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  • #46
    Where is GoodMod v0.99?

    Hi Martin,

    It's so exciting to read throw the thread of GoodMod, and the game snapshot is very encouraging.

    BTW, you did talk about GoodMod v0.99, but it is not on your web page. Do you have any plan to put it on? I just want to have the lastest GoodMod. With v0.98, I found there are other files and updates discussed in the forum thread which need to be patched above v.98.

    Another query, as this is the mod for goods, on tiles, do you have any plan to integrate terrain transform ability for AI? I am just curious.

    Comment


    • #47
      Originally posted by FrenzyHuman
      It's so exciting to read throw the thread of GoodMod, and the game snapshot is very encouraging.
      Yeah this snapshot is the result of adding a new order. That makes the AI to build forts without a lot of slic. The new order uses an obsolete slic event that trigger than an slic event that creates the fort on the spot were the acording army is. So far this feature is working I just reduced the priority of the according goal so that the AI does not waste so much PW on building forts. BTW if the AI doesn't have enough PW than the fort won't be build, that is also true for the human, but he can use the tileimp panel to place forts in the vision range of one of his armies, but nevertheless I think it should also possible for the human to place forts via the orders tab, although it isn't necessary.

      Originally posted by FrenzyHuman
      BTW, you did talk about GoodMod v0.99, but it is not on your web page. Do you have any plan to put it on? I justwant to have the lastest GoodMod. With v0.98, I found there are other files and updates discussed in the forum thread which need to be patched above v.98.
      As I tested some modifications from Dale on the goals.txt the result was a very passive AI therefore I decided to start a series of AI test games. So far what I have now is that the AI can be very aggressive towards the human if you are using frenzy, but I am still trying to avoid frenzy as I want to an AI that kills another AI that would add a lot of atmosphere if it would happen at least once or twice per game. What I found out is that the AI has no problems to kill another AI if it has enough troops at the front but the problem is to make the AI to bring its troops to the front (that does frenzy if the opponent is an human). The real problem here is that AI units are sitting fortified on roads and blocks the way for reinforcements. A partial sollution is a piece of slic that pushes the AI stacks from the road but unfortunatly I saw AI stacks fortified on the road nevertheless. Another part of the sollution is to add some roads around cities so that AI stacks can bypass the choke point city. This slic of piece works as intended, but it needs some improve so that the result looks good.
      So far I made some progress it happend that one AI killed anouther AI but it needed help. I also played a little bit with the slic events in the orders.txt. I gave the attack order a move slic event and it pushed the AI to its enemy, but unfortunatly the wasn't able to attack than, therefore I added a new order and an according goal that should the AI bring to the front.

      So far the testing must continue or I have to use frenzy, until I can release GoodMod v.0.99 so far I just talked about the testings, BTW I switch to the Barbarians to get results faster, so I just have to watch what the AI will do. The latest version that I released is 0.98 and can be downloaded from my page.

      Originally posted by FrenzyHuman
      Another query, as this is the mod for goods, on tiles, do you have any plan to integrate terrain transform ability for AI? I am just curious.
      This feature will be in GoodMod v.0.99 definetly. So far I have a modified GM1_Goods.slc that prevents the AI from terraforming good tiles and a modified GM1_tileimp.txt that will make the AI terraforming swamp, tundra and glacier tiles. Both files go into your ..\ctp2_data\default\gamedata\ folder afterwards you istalled GoodMod. Note if you already started a game than you have to open in game the chat window by using the apostrophe (') key and enter /reloadslic, the same thing must be done if you installed frenzy and you want to continue a pre frenzy game. I attached both files with this post.

      -Martin

      PS: I already wrote a reply, in my opinion a better one but unfortunatly I lost it.
      Attached Files
      Civ2 military advisor: "No complaints, Sir!"

      Comment


      • #48
        Hi Martin,

        It's so exciting to know GoodMod v0.99 is on its way. With having both aggressive AI and terrain transform ability for AI, I reckon GoodMod will be a big thing in the mod world. You know, I don't mind play well designed mods, like Craddle, Med, etc. they are so great, they just like a new game. but I don't want to have another learning curve, so to master the game tricks and bits. I like mods on the original game, and make it perfect, like Apolyton, GoodMod, Frenzy etc.
        BTW, I reckon Activision should just hire you guys, CTPII was so crappy originally, now it is pretty playable; or maybe you have your own plan to write a game yourself? will be interesting to see

        Comment


        • #49
          Originally posted by Martin Gühmann

          As I tested some modifications from Dale on the goals.txt the result was a very passive AI therefore I decided to start a series of AI test games.


