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GoodMod: The Mod of Goods

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  • #76
    He said "as if you are in anarchy", not "when you are in anarchy" - at least, that's how I read it.

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    • #77
      oops, nm then.

      Does it happen all the time?
      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

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      • #78
        yea i said AS IF in anarchy thanx J Byetheway

        It happens all the time, everytime and it happens to my mate who has the mod 2.

        You cannot research at all. It is either at a ridiculously high amount of turns eg 395 for aristocracy or it just has "-" AS IF in anarchy.

        I have since uninstalled the mod (as much as i didnt want to) and so has my mate. We build a city and it straight off has aprox 25 turns for aristocracy.

        I had to weirdly install mod as i have Win2k and modswapper dont work, but its not to do with that as my mate has XP and modswapper does work and he gets the same bug.

        I also got a couple of repetitions in the Great library eg crab was mentioned twice once with info and once without. I dont know if my mate got this or not However im not really to bothered about this furthermore are the goods supposed to have info in the great library ? cause all the new ones u put in dont seem to.

        P.S is ths mod gunno be officially implemented as part of MM2 ?
        Oxygen should be considered a drug
        Tiberian Sun Retro
        My Mod for Tiberian Sun Webmaster of
        http://www.tiberiumsun.com

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        • #79
          Had to login about 20 times to post that last reply
          Oxygen should be considered a drug
          Tiberian Sun Retro
          My Mod for Tiberian Sun Webmaster of
          http://www.tiberiumsun.com

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          • #80
            Originally posted by child of Thor
            Dale, you tread a thin line mate.Best be carefull or maybe Locutus will have to ask MarkG to impose a ban on you to save your relationship
            Hmm, let's see. On the one hand I can have Dale spend a lot of time on 'Poly, on the other hand I can force him to pick up his real-life...

            I don't think I will be banning Dale anytime soon...
            Administrator of WePlayCiv -- Civ5 Info Centre | Forum | Gallery

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            • #81
              SMIFFGIG's: What does the science screen say that your science output is?

              Some goods will indeed have two entries - that's a result of an inconsistency in the interpretation of the data files, and it's unavoidable (AFAIK) - the other goods should probably have GL entries but I'm not sure...

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              • #82
                Originally posted by SMIFFGIG's
                You cannot research at all. It is either at a ridiculously high amount of turns eg 395 for aristocracy or it just has "-" AS IF in anarchy.
                OK I found the bug, it was caused by Wes' last modification with his new commerce system. I used my old GM1_MM2_tileimp.txt and GM1_MM2_terrain.txt so terrain and tileimps didn't produce enough gold just download the fix from the attachment. Note I just tested the normal map setup not the extra large version but it should work, too.

                Originally posted by SMIFFGIG's
                I also got a couple of repetitions in the Great library eg crab was mentioned twice once with info and once without. I dont know if my mate got this or not However im not really to bothered about this furthermore are the goods supposed to have info in the great library ? cause all the new ones u put in dont seem to.
                Yes the repetitions, that is a problem with the ctp2.exe as I have goods on multiple terrains and I gave them different probabilities, I needed more then one good in the goods.txt with the same sprites, names... Unfortunatly the GLHidden flag does not work in the goods.txt. So the flag is set but nervertheless these double goods aren't hidden in the GL. For the entries, they should all a Gameplay text, Prereq and Stats text. Most of them should also have an history entry, but not all, because I don't have for every good history entries, of course you could post some so that I could add the missing ones.

                Originally posted by SMIFFGIG's
                P.S is ths mod gunno be officially implemented as part of MM2 ?
                Actual you have to ask this question Wes, but I guess not, because Wes already added a modified version of the Goods.slc to his mod in order to add to the tiles with goods a production, food and commerce bonus.

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

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                • #83
                  OK a new post for this, as I don't want to readd all the comments that were missing as I tried to edit my post with Netscape 6.2.

                  Of course the files in the attachments go into your ..\ctp2_data\default\gamedata\ folder.

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

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                  • #84
                    SOUND IT WORKS , GREAT MOD BTW
                    Oxygen should be considered a drug
                    Tiberian Sun Retro
                    My Mod for Tiberian Sun Webmaster of
                    http://www.tiberiumsun.com

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                    • #85
                      GoodMod v.1.0 is here! Of course as usually there is also an update file. Unfortunatly this time there is no small update as I had to modify the Great Library. Of course you can also use my homepage for download until it is in the Great Directory.

                      Now here are the changes, from the readme, if you want to read more please go some posts back:

                      CHANGES FROM VERSION 0.993 TO VERSION 1.0

                      1. Added new message icons.
                      2. Fixed MaxPlayers > 0 pollution warning message bug.
                      3. Modified some stuff concerning message icons in the *script.slc's and GM1_DiploMod.slc.
                      4. Rewrote the Commerce Improvement for AIs Slic code on the suggestion of Thomas Trenner in order to increase the performance.
                      5. Rewrote the main Goods.slc code to accelerate it, but it doesn't seem to have a noticeable effect, if any. But I found some bugs that are now fixed.
                      6. Improved with the help of Thomas Trenner the BetterAI slic code.
                      7. Found some bugs in the MedPack2 setups, they should be now playable.
                      8. Modified the DiffDB.txt to make the AI also in the late game more competitive for all setups exept the MedPack2 ones.
                      9. Addjusted the ApolytonPack governments, to make it harder to max out the sliders for the human, but in return all players get now a science and production bonus.
                      10. Fixed some DebugSlic=Yes errors in Dale's airunits.slc and some in Diplomod, so that the mod is now playable with DebugSlic=Yes nearly. You may get occasionaly with DebugSlic=Yes an error that you wouldn't get with DebugSlic=No.
                      11. Added the correct icons to the three new order buttons.
                      12. The better AI code is now also available in a MedPack2 version
                      13. Found a small bug in the soundfix code
                      14. Fixed some stuff in the Great Library



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

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                      • #86
                        Well done mate! A lot of folks have been waiting for this, including me to see your changes.

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                        • #87
                          *Mr Burns mode*
                          Excellent...
                          */Mr Burns mode*

                          Directory updated, news item will follow very soon.
                          Administrator of WePlayCiv -- Civ5 Info Centre | Forum | Gallery

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                          • #88
                            Because of the source code release, I don't have the time to release the next overhaul of GoodMod, therefore here is a hotfix for two scripts. These scripts cause over the game memory leaks that slow down the game and finally cause crashs. To fix these scripts unzip the attachment into your ..\ctp2_data\default\gamedata\ folder and confirm overwriting.

                            Basicly I removed the UngroupOrder, it looks like that the scripts also work without.

                            Disclaimer: Files are untested, but I just commented out some lines, so they should work.

                            -Martin
                            Attached Files
                            Last edited by Martin Gühmann; January 18, 2004, 14:32.
                            Civ2 military advisor: "No complaints, Sir!"

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                            • #89
                              Martin is there any way i can add a second good on Tundra terrain? Youve got one good on tundra (Caribou) but i want another good with different bonuses to the Caribou, is there a way without writing more code to generate a second good on tundra?

                              and if there isnt another way, can you tell me how to modify goods.slc to put it in
                              Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
                              CtP2 AE Wiki & Modding Reference
                              One way to compile the CtP2 Source Code.

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                              • #90
                                Also i noticed you cant add a bonus to Kelp or Coral Reef, is this possible if you add extra code in goods.slc or not at all possible and thats why you couldnt do those?
                                Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
                                CtP2 AE Wiki & Modding Reference
                                One way to compile the CtP2 Source Code.

                                Comment

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