Announcement

Collapse
No announcement yet.

Making Cradle 3+ fully compatible with the Apolyton Edition

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • Kull
    replied
    Various Changes and Fixes for v5.1 (con):

    31) Improved art for the L4 Drama & L2 Astronomy Advances: Cleaned up the outline and added a drop-shadow effect for the "Greek Mask" which is the centerpiece of the Drama 2D pic (attached), and made a similar change to the "Babylonian Star Disk" which is used by Astronomy. Files changed: UPAP217L.tga & UPAP274L.tga

    32) Arquebusier & Infantryman Great Library entries: The GL describes both of these as "Ranged Units", but they are categorized as "Attack" and those values are much higher than the Ranged (which means they will always default to combat in the front row). Descriptions have been changed to "Infantry". File changed: Great_Library.txt

    33) Arquebusier Unit Card: As noted above, the Arquebusier is Infantry, not "Ranged", so the background color of the unit card needs to shift from Red to Yellow/Brown. Interestingly, the "elite" card already used the correct background color, so it was an easy fix. Files changed: UPUP161L.tga, UPUP161A.tga & UPUP161B.tga

    34) Unit Attack & Defense Values Descriptions: The values themselves (Attack-Defense-Ranged-etc) are listed in the per-Unit database section of the GL, but they aren't explained anywhere. There is a "defense" concept, but it's primarily focused on city defenses, not units. There is a GL entry for "Ranged Attack", and although that description is unit-focused, it's the only one. Instead of adding a number of new entries to the Concept Database, an edited version of the unit attributes description from the Game Manual has been inserted into the existing "Units" Concept entry (which previously told you exactly nothing). File changed: Great_Library.txt

    35) Caravan/Merchant Trader/Freight Descriptions: A Merchant Trader is worth TWO Caravans and Freight is worth THREE, but it doesn't say this explicitly in the Great Library. The number of Caravans a particular unit creates is based on a unit having the "IsTrader" flag AND the value of the "MaxMovePoints" flag. Thus, for example, the Merchant Trader has a "MaxMovePoints" value of 2, and thus generates two Caravans when it is built. All three unit descriptions were updated to include this important information. File changed: Great_Library.txt

    36) Marketplace Upkeep: One of the Cradle 5 changes was to reduce the cost of all "economic" buildings (i.e those which "give Gold") to zero, in keeping with the changes made in Cradle 4. However, I missed one - Marketplace still has Upkeep of 8, and will also be reduced to Zero. File changed: buildings.txt

    37) Military Unit per Slave: Spontaneous Slave Revolts are possible when there aren't enough military units in a city. The Cradle default is 12 slaves guarded by 1 military unit (vs. the AE default of 3). On the one hand, that's a good way to help reduce the number of revolts, which are a proven source of CTDs. However, that Cradle number was established before the Source Code team changed the Enslavement code, allowing for distribution among multiple cities, rather than accumulating only in the nearest one. In addition, the AI does a much better job of maintaining city garrisons. Accordingly, I'm going to drop the number from 12 to 7, which will force the Enslavement-focused Human player to maintain a larger garrison in his most heavily slave-infested cities. File changed: Const.txt

    38) Trade Route Bonuses: The bonus per international trade route is very low (10) especially in light of how few of these trade routes there are (most are internal to the nation) and especially when the water trade route (which is almost all of them) grants 15. Accordingly, we're going to swap the bonuses so that "international" is 15 and "water" is 10. Affects 3 Wonders: Lighthouse of Alexandria, Magellan's Voyage & East India Company. File changed: Wonder.txt

    39) Ramayana Wonder expiration: The Ramayana is enabled by L4 Philosophy and expires with L9 Dark Ages (along with two other Wonders), which is a fairly short period. A better expiration would be L11 Islam (which ties in to the conflict between Hindus and Moslems that existed in both ancient and modern India). Files changed: Wonder.txt & Great_Library.txt

    40) Spartan Philosophy expiration: This Wonder currently expires with "Age of Reason", but a lot of slic is happening with that Advance, so I want to minimize the number of "pop-up" windows associated with it. In addition, that is a VERY late expiration for an Ancient Military training system that was certainly finished by the time of Alexander the Great. Currently it becomes available at L5 and lasts until L15, ironically the same as the Cyrus Cylinder. Since we've changed that Wonder and it now expires with L10 Feudalism, that's a good termination Advance for the Spartan Wonder as well. Files changed: Wonder.txt & Great_Library.txt