          I did some mods to goals.txt? Can't remember that. What did I change and how long ago? The AI in WAW seems fairly agressive now, and tends to switch from defensive to agressive after about 100 turns. But I didn't change goals.txt, I used cradle's for WAW.

          Comment


          • #50
            Originally posted by Dale
            I did some mods to goals.txt? Can't remember that. What did I change and how long ago? The AI in WAW seems fairly agressive now, and tends to switch from defensive to agressive after about 100 turns. But I didn't change goals.txt, I used cradle's for WAW.
            I knew it that the day would come when I replace a "v" by an "l". Sorry Dale I meant Dave's goals.txt. However the settings are without frenzy not the best ones. But the mean reason why the AI is so bad is the fortify on roads bug. So far I tried to move the units down the road that are gonna to fortify. But I guess I was only successfull to prevent them from fortifying, they are still on the road but now not an problem anymore. Here is a screenshot from the radar map, I switched to player 0 the Barbarians and watched what happend. You see on the map the borders and some odd parts that are conquered cities.

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

            Comment


            • #51
              Here is version 0.99 of GoodMod the mod of goods. You can download it from my page my page or just click here. Of course there is also a text update available as usual. I decided to summarize the whole information about this mod that is contained in the whole thread again to give you an overview in one post, therefore you will see here some repetitions but that saves you to read through the whole thread:

              GoodMod contains 33 new trade goods in addition to the 22 allready existing ones up to a total number of 55 goods. It also provides to each good tile food, production and commerce.

              It requires Apolyton Pack, CityMod2 or MedPack2.



              Here are the changes and fixes from GoodMod v.0.98 to v.0.99:


              1. Disabled the war over script in the imporoved DiploMod version due to bugs
              2. Added new order now you can build forts over the orders context menue, (added for the AI so it can build them with the notion that it will do something for its defence)
              3. Added new order now you can build detecors (like sonar buoys, listenig posts and radar staions) over the orders context menue, actual added for the AI to make build it this stuff
              4. Added new order now you can build air bases over the orders context menue, actual added for the AI to make it to build air bases
              5. Added to another AI orders to help the AI
              6. added new AI goals so that the AI can do all speceal attacks
              7. Fixed some entries in the Great Library
              8. Added frenzy mod to make the AI agressive towards the human player
              9. Added a road uncutter so that AI cities can be bypassed for AI stacks with roads
              10. Added a unit unclutter so that the AI won't block its roads with idle stacks
              11. Readjusted pollution in the ApolytonPack options, lower happiness penalties and higher damage to the environment in order to help the AI's happiness, and give back the terraforming of dead tiles a meaning
              12. Added terraforming options for the AI, now the AI will terraform swamp, tundra and glacier...
              13. Updated the New City Capture Option to version 1.4 now you can enslave the whole population of a just captured city
              14. Updated Forts for AIs to version 1.1, found a bug in the code
              15. Added Happy Buildings for AIs slic file


              Now what's in:

              GM1_goods.slc: that is the slic file that places on every good tile an invisible tile improvement in order to asign to that good tile a terrain boni in from of food, production or commerce. It restores also the boni of such a tile if the tile was pillaged after ten turns. There is also a bug fix that prevents you and the AI as well from pillaging tile improvements owned by noone. This fix was necessary as pillaging neutral tile improvements causes a crach in unmodded CTP2, but you shouldn't try it nevertheless as it costs you move points. Another small pice of scic is the AI good terraforming prevention code, that I added to this file, since we discovered how to make the AI terraform, we need this. But to this later.

              Forts for AIs v.1.1: This slic mod places for the AI forts beside of a road, whenever an AI starts to build a road on a border tile a fort will be put for the AI on netral land. In the pasttime I was able to recreate the error messages that Elucidus described it had to do with the line DebugSlic=Yes in his userprofile.txt in the ..\ctp2_data\ctp\ folder, the line must look like DebugSlic=No. I was able to find a solution that is compartible with the advanced slic debugger, but you should make shure nevertheless that DebugSlic is set on No.

              Commerce Tile Improvements for AIs v.2.0: This slic file makes shure that the AI will construct commerce tile improvements on its beaches, hills, forrests... Commerce tile improvements are for example ports, shopping mails, drilling platforms,... all the tile improvements that increase the commerce (gold) output of a tile.

              A small sound fix v.1.1: That is a small slic that makes CTP2 play sounds when you start to construct a tile improvement like in CTP1.

