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Medieval Pack 3.0

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  • Hey Wes.

    Think the Ship_of_the_Line gets obsolute too quick (only managed to build two).

    I know this varies as how the advances are obtained (hard work/exchanges/ruins), but still......

    Think a second pre should be added to "Steam Engine"?!



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

    Gandhi

    Comment


    • The era of dominance of the SotL and Ironclad can be pretty short in the game, but that was what happened historically as well. From what I remember, SotL were developed at about the start of the 18th century, and were obsolete by the middle of the next century. The Ironclad's era was even shorter, lasting only a few decades until the Armored Cruiser and Destroyer came along.

      Btw, I noticed in the gl folder that the Med Pack has almost 700 gls written specifically for it (non-Apolyton Pack gls). And on average, each of them has probably been modified once or twice since its creation. This is just to let you know the amount of work that has gone into that aspect of the mod.
      Over the weekend, I forgot to bring any of my printouts to my parents house when I brought my computer, so I ended up relying on the GL to answer any questions I had about the game while I was playing it. I believe I was able to find everything I needed to know this way (though it would have been easier with the charts handy). Considering all that has been added and altered to the game by this Pack, this is a major achievement. Since at least half of the gl work has been done by people other than myself, I take my hat off to Paul, John, Chuck and the others who have contributed in this area.

      Comment


      • That's kinda funny in a strange way haha!!!


        Anyone else experience this problem when disbanding cities?????

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        Gemini

        Comment


        • Hi everyone!

          Downloaded v3.0 a while ago, but have only just got around to playing it! It's going to take a fair while to learn the advance chart though! I seem to be storming down one branch of it after the later advances, and have ignored things like Drama (Theatres? Who needs 'em! I don't care if they're unhappy - just build those horse archers dammit!! )

          Just something I've noticed though - I disbanded a city, and the garrison unit remained there - I even moved it (causing it to die), but it just re-appeared. It's even been upgraded in the with the others! I'm not sure if this needs to be addressed as a slight problem, vis-a-vis the "Wall of Beef" problem caused by the cow. You could just build and disband cities across a mountain range for a pretty effective "Maginot Line" -type effect (although thinking about it, the Germans just went around it when they invaded, didn't they! Damned efficient, those Germans! )

          Anyway, it's quite a testament to everyone's effort that this is the only negative point I have to make. Congratulations, and keep up the good work! (Ugh! Can't believe I just said that! Anyway, you all know what I mean!)

          Dan

          ------------------
          Just a thought......
          Just a thought......

          Comment


          • AAAACCCHHHHOOOOO!!!!
            [This message has been edited by DanMc (edited May 30, 2000).]
            Just a thought......

            Comment


            • The Garrison will eventually disappear. The reason it does this is because the Garrison is not supposed to move. Unfortunately, giving a unit a movement of zero still lets it move. So... both the AI and human player would end up moving the Garrison. To get around this, the Garrison is automatically disbanded and a new unit created in its place whenever it moves. During the auto-upgrade process, the SLIC checks to see if the units are in a city. If not, it is deleted and not recreated. It might not be pretty but it works and adds a whole new dimension to the game.
              Don,
              CtPMaps (Hosted by Apolyton)

              Comment


              • I've just finished reading this entire board, and now I have a question. What exactly needs to be downloaded to use the mod? Are any previous mods out there that need to be downloaded first? Are there other mods that can be downloaded that will work with this mod, but are not necessary?
                The power to tax is the power to destroy.

                Comment


                • You can find the latest version of the Medieval Mod at Wes' site. Just click on the homepage icon in one of his posts. You will find three zip files there with the text files, the pictures and the sprites. You also need the 1.21 hack. That can be found here at Apolyton.
                  [This message has been edited by Paul (edited May 29, 2000).]

                  Comment


                  • I have been making a few minor adjustments today...
                    1)I took away the Warrior's ability to pirate (I don't know why this was there in the first place.)
                    2)I also reduced the fuel for the Helicopter from 35 to 14, which gives it 2 turns worth, like the Interceptor. In Civ2, the Helicopter had several turns worth of fuel, but it suffered damage when it did not end its turn in a base or city. In Ctp, it does not receive this damage, so you ended up with an untra-long-range unit. Attack choppers are essentially modern versions of Dive Bombers, and this change will have them acting as such.
                    3)I also increased the movement of Triremes from 2 to 3.
                    Finally, I have been tinkering with the aip settings in the Default, Gather and Takecity files, to try and get the AIs to be more aggressive militarily. I also adjusted some of the special attack settings. The AIs are building large armies in my games, and usually have large tech leads on me as well. However, they seem unwilling to use their grould forces much, even against each other when they have land connections.

