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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GoodMod: The Mod of Goods
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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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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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Had to login about 20 times to post that last replyOxygen should be considered a drug
Tiberian Sun Retro
My Mod for Tiberian Sun Webmaster of
http://www.tiberiumsun.com
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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
I don't think I will be banning Dale anytime soon...
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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.
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.
Originally posted by SMIFFGIG's
P.S is ths mod gunno be officially implemented as part of MM2 ?
-MartinAttached FilesCiv2 military advisor: "No complaints, Sir!"
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SOUND IT WORKS , GREAT MOD BTWOxygen should be considered a drug
Tiberian Sun Retro
My Mod for Tiberian Sun Webmaster of
http://www.tiberiumsun.com
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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
-MartinCiv2 military advisor: "No complaints, Sir!"
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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.
-MartinAttached FilesLast edited by Martin Gühmann; January 18, 2004, 14:32.Civ2 military advisor: "No complaints, Sir!"
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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 inCall 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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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.
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