              New city capture options v.1.4: This slic code allows you to destroy a city once you captured from an enemy regardless of its, alternativly you can enslave the whole population until the Emancipation Act has been build, afterwards you just can move the population to other cities and raise then the city to the ground. Of course you can just keep the city, too.

              The improved diplomod, with improvements by player1 and me. This mod is based on Dale's diplomod 3.6. This version has a better MP compartibility as Dale's v.3.6, unfortunatly I had to disable the war over script by player1, because I got some crashes and seeing that once a war between two civs ended they started one turn later again to warfare each other wasn't the purpose of this script.

              The battle view fix by player1: There were some problems in the battleview.ldl that causes some wired battleviews if you attacked someone on unusual terrain like sea cities.

              The pw help by player1 v.1.0: This file helps the AI in PW and Gold to make it equal to the human.

              Dale's slic mods are now also available for the CityMod2 option.

              Happy buildings for AIs v. 1.2: This file makes shure in the CityMod2 and ApolytonPack options that the AI will construct city buildings that increases happiness, when the city happiness level drops under a certain number, it doesn't affect small cities anymore, because the consequence was that the AI neglected the defence of these cities with consequence of huge Barbarian empires, this is fixed now.

              I also added frenzy mod (from Cradle with some minor modifications so it will run under the original game) in order to pull the AI on the human. Frenzy is now also for the MedPack2 option a standart.

              The unit updater is only in the MedPack2 option available.

              Another nw slic file is the tile imp order slic code. You will find some new buttuns in the orders box I used the standart goto images for these ones, these buttons will place on the unit's/army's location, depending on the button, the techs that you own, the amount of PW you have stored, and if you own the land (if it is not a fort), the buttons will place an sonar buoy, listening post, air base, fort or radar station on the map, of course no PW no tile improvement, you don't own the land no tile improvement if it isn't a fort, wrong kind of tile (building an airport on water) no way.

              I added these orders to help the AI to place these tile improvements on the map. And now I came to the AI files: I modified huge parts of the strategies.txt (most parts are taken from Cradle and from player1's my mod and some are my own modifications), buildlistsequences.txt and unitbuildlist.txt are also by player1, I just modified them a little bit as there were to many AI civs building abolitionists.

              Another new addition are the modified GM1_tileimp.txt that makes the AI terraform swamp, tundra, glacier... terrain. Unfortunatly it makes also the AI terraforming good terrains, but therefore I added the good tile terraform prevention code mentioned above.

              The PWMod by Mr Orge (Joe Rumsey), it prevents human mayors to spend to much PW so that the human player has a higher PW reserve available. But to be honest I would never engage mayors has they can't manage your cities well.

              I also added a road uncutter, it just adds to the AI city radius roads/railroads/maglevs so the AI units can bypass a city with a 12 defending stack on roads/railroads/maglevs with the movement advantages of these tile improvements.

              And finally I have to mention a script that prevents AI armies from fortifying armies on a road, railroad or maglev in order to keep the way free for units that should reach the front. I aslo added to the strategies.txt goals that just should bring AI units to the front. I added a lot of other goals as well so that the AI can use all the speacial orders, created by player1 and me. This code will also move units from the road to a non road tile. This last code was the reason for me to postpone the release of GoodMod v.0.99 has it causes some crashes in the last days, I decide to fix this before release, unfortunatly this better AI code isn't finished, therefore I decided to release the part that is working by disabling the rest. That was also the reason why I decided to fix this from the road mover, because I already disabled to much, but I realized that I wouldn't be able to release GoodMod v.0.99 in a apropiate period of time if the finished code should be in as my time for coding this is very rare now.



              Now here is the full list of goods as they are now GoodMod v.0.99:


              Polar Mountain
              1. Rubies (origianl)
              2. Diamonds (origianl)
              3. Bauxite (additional)
              4. Emeralds (additional) (new graphics)

              Desert
              5. Glass (origianl)
              6. Oil (origianl)
              7. Dates (additional)
              8. Camels (additional)

              Forest
              9. Hardwood (origianl)
              10. Bears (origianl)
              11. Apples (additional)
              12. Beavers (additional)

              Grassland
              13. Cotton (origianl)
              14. Tobacco (origianl)
              15. Potatoes (additional)
              16. Poppies (additional)

              Hill
              17. Coffee (origianl)
              18. Grapes (origianl)
              19. Uranium (additional)
              20. Olives (additional)

