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  • #91
    Wes

    Got those last two GLs up to you just now; sorry about the misunderstanding....

    Question: Before I actually download the new beta, do I still need to fix the Musketeers graphics problem, or has that been fixed?
    "I do not pretend to know that which the less educated and less intelligent are certain of." -- T.H. Huxley

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    • #92
      Wes,
      It is there, I just got it. Did you do a page refresh after you uploaded it? That is the only way you can see the new info.
      Don,
      CtPMaps (Hosted by Apolyton)

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      • #93
        John, you will not have to delete those files again, if that is what you mean. Unfortunately, there is no way that I am aware of for *me* to fix this problem once it is in a user's scenario structure. I could put a copy of the Musketeer's sprite in the scenario folder, so that it would over-write the Arquebusier, but that would still leave the tgas. I will put a detailed description of how to fix this in the next version of the Misc. readme. I don't think many people will have trouble with it.

        Don, I did try the refresh and all that. I posted the update to the intro file early yesterday afternoon, and when I signed off right after I posted here last night, *it* wasn't even up.

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        • #94
          I have played into the late industrial/early modern age for the first time since installing
          the Med Mod and I ran into a couple of new bugs. Most of they are beyond the
          scope of the Med Mod but I have not seen them before so I am wondering if
          perhaps something got changed in the Mod that affected the later game.

          1. My lone remaining iron clad from days of yore now gets the old trireme message
          when it tries to venture more than 2 tiles from coastline. I first got this message
          shortly after the introduction of the submarine.

          2. My transports seem to be a bit buggy about unloading tanks..they won't do it. I
          try and unload and nothing happens. To get them off I have to retreat to a city and
          have them automatically unload. This makes it very difficult to carry out an invasion.

          3. I traded for the technology that allows machine gunners and got the following
          message: "In object gem3Gunner,function_SetUnitByIndex: Value out of bounds".
          After receiving the message I was able to get back into the game and proceed as
          normal. My militias updated fine.

          Anybody have any thoughts ideas on these?

          (BTW, what kept me playing this far along the timeline was an incredible war with
          the neighboring Slav empire. We have been fighting back and forth over a group of
          islands that lie between our continents for about 1000 years. I have never had so
          much trouble taking and keeping cities from an AI. It's been vastly entertaining.)

          Comment


          • #95
            I have played into the late industrial/early modern age for the first time since installing
            the Med Mod and I ran into a couple of new bugs. Most of they are beyond the
            scope of the Med Mod but I have not seen them before so I am wondering if
            perhaps something got changed in the Mod that affected the later game.

            1. My lone remaining iron clad from days of yore now gets the old trireme message
            when it tries to venture more than 2 tiles from coastline. I first got this message
            shortly after the introduction of the submarine.

            2. My transports seem to be a bit buggy about unloading tanks..they won't do it. I
            try and unload and nothing happens. To get them off I have to retreat to a city and
            have them automatically unload. This makes it very difficult to carry out an invasion.

            3. I traded for the technology that allows machine gunners and got the following
            message: "In object gem3Gunner,function_SetUnitByIndex: Value out of bounds".
            After receiving the message I was able to get back into the game and proceed as
            normal. My militias updated fine.

            Anybody have any thoughts ideas on these?

            (BTW, what kept me playing this far along the timeline was an incredible war with
            the neighboring Slav empire. We have been fighting back and forth over a group of
            islands that lie between our continents for about 1000 years. I have never had so
            much trouble taking and keeping cities from an AI. It's been vastly entertaining.)

            Comment


            • #96
              Jack, are you sure you have the 4.0 beta? The trading tech bug you described should have been fixed for the 4.0 beta.
              Note: The scenario icon is of Mt. Saint Michel's for the 4.0. If you still see the Japanese castle, you are using 3.0.

              I increased the carrying capacity of transports from 5 to 6 for this mod. This may cause a problem if that sixth unit hasn't been on board long enough to be unloaded when you want to unload the others. Or, it may be something else. Sometimes I can't unload things when I think I should be able to as well, though I figured I was just trying to unload them a turn too soon.

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              • #97
                Hey Skorpion.

                You asked 2 weeks ago, how long time a turn took.

                Well - it changes from turn to turn.

                On a 240x480map, 14 civs - turn 229 took about 15 sec. for each civ. In turn 234 it took nearly 50 sec. for each civ.