                    Finally, I would like for those of you with some undrstanding of the Aips to review the Aip comments text, which CD wrote. Specifically, do you think his understanding of these settings is correct:
                    4)double seige_priority = 405000.0 for all except siege_off.aip = 0, and takecity.aip = 415000.0. Determines priority assigned to conquering cities.
                    5)double attack_troops_priority = 405000.0 for all except takecity.aip = 415000.0
                    Determines priority assigned to building attack_troops?
                    6)double bombard_priority = 407000.0 for all except takecity.aip = 415000.0
                    Determines priority assigned to building bombard troops?

                    Comment


                    • Me here again...
                      I don't know about the rest of you, but I am still having *serious* problems with pollution disasters in my games. Today I have made a whole series of changes to try and get this under control once and for all.
                      I cut the pollution from Refineries in half, to 60%. I reduced the cost, production and pollution of Airports and Robotic Plants by about 40%. I also cut the costs of Recycling Plants and Eco-Transit by 1000 each. These changes are detailed in the Improvements section of the Med 3 readme.
                      Also, I increased the threshold at which disasters occurred by 20% across the board in the pollution text.
                      In addition, I made some changes to the construction and gw texts. These changes are detailed in the Misc. readme.

                      I hope that these changes will allow players to enjoy the game more, and allow for the usage of more of the improvements, now that their side effects are reduced. Myself, I never built any of the pollution-causing production improvements other than the Factory because their adverse effects seemed to out-weigh their benefits. Perhaps this will now change.

                      Comment


                      • Hey Wes.

                        Don't know how you are doing.

                        I'm using your mods - have a very big map - many civs.

                        I like those disasters - specially the flood - and I have not been able to get even a little tiny flood. Even though I have reduced the limits in the pollution.txt......

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

                        Gandhi

                        Comment


                        • Woodstock, do you remember if the pollution file you adjusted was the original file, or one in the scenario section? The Med Pack doesn't even have a pollution text in it. I ask because I seem to remember that Nordicus included a customized pollution file in some of his stuff for use with large maps.
                          Myself, in my current game I was supposed to have the first flood disaster in 1836, before I altered the settings above. I may still have it in a few turns.

                          On to other things...
                          I have made a number of other changes to unit abilities today.
                          1)I got the game to always put the militia unit in front of any ranged units that are helping it defend a city.
                          I tested, and found that the only time it did this before was with the Arquebusier and Musketeer, which happened to be the only militia units with a ranged attack. I therefore gave the other militia types a ranged attack, and the game started using them as intended. This ranged attack is only .1, going by the standard values, so it should not affect the battle's outcome, though the game may place these units behind other infantry in the battle.
                          2)I gave back the Ironclad the ability to bombard land.
                          3)Mobile SAMs can no longer bombard land and water. I don't know why they had this ability in the first place.
                          4)Battleships can now carry two missiles, and the Stealth Sub can now carry small land units (covert units), like the regular sub.
                          5)The Swarm can counter-bombard.
                          6)Artillery and War Walkers may now be built in sea cities, in order to give added defense.
                          7)I increased the size of some of the modern and post-modern land units from small to medium, as I only want covert units to be small.

                          If anyone knows of any other changes they would like to see made, or knows of any reason against making the changes above, please let me know.

                          Comment


                          • Hi Wes,

                            If the Cruise Missle fix described in a different thread in this forum test out correctly, you may want to include that in the Med Mod 3 also. That way, if someone wants to use the Cruise Missle later in the game they will be able to use it as intended.

                            Regards,

                            Timothy Pintello

                            Comment


                            • Hi Wes,

                              If the Cruise Missle fix described in a different thread in this forum test out correctly, you may want to include that in the Med Mod 3 also. That way, if someone wants to use the Cruise Missle later in the game they will be able to use it as intended.

                              Regards,

                              Timothy Pintello

                              Comment


                              • Hi Wes,

                                If the Cruise Missle fix described in a different thread in this forum test out correctly, you may want to include that in the Med Mod 3 also. That way, if someone wants to use the Cruise Missle later in the game they will be able to use it as intended.

                                Regards,

                                Timothy Pintello

                                Comment

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