              Jungle
              21. Medicinal Herbs (origianl)
              22. Jade (origianl)
              23. Bananas (additional)
              24. Sugar (additional)

              Mountain
              25. Tea (origianl)
              26. Emerald (origianl)
              27. Coal (additional)
              28. Gold (additional)

              Plains
              29. Spices (origianl)
              30. Elephant (origianl)
              31. Wheat (additional)
              32. Buffalo (additional)

              Swamp
              33. Alligator (origianl)
              34. Rice (additional)
              35. Chilli (additional)
              36. Peat (additional)

              Tundra
              37. Caribou (origianl)

              Deep Water
              38. Whales (origianl)
              39. Giant Squid (origianl)
              40. Tuna (additional)

              Shallow Water

              41. Crabs (origianl)
              42. Pearls (origianl)
              43. Salmon (additional)
              44. Lobster (additional)

              Sand Dunes
              45. Copper (additional)
              46. Silver (additional)
              5. Glass (origianl)
              8. Camels (additional)

              Beach
              47. Crabs (origianl)
              48. Fish (additional)
              49. Dye (additional)

              Desert Mountain
              50. Iron Ore (additional)
              51. Silver (additional)

              Polar Hill
              52. Saphires (additional)
              53. Emeralds (additional) (new graphics)

              Glacier
              54. Seals (additional)
              55. Walrus (additional)

              Submarine Volcano
              1. Rubies (origianl)
              2. Diamonds (origianl)
              52. Saphires (additional)
              4. Emeralds (additional) (new graphics)

              Continatal Shelf
              41. Crabs (origianl)
              42. Pearls (origianl)
              43. Salmon (additional)
              44. Lobster (additional)

              Submarine Canyons
              38. Whales (origianl)
              39. Giant Squid (origianl)
              40. Tuna (additional)

              Submarine Ridge
              38. Whales (origianl)
              39. Giant Squid (origianl)
              40. Tuna (additional)

              Kelp Bed
              41. Crabs (origianl)
              42. Pearls (origianl)
              43. Salmon (additional)
              44. Lobster (additional)

              Coral Reef
              41. Crabs (origianl)
              42. Pearls (origianl)
              43. Salmon (additional)
              44. Lobster (additional)

              Known problems:

              Most entries in the goods.txt are broken, like the commerce, food and production entries, therefore I had to use the workaround with the invisible tile improvements put on the good to asign food, commerce and production boni to the good tiles. The result is the concept of pillaging goods pillage a good and the boni are gone for ten turns. I also added dublicated goods, meaning same name, but different boni for different goods (that's makes it easier to asign the probability (one good.txt flag that isn't broken)). Unfotunatly the GLHidden flag is also broken therefore I have no chance to hide those dublicated goods in the Great Library.

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

              Comment


              • #52
                Originally posted by Martin Gühmann
                9. Added a road uncutter so that AI cities can be bypassed for AI stacks with roads
                10. Added a unit unclutter so that the AI won't block its roads with idle stacks
                14. Updated Forts for AIs to version 1.1, found a bug in the code
                15. Added Happy Buildings for AIs slic file
                Any way I can get these elements of the SLIC coding for Cradle?
                Yes, let's be optimistic until we have reason to be otherwise...No, let's be pessimistic until we are forced to do otherwise...Maybe, let's be balanced until we are convinced to do otherwise. -- DrSpike, Skanky Burns, Shogun Gunner
                ...aisdhieort...dticcok...

                Comment


                • #53
                  Originally posted by hexagonian


                  Any way I can get these elements of the SLIC coding for Cradle?
                  Yeah, what scripts do I need to update for the Super Apolyton Pack (In Dev) and the World At War MODs?

                  Comment


                  • #54
                    Damn... How did I miss this earlier
                    Oh well, news item will have to wait 'til tomorrow, I'm falling asleep on my keyboard here...
                    Administrator of WePlayCiv -- Civ5 Info Centre | Forum | Gallery

                    Comment


                    • #55
                      Who's been a busy boy?

                      The stuff you've done with orders and goals looks really interesting. Expect some questions.

                      Comment


                      • #56
                        Martin, you know what?I'm going to have to blame you now for any future arguments i have with my girlfriend over the amount of time i spend on CTP2 -
                        O.k its time for me to try your Mod, i've been avoiding temptation for as long as i can
                        I'm in trouble, i can feel it
                        'The very basis of the liberal idea – the belief of individual freedom is what causes the chaos' - William Kristol, son of the founder of neo-conservitivism, talking about neo-con ideology and its agenda for you.info here. prove me wrong.

