to load small_air, med_air and small_space.

          Make all aircrafts small or med.

          Triple the value the aircraft carrier can take before it's going down.

          Why?

          The aircraft carrier are more or less useless as it is now.

          With the changes, it's very valueable - specially when you play on very big maps as I do.

          Now I play on a brandnew Athlon 650 with a Woodoo 3000 graphic card and 196Meg RAM, the map size is 196x392, civs + babarians = 16).

          This size makes some real "lovely" maps!!!

          ------------------
          Woodstock was here!
          First they ignore you. Then they laugh at you. Then they fight you. Then you win.

          Gandhi

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          • #65
            So, Woodstock's moving up in the world. Now, just why do you need this very expensive machine? Hmm...

            Btw, I changed the size of Bombers and Stealth Bombers from large to medium, which should allow Carriers to take them.
            I had re-worked all of the sizes of the air units for the Modern mod, which included a new, WWII-era carrier. When I re-release the Modern mod, which will now be called the Medieval mod 4, I will have all of this sorted out in a way which should please most everyone.

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            • #66
              TheBirdMan,

              With an A650, on a game like that, how long does it take the AI to cycle through the other Civs?

              Maybe its time to upgrade. I have a 333 with 128M memory and it takes the AI 5 minutes to take its turn in the later stages of the game. This was with 24 to 30 Civs. I dropped playing on gigantic maps pretty fast.
              Don,
              CtPMaps (Hosted by Apolyton)

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              • #67
                I've played about 6 or 7 games up to the modern era and then opened up the map to see what's up. In any of these games I have never seen the A1 build a mine on a forest/jungle tile( this may be why I noticed myself catching up somewhat after being able to lay down several mines on forest/jungle w/river that is common around the first couple of cities). Has anyone else noticed this, or is my computer just too slow to allow the A1 to build these?

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                • #68
                  Getting the AI to mine forests and jungles is the main thing I want to work on when I get with the fuzzy logic guys here.
                  The AI knows how to mine these types, but the only time I have seen it do so is on tiles with resources. I believe that if the code variables are adjusted properly, the AI will start mining them normally, which will be a huge improvement to the game.

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                  • #69
                    I was wondering, how eager are the AI's at seeking out and exploring ruins? If I send out enough speedy units, seems I always grab them all, well worth it despite the occasional Barbars. Is there a way to add other goodies to ruins, such as a boost in public works/reputation, or maybe there's just a trade resource underneath. I love arhcaeology, got a dead city fetish.

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                    • #70
                      Hmph, archaeology, I mean; geez, glad I never did that on a research paper!

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                      • #71
                        Oh yes, I also mentioned other ruin options because, fun as they are, I never really thought finding new advances was very realistic; unless it were, say, the recipe for mummification, or the secret of Damascus steel. Just nitpicking, am I.

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                        • #72
                          I don't know if other effects can be added to the Ruins or not.
                          I have been trying to get the bugs out of the dummy Wonder I am trying to use. I finally set it up to become available with physics9, and obsolete with Stone Working. If someone has a better way, I would be happy to hear about it.

                          I also had one of the new Wonders crash my game when I built it the standard way, instead of buying it with the cheat mode. I have no idea why this is happening, but I have replaced the Null movie I had set up with the movie of the original Wonder that the new ones most closely resemble. I think that I will just keep it at that.

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                          • #73
                            Wes, I finally got around to deleting the files from the pictures menu that will restore the correct graphics for the muskateer unit.

                            All of the pictures were correct, but the actual sprite that you move around the map was still the same as the arquibruiser.

                            Did I do something wrong, or is there another file to delete?

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                            • #74
                              Dbrowski, you need to change the sprite (the sprites folder is right next to the pictures folder) from Gu22 to Gu52. If it tells you that Gu52 is already present, just delete Gu22. Sorry I forgot about this part.

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                              • #75
                                Wes, thanks for the reply, the sprite is correct now. In fact, the militia trigger also worked properly after I discovered Flintlock in my current game(including multiple militia in large cities).

                                The trigger was still not working for the Frydman and Arquebusier, though, and I haven't reached Repeating Rifles yet, so I'm not sure on the next miltia upgrade, either.

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