                In turn 240 it may well have turned back again to 15-20 sec. per civ. I have seen this in many games - I just had in mind giving up a game when it was tooooooo slowwww - when suddenly it acted normal again.

                Therefore I'm now very patient before I'm leaving a game (if its fun).

                I have also noticed (or I think I have), that you can "distress" the pc to act faster if you are clicking on some of your citytabs or put the mousepointer to one of the edges to the screen. Don't know if it works - but it look like it does?!
                [This message has been edited by TheBirdMan (edited May 15, 2000).]
                First they ignore you. Then they laugh at you. Then they fight you. Then you win.

                Gandhi

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                • #98
                  A short post before I forget about these things. The changes below will be included in the next beta, or the public release- whichever comes first.

                  I played into the genetic age in my last game (haven't gone that long all year), and noticed that the costs for sea-food improvements (seafood, get it? ) didn't make any sense. Ditto for the minig costs. Therefore, I have standardized their costs for the various terrain types. I also adjusted the cost of tunnels for a couple of types. These changes a detailed in the Terrain readme.

                  Also, I gave the ability to Pirate to the Ironclad, Battleship, and, perhaps most deviously, the Sub. Actually, these should have been in there all along (Union blockade and Battle of the Atlantic). Oh well, give us time.

                  Comment


                  • #99
                    Hey Wes.

                    One little thing:

                    I think that "Repeating Rifle" should be a pre for Oil Refining.

                    I know that weapon knowledge and oil refining are much different advantages, but oil refining allows the destroyer.

                    And I think the technique "repeating rifle" should be a pre to the destroyer?!?

                    If I "sound" crazy (more than I nomally do)- well what about a new advance. Sea - no. 10, allowing both battleships and destroyers. Pre's could then be oil refining AND repeating rifle. Troop ship could be moved to sea 9 (Steel)??

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

                    Gandhi

                    Comment


                    • Woohoo! 100 posts! Let's keep it going. I would like to hit 150 by the time we go public.

                      Comment


                      • Historically, Destroyers were developed a little before the rifles I have in mind in the Repeating Rifles advance.
                        I guess we were seeing a similar problem, though, since a few days ago I decided to make Oil Refining, rather than Explosives, the second preq for Steel. This means that once you get Explosives, you can go for the land Artillery, or the naval Destroyer. Both are now necessary before you can get Steel. In my last game, I got Steel without having to get Railroads, which just didn't make sense to me.

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                        • More to Skorpion (and other that may be interessed) about time/turn. I know this belong more to "Normal maps vs. huge maps" - but this started here.....

                          As I guessed, now on turn 243 it takes less than 60 sec for ALL the other civs to take the turn. 2 turns between turn 235 and 242 took a little more that 15 min each(!) the rest between 7-12 min each.

                          See - sometime you have to be patient.

                          Q: Does this happens because the game goes in a kind of loop for some turns????? Or is it simply due to the pc is thinking????
                          First they ignore you. Then they laugh at you. Then they fight you. Then you win.

                          Gandhi

                          Comment


                          • First great work WesW the mod just gets better and better.

                            My second point is slightly rude but could you implement some of the ideas that you just posted in the CTP2 suggestions list eg the chariot instead of the mounted archer and increasing the strengths of tanks. Also if you used a multiplier on all units factors would it give you more flexibility on setting them. I remember on the archer front you wanted to give 1.5 well if you multiplied all values by 2 you could then give them 1.5 x2=3 though I realise this would take time to go through and update all values.

                            Comment


                            • Woodster, I guess those two unit suggestions were from the Diodorus post that I pasted in. Myself, I am satisfied with the current Mounted Archer. Besides, I don't make sprites, so it's out of my hands anyway.
                              As for unit values, I would think that the difference between 1.0 and 1.5 would be the same as that between 10 and 15. If anyone knows better, I would be happy to hear it, of course. That one time has been the only one where I have felt squeezed by the numerical options. If I changed it, we would also have to change all the gl texts as well, so you are talking about several man-hours of work.

                              Comment


                              • Oops, me forgot that they had already implemented a x10 thing so therefore ther eis no problem, I just got confussed.
                                As for the unit point fair play I'ld like a Chariot but as I can't draw I'll have to wait for some one to draw me one.

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