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Med Mod 4 (final): files, readme, links

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  • #31
    Hey all

    First let me say this Mod is great. But I think something is wrong, I'm playing with 4.0
    on emperor, and the AI will not mine the forrest, every thing else seems to be working fine.
    Sophanthro was deleted

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    • #32
      4.11 froze at 2050ad in a deity game against 1 opponent (2nd was killed 3800bc). The ai had most of the techs it usually gets (no cybernetics of course) but no future techs yet.

      cold

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      • #33
        Let me see if I can address some of the things which have popped up here the last few days....

        I started 3 new games, and played them each to about 2000BC to see if there was a pattern to the freeze-ups that Chris mentioned. In the first game, I had one pause at 3150BC, in the second game there were none, and in the last game there were several. The best I could tell from viewing the AIs, the pauses coincide with the AIs rush-buying improvements, especially Stockades. If Barbarians pop-up close to their cities, for example, then the AIs would do this. Why this would start causing pauses, I don't know. What this would have to do with the disseminate trigger is also a mystery.
        None of these pauses caused a crash on my system, however.

        As far as the AIs not mining forests, this is something that I never could get them to do, except in rare circumstances. I hope that this will change in the sequel, if I decide to implement this feature in a mod for that game.
        Same thing with getting the AIs to counter-attack, which Dida mentioned in his thread. I and some others worked on this, trying everything we could think of, to no avail.

        Cold Steel, could you go back to your game that crashed, and check to see if it had anything to do with the founding of the first space city?

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        • #34
          In a couple 4.11 games the ai was able to build the first city in space. The freezes could still be associated with building the star ladder, last game the star ladder was under construction then later the game froze.

          Too bad, I think I figured out a strategy that would always win before the computer could research all the future techs. You can always demand one tech from each civ at some point in the game, so you can always get communism from somebody as soon as someone researches it. Then either demand or research cannons. Then bury the computer in stacks of cannons, since under communism you can really churn them out.

          Maybe. Perhaps we'll never know. 4.11 always freezes before I can find out who wins the race.

          coldsteel

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          • #35
            I have posted a small update to the mod at my homepage.

            1)Missile Frigates can no longer see stealth units.
            2)Self-propelled Guns are now obsolete with Neural Interface, when you get War Walkers.
            3)I have adjusted the timeline, reducing the years per turn from 1800CE onward. Mostly this was done to give more turns in the 19th and 20th century.
            The game now earns after 520 turns, on 2700CE.
            4)The various readmes and charts have been updated to reflect the changes made since the 4.0 version was posted.

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            • #36
              Out of curiosity, has anyone ever seen a computer ai independently research cybernetics in med mod 4.10 or 4.11?

              cold

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              • #37
                Hi guys, I've been following the thread for quite some time. I have personally experienced problems with the hack 1.21 and have reinstalled just the civctp.exe version 1.2. I was wondering if the problems associated with the ai "freezing" could have something to do with the hack. I would be interested to know if any "freezing" occurs when the mod is played with just version 1.2 of the exe file.

                ------------------
                Gemini

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                • #38
                  Has a human player successfully researched cybernetics in 4.10 or 4.11? Just checking.

                  cold

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                  • #39
                    Well, it looks like we will never know the answers to some things about the mod. I hate to leave anything unanswered, but I am very pleased with the Med mod overall, and I am moving on to Ctp2, which appears to be all that the original should have been, but wasn't.

                    I will keep the 4.11 upadte posted on my homepage, so those of you who have yet to try out the game can enjoy our work. The basic 4.0 version, which you will need to install before adding the update, will continue to be available here at Apolyton. I will also leave it up at my homepage for as long as possible.

                    I plan on making a Medieval mod for Ctp2, though I will take it slow, play the game a few times and try and get input on the forums about what things people woud most want to see added to the sequel before getting together with my cohorts and putting it together.

                    Once again, I say thank you to all those who helped me construct the mod, and to all of you who responded with feedback and recommendations, both on the forums here and by email. The mod could not have been made without the efforts of all of you.

                    Be sure to check out the ctp2 forums and my homepage for the latest developments on the Med mod.

                    I will check back in here periodically to answer any questions as best I can, and to acknowledge any thank you's that people care to submit, but my work on the Med mod for Ctp1 is done. Good bye!


                    --------Wes Whitaker will return in The Medieval Mod II: In the Beginning--------

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                    • #40
                      The link to the website at the top is broken. Where can I get the 4.11 fix?

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                      • #41
                        Dude I love your Mod! Found only a few bugs in it, just in the Great Library where some things were missing. I have a little older one though. Now if I can only find someone to play an MP game with...

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                        • #42
                          Thanks 420.

                          Jan 5th, 2001 UPDATE ALERT: I have updated the mod again, making this the 4.12 version. It is available along with the other parts of the Med mod 4 at my new site here at Apolyton. Just click on my homepage button above.
                          I have removed 24 of the Future advances from the game, in the hope that this will eliminate the instability of the mod that some of you have been experiencing. I have increased the costs of the remaining Future advances to make up for those eliminated.

                          It is installed over the 4.0 version of the mod by unzipping it into the Call-to-Power folder, just like you do with the main mod.

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                          • #43
                            With the danger of seeming like a complete moron...
                            How do you start a scenario? What steps do you go through after having installed the mod?
                            You know the question, just as I did.
                            What is the matrix?

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                            • #44
                              UGH! Never mind I figured it out... The problem was that I just now found a site where the version 1,2 download actually worked...
                              You know the question, just as I did.
                              What is the matrix?

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                              • #45
                                I wonder if the computer players are now capable of researching cybernetics (and neural interface)?

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