    Click image for larger version

Name:	New Drama image.png
Views:	10
Size:	75.7 KB
ID:	9487812

    Leave a comment:


  • Kull
    replied
    Various Changes and Fixes for v5.1 (con):

    21) New art for "Ancient Age" and "Classical Age" Concept entries: The Ancient Age had a modern picture of the ruined Parthenon (which is actually a structure from the Classical Era) while the Classical Age used a still from the CtP2 opening movie. Replaced the first with a view of the Ziggurat in Ancient Uruk while the second is now a painting of Classical Athens and its surroundings (attached). Files changed: anc.tga & clas.tga

    22) TIMP Costs in the Great Library: Although most of the TIMP costs have been altered in Cradle 5.0, I forgot to update the GL records for Air Bases, Advanced Undersea Mines, Drilling Platforms, Early Mines, Farms, Fisheries, Forts, Maglevs, Mega Undersea Mines, Nets, Ports, Railroads, Stone Roads, Shipyards & Undersea Tunnels. Fixed. File changed: Great_Library.txt

    23) Wonder Unit Enslavement: The Great Library entries state that Wonder Units "Enslave", but it's actually the "Victory Enslavement" attribute. Changed the text to "Enslaves enemy prisoners in Battle". File changed: Great_Library.txt

    24) Amphibious Assault Concept: Units with this attribute can attack directly from ships (as the name implies), but they can also use their movement points to land, move, and attack. None of this is explained in the Great Library, so a new "Concept" Entry has been created to describe how it works. Files changed: Great_Library, gl_str.txt, uniticon.txt & concept.txt

    25) Reform City pop-up message: When a city is reformed, a message appears which tells you that the city is "no longer under foreign influence". Completely absent is a notification that on the next turn the city will experience significant unrest (-5 happiness) as a result. And should the player kill the unit which made the conversion, the effects will be even worse (an additional -3 to happiness). The "Reform City" description on the "Orders menu does mention part of this, but it's also incorrect (stating the effect lasts for "one turn" when it's actually four!) Additional information has been added to both the pop-up message and the GL entry. Files changed: Great_Library.txt & info_str.txt

    26) Plunder Unit Shield Cost: The "shield cost" (the amount of production points needed to build a unit) escalates dramatically as the game progresses, but a similar escalation was not applied to the Plunder units, in particular those which are supposed to disband in order to assist production in a city. Plunder I (Goat) is 100 points, which is OK for the early era in which it appears. For example, the Goat and Spearman are roughly contemporary and the ratio there is 100 points to 160. Plunder III (Cow) first appears during the Medieval period so a similar ratio is 300-to-650 (Halberdier). It's even worse with Plunder IV (Truck) with a ratio of 400-to-1400 (Machine Gunner). The bottom line is that Cradle 5.1 will increase the shield costs of the Cow (from 300 to 400) and the Truck (from 400 to 600). File changed: Units.txt

    27) Slaver Unit Card: The Slaver unit card had the "red background" which is reserved for Ranged units, so a new card was created with the grey background used by civilians and agents (to include a drop-shadow effect). Files changed: UPUP004L.tga, UPUP004A.tga & UPUP004B.tga

    28) Shakespeare's Theatre GL Link: There was a typo in the "Vernacular Prose" GL entry for Shakespeare's Theatre, so the link between the Advance and the Wonder did not work. Fixed. File changed: Great_Library.txt

    29) Undersea Mines: In Cradle 5.0, these can only be placed on Continental shelves, but that's an extremely limited area. It makes more sense to include "Shallow" water terrain (but not Kelp or Reef). In basic CtP2, all the undersea mines were associated with undersea cities and thus restricted to deep ocean-type terrains, but this particular TIMP demonstrates a precursor technology, so it make sense to extend the availability to Shallow Ocean tiles. Files changed: Great_Library.txt & tileimp.txt