                        Bush's Republican=Neo-con for all intent and purpose. be afraid.

                        Comment


                        • #57
                          Originally posted by child of Thor
                          Martin, you know what?I'm going to have to blame you now for any future arguments i have with my girlfriend over the amount of time i spend on CTP2 -
                          O.k its time for me to try your Mod, i've been avoiding temptation for as long as i can
                          I'm in trouble, i can feel it
                          I get this feeling with mine too.
                          Last edited by Pedrunn; April 24, 2002, 10:47.
                          "Kill a man and you are a murder.
                          Kill thousands and you are a conquer.
                          Kill all and you are a God!"
                          -Jean Rostand

                          Comment


                          • #58
                            Originally posted by Peter Triggs
                            Who's been a busy boy?

                            The stuff you've done with orders and goals looks really interesting. Expect some questions.
                            I hope you don't asks next weekend, I will be on a short weekend trip to the Czech Republic to a place near Prague.

                            For the Cradle version of the Forts for AI slics v.1.1 just take a look into your thread or click on this link.

                            For the New City Capture Option for CTP2 v.1.4 with the power of enslaving citiciens click here. Note this version should be compartible with all mods and with original game.

                            Unit unclutter and road uncutter should be compartible with all mods as well. You can find it in a slic file called MG_betterAI.slc, this file contains also some additional code that does not work as indented, yet. Therefore it is disabled. Unfortunatly I hadn't time to add comments to this file. Note that the unfinished code won't be compartible with Cradle as it contains a lot of functions checking types of a unit.

                            The happy building code need some more modification, actual just adding buildings and their enabling advances, to the script. And maybe a happiness modification in it. It should trigger when the happiness of a city drops under 75 instead of 73 in Apolyton Pack, but this needs also a modification of the strategies.txt. So that the AI will let drop the happiness under 75. At least the MG_HappyBuilding.slc has a small description at the start. With some instalation notes as it was first indenteded to be released on its own, but in the meantime I modified the AI files to much to release it as stand alone mod.

                            For Apolyton Pack all slic files with the MG_ prefix are compartible with ApolytonPack v.1.02, just the small modification to the strategies.txt is needed. And maybe you like to copy all the goals and orders. The orders slic can be found in the GM1_TileimpOrders.slc it is also compartible with standart game, and some tech modifications are needed for MedPack2 additional for Cradle the tile imp database numbers needs be changed or be replaced by the TileimpDB function.

                            Originally posted by Locutus
                            Oh well, news item will have to wait 'til tomorrow, I'm falling asleep on my keyboard here...
                            I know this problem I think I have now a lack of sleep, too. Maybe not as serious but it starts now to get a problem.

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

                            Comment


                            • #59
                              erm....cough I can't get Goodmod(v0.99) to work. When i select it in ModSwoper( MedMod 2.1 version) save&exit, then go to run ctp2 exe it starts to load then i get these errors:

                              1.'MM2_SLC_Frenzy.slc' not found in asset tree.
                              2. F:\Program Files\Activision\Call To Power2\ctp2.data\default\ gamedata\GM1_MM2_script.slc:2775:syntax error.

                              Then MedMod loads to start screen and crashes(when i click anything) with an 'Ctp2 performed illegal operation' .

                              Debugslic = no

                              Now i only had MedMod 2.0 so i downloded the 2.1 update(although it still only says Med Mod 2.0 from within ModSwoper) and had exactly the same errors?
                              i'm using winzip classic and unzipping to 'F:\Program Files\Activision\Call To Power2' . All other Mods(Craddle/MedMod/WAW) work fine with no problems on the 'F:' directory i use.I've read both threads a few times - help please.
                              'The very basis of the liberal idea – the belief of individual freedom is what causes the chaos' - William Kristol, son of the founder of neo-conservitivism, talking about neo-con ideology and its agenda for you.info here. prove me wrong.

                              Bush's Republican=Neo-con for all intent and purpose. be afraid.

                              Comment


                              • #60
                                At first you need MedPack2 v.2.1 installed properly. From your description it did not installed properly. IIRC Wes had a small problem with his zip program, the result was that all the MedPack2 v.2.1 files are in a supdirectory, called something like text2.1 or MedPack2.1. Unfortunatly I am at university so that I can't access the *.zip file now, to look up the name of this subdirectory, I think it is called like the *.zip file itsself. All what you need to do is to move all the files including directories to you main CTP2 directory and copy the new files over the existing ones.

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

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