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Medieval Pack II: A Call to Arms

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  • I have not had time to play much but I just saw minor bug:

    This might be discussed here before but I tell it to you anyway.

    I requested advance A and offered mine B. AI refuses and offers the same advance I asked(A) and he requests... tadadaaa... the same as I originally offered(B). Quite stupid but it does not affect the game play.
    Jani

    Comment


    • Engineer - you'd have to disband the militia units to accomplish the slave to another city thing. It can be a pain to move the units in and out all the time but at least it's possible to get the slaves where you want them.

      Wes - thanks for the latest update (in advance - downloading in a few) and for listening and acting upon our suggestions.

      I had two civs get the arq. and bombard elites again. Doesn't happen every game though. Oh well, it does make for more of a challenge. Just wish I would get them.

      Comment


      • Originally posted by jackazzstudent
        medieval pack 2 one city challenge??
        There is no way. What do you think this is, civ2?
        You might try TCC (two city challenge) and see if you can pull that off.
        Hey Wes,

        I downloaded the june 18th update for the mod and soon found that I couldn't build any settlers (new game of course). I discovered a few techs to see if that helped but it didn't. Upon checking the cheat menu I found that the AI civs were unable to build settlers as well. I uninstalled civ2 and modswapper and did a complete install with the patch and your mod (modswapper as well) and still can not build settlers.

        Anyone else having this problems or have any suggestions?

        Thanks,
        Adam
        I fired up the game after seeing your post, and it worked normally for me. I did not do anything to the units which would cause this to happen, so something is not right in your file setup.

        Jani, the AI is good now, but it ain't perfect. At least it usually conducts itself intelligently now with what it wants and what it will do with you.

        As far as slaves, the computer will not send more slaves to a city than there are units to suppress them, so the two that the militia suppresses should not be a problem. I also don't think it will send slaves to a size 8 city which doesn't have an Aqueduct, though I may be wrong. You just have to micro-manage sometimes.
        The ability to send slaves to the city of your choice was something I asked the designers to put in the game when we were beta-testing last year, but they were too far gone to implement it, I assume.

        Comment


        • FWIW, thanks for the help and suggestions. It looks like Martin figured out my problem - my version of Winzip was doing strange things. After downloading Winzip 8.0 everything worked beautifully . Forced myself to stop after just a few turns (okay more than a few) and everything was looking great - much more challenging. Can't wait to get home from work....
          "...the aim of most scientists is to know more and more about less and less, and to describe what it is they know in terms of such precision as to be virtually incomprehensible to their colleagues, let alone the general public."

          Comment


          • Wes,

            I figured out the problem last night. It seems that the mod won't work correctly when you use the activision supplied maps. The game I started was on the earth map that came with the game.

            Thanks,

            Adam
            I use to be indecisive, but now I'm not so sure

            Comment


            • OCC

              jackazzstudent,

              Immortal Wombat had been creating a one city challenge for the MedPackII. He had one version of it out, but it doesn't work with the latest version of the Mod. We need toa sk him if he is going to release a version that will work with the curent version. I have tried the OCC and that is probably the hardest scenario possible for CTP2!! Isn't it wonderful!?!
              DO, OR DO NOT, THERE IS NO TRY - Yoda
              EAGLES MAY SOAR, BUT... WEASLES DON'T GET SUCKED INTO JET ENGINES - Unknown
              AMBITION IS A POOR EXSCUSE FOR PEOPLE WHO ARE TOO STUPID TO BE LAZY - Unknown

              Comment


              • In Civ2 a OCC was easy to attempt, as you could build the space-ship. In CTP2 you cant win by science, so the options left are diplomacy and conquest.
                Obviously conquest means you get more cities, so in "A New Dawn" I wrote some code that destroys any city you capture. However, an easier way to win is diplomacy, cos then you dont have to worry about getting behind in tech.

                (BTW getting to 2300AD doesn't count and you know it )

                MedMod2 version soon. Watch this space (actually, watch the space in the OCC thread, but whatever)
                Concrete, Abstract, or Squoingy?
                "I don't believe in giving scripting languages because the only additional power they give users is the power to create bugs." - Mike Breitkreutz, Firaxis

                Comment


                • Originally posted by jackazzstudent
                  Wes,

                  I figured out the problem last night. It seems that the mod won't work correctly when you use the activision supplied maps. The game I started was on the earth map that came with the game.

                  Thanks,

                  Adam
                  Is strange isn't it? I had also some trouble with the scenario file structure. For example I created a map for with a pre CityMod2 version and some other little modifications using the scenario file structure. After a start of a new game you can modify the gamefiles in these folder but I am afraid without any effects. I put some pictures in this file structure but they weren't shown up in my old savegame but in a new game they were shown. You could use the immport export feature to use this map. But I would prefere a world map from the Apolyton DB but I am affraid that you have also to import them with the text format.

                  Here the steps:

                  Load the map. Go to the chat window, use this key: '

                  And type: /exportmap worldmap.txt

                  Instead of worldmap.txt you can choose any name you want but it should be a name with the extension *.txt.

                  Now you have to load a new MM2 game. Important is that you load a map with the same dimensions like the map that you whish to import to the latest MM2 version.

                  To load the map in *.txt format open the chat window again and type: /importmap worldmap.txt. Mabey you have to fix something with the scenario (cheat) editor. And finally I would save this map as a scenario like the orign one.

                  Actually I wanted to give you a reply some hours earlier but I decided to check it out on my own therefore I started my first MM2 game you to check it but accidentally I checked out some more things.

                  Here are my first impressions of the game

                  Therefore I started my game on difficuilt not very difficuild or impossible. The forth of six difficuilt settings from my last CM2 plus my private mod settings. First I conquered at the very beginning the Canadians they had one city and one or two settlers searching for a proper place in this area of dersert and mountains. I had three or four cities and build some units so I took the opportunity and was a very long time alone in the game, because I was sitting on a large continent surrounded by deep water without deep water ships. Between 1300 and 1400 I entered the medieval age and now I am at 1950 in the renaissance.

                  Maybe I did something wrong. But if I did something wrong the AIs would also did something wrong they aren't father than I in scince and in expanson. Ok not all pf them but one of them has also 19 cities. And some of them with a size of 19/20. But there are other Civs on a small island with three cities. I think the Romans has the same problem as I (no deep water ships). Therefore I don't ask why they had only three cities but there was another civ with the same number of cities and they had the possibility to come to other continents.

                  I wasn't in any long conflicts in this game thus far. No miracle if you are isolated for the most time. And they don't explain war if they can't reach you but that was a problem of the map.

                  Now if I compare it to my last CM2+PrivateMod game than I see a different I am a little bit late in the time line and the AI too: Renassance in 1950 and 250 turns left I am affraid that I can't discover everything. Maybe I will give to the early game some extra turns in my next game.

                  Maybe also some of the pollution and growth modifications of my private Mod. Who cares about the environment. Every turn four or five tiles polluted. Pollution of 2000 for one city. Ok that is another mod but I know now what will happen if you don't balance it correctly.

                  -Martin
                  Civ2 military advisor: "No complaints, Sir!"

                  Comment


                  • I'M BACK! And I'm bad!

                    You know, for the first time last night I actually played a game of CTP2 with all the MedPack2 settings running. Usually I had just played with some. Anyways, this pack is great! The first game I changed the sliders, founded my first city, hit end turn then got the "YOU LOSE!" movie since my city had revolted. I gotta remember not to use the maxed out sliders like in the normal game. The 2nd game is a lot more challanging though.

                    Anyways, development news:
                    - I've been notified of a bug in the diplomacy settings I sent off for my last update which needs urgent fixing.
                    - The 150 turn personality change that Wes mentioned.

                    Will get them off ASAP.

                    Comment


                    • Just a question!

                      I have found that it is real easy to take a city by just putting a stack of long range stuff (10 siege machine and 2 defense units) in a tile rigth next to the city. The long range stuff is destroyed in the city, then with a more balanced stack (50-50) it is really easy to take the town as it has no artillery left!

                      Can this bug be fixed? or am I imagening things?

                      Comment


                      • Re: Just a question!

                        Originally posted by Frog_Gamer
                        I have found that it is real easy to take a city by just putting a stack of long range stuff (10 siege machine and 2 defense units) in a tile rigth next to the city. The long range stuff is destroyed in the city, then with a more balanced stack (50-50) it is really easy to take the town as it has no artillery left!

                        Can this bug be fixed? or am I imagening things?
                        I suppose you mean counter bombard destroys AI's bombard units in city.

                        The problem was that AI tries to bombard my stack with one bombard unit at a time. And usually player's bombard units counter bombards and AI's unit gets killed. After that he bombards with other bombard unit(one unit again) and same happens. He continues until he have looped all his bombard units. And finally player have destrayed them all using counter bombard.

                        Wes promised to change this so that AI will bombard with all bombard units at time. This would solve this bug.

                        Isn't this fixed already?
                        Jani

                        Comment


                        • Re: Re: Just a question!

                          Originally posted by janilxx


                          I suppose you mean counter bombard destroys AI's bombard units in city.
                          Yes, that is what I mean

                          And in fact it wasn't siege engines but field guns but that is probably irrelevant.

                          Comment


                          • French Version

                            Somewhere I read that Wes was looking for people to handle the different language versions!?

                            If you have found nobody which is competent, I could help out for the French one beeing a FROG!

                            I will need to be guided thru the process as my computer knowledge is not up to the comments I have been reading in the various threads concerning CTP2. On the other hand I know French

                            Comment


                            • Erm...

                              Another scenario structure error I'm afraid.
                              Whilst making the MM2 OCC, everything had been going fine, so I went to do a July 18th update (yes I'm late) and I got an error message in units.txt - A file not even affected by the scenario, in any way at all.
                              The error messgae was thus:
                              "Error units.txt line 298: Expected string ID"

                              This is the Category line of the Attack Helicopter btw, and it works fine in a normal game, so I am now very confused. I tried putting units.txt (unnecessarily) into the scenario, and that doesn't work either. I also checked for stupid bracket errors and such.
                              I then proceeded to delete the offending unit from file, and got the same error in the same place for the unit below it.

                              This could be a major problem if no-one can solve it, as it means that there will be no Med-Mod compatible scenarios!!

                              Help anyone?
                              Ben
                              Concrete, Abstract, or Squoingy?
                              "I don't believe in giving scripting languages because the only additional power they give users is the power to create bugs." - Mike Breitkreutz, Firaxis

                              Comment


                              • Dates of each file on updating.

                                Wes, I just have one request. When you create an update could you please list the files that have updates in them? Or put release dates after each of the files on your site so that we can tell if we need to only download the text file or if we also need sounds and sprites2, or etc... On this last update (June 18th) is the texts.zip file the only thing that has changed? Or are there some picture files I need to get as well? The main apolyton page says it is a text update, but I read a post by you that says something about updated unit pictures in this update. Could you please clarify this for me? Thanks a lot!
                                DO, OR DO NOT, THERE IS NO TRY - Yoda
                                EAGLES MAY SOAR, BUT... WEASLES DON'T GET SUCKED INTO JET ENGINES - Unknown
                                AMBITION IS A POOR EXSCUSE FOR PEOPLE WHO ARE TOO STUPID TO BE LAZY - Unknown

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