    30) Destroyed TIMP Bonus: Cradle includes a slic file (from Pedrunn) which gives back 1/5 the value of a TIMP that's being destroyed while being upgraded (f/e going from "Farm" to "Advanced Farm"). It also gives the player anywhere from 0 to 1/3 the value of a tile that's being pillaged. The problem is that I didn't change the values of each TIMP in the slic file, so in most cases the "original cost" numbers are too low, sometimes MUCH too low. Fixed. File changed: tilerefund.slc

    Click image for larger version  Name:	Classical Age (new image).png Views:	2 Size:	71.1 KB ID:	9487747

    Leave a comment:


  • Kull
    replied
    Various Changes and Fixes for v5.1 (con):

    Post# 371 summarized 10 of the new changes in v5.1, and those continue here:

    11) The "Traits and Golden Ages" entry in the Concepts section lists the per-civ traits granted by the Feat system. I mention this in the "Feats" entry, but didn't provide a link. Fixed. File changed: Great_Library.txt

    12) Appian Way image: The 2D graphic for the "Appian Way" Wonder is a modern picture of the French Arc de Triomphe (there's even a car in the background, lol), which is totally inappropriate for this Classical Era wonder. Instead, we'll substitute a photo showing an actual section of the Appian Way (attached). File changed: UPWP111L.tga

    13) Pikemen Unit name: Cradle has a "SpearMAN" unit which eventually upgrades to a "PikeMEN" unit. In addition, there are also "SwordsMAN" and "InfantryMAN" units. Having a single unit referred to as MEN when all the others use MAN looks and sounds weird. Rather than change the underlying code name, the visible Pikemen text will be altered to "Pikeman" so the four units match. Files changed: Great_Library.txt & gl_str.txt

    14) Pikeman Sprite: When the sprite was rebuilt, the Shield locations weren't set properly and "switch sides" to the Left when the unit moves R or L. There's a similar issue on the battle board where the shield repeatedly shifts behind the unit and then moves to the front, all of which is rather disconcerting. Accordingly, the sprite was rebuilt using the Halberdier's shield location settings, and the issue has been resolved. File changed: GU117.spr

    15) "Upgrading" Concept: The Upgrading Concept entry in the GL did not mention the Pikeman-to-Halberdier upgrade which happens with L12 Gunpowder. In addition, the 2D art showed a single star, which has been replaced by a new graphic showing a sequence of three units, Spearman-Pikeman-Infantryman. Files changed: Great_Library.txt, uniticon.txt & UPCP087L.tga

    16) Halberdier Upgrade Issue: The Halberdier unit becomes available with L12 Gunpowder and expires with L13 Cannon Making, a very short period indeed. It also temporarily breaks the chain of Defensive units which began with Spearman, and leaves a gap until the discovery of L15 Flintlock. This was clearly an error (mine), but is easily solved by changing the Halberdier's expiration to Flintlock. File changed: Units.txt

    17) Khalid ibn al-Walid: When this unit was changed from Muhammad, all the stats stayed the same. That's fine for most of them, but the movement value of "2" should be more in line with that used by the other mounted Wonder Units of this era, so accordingly it will double to four. File changed: Units.txt

    18) Great Library Expiration: The Wonder currently expires with "Greek Fire", but the Naval Advance restructuring project moved that in from L12 to L10. Instead, the expiration will change to L12 "Printing Press". Although the actual structure was destroyed earlier, the idea is that while a "Great Library" was extremely valuable when books and scrolls were written by hand, this new technology makes them much more common. Files changed: Wonder.txt, Great_Library.txt, & Tech Tree

    19) Wonder Expiration Advances: The Wonder entries in the GL tell you which Advance will cause them to expire, but there isn't a corresponding mention in the Advance sections. The game pops up a notification when the Wonder expires, but that's after-the-fact, so it's hard to "plan ahead" and there will be times (especially with "Happiness Wonders") that pursuing a particular Advance could cause problems. Especially since as many as three Wonders can expire with the discovery of a single Advance! There are 36 Wonders with an expiration, and the Great Library has been updated accordingly. File changed: Great_Library.txt

    20) GL Error: The Great Library says the Caliphate Advance enables building of the "Mecca" Wonder, but it's actually the "House of Saladin". Fixed. File changed: Great_Library.txt

    Click image for larger version

Name:	Appian Way (new image).png
Views:	18
Size:	88.6 KB
ID:	9487734

    Leave a comment:


  • Kull
    replied
    Buildings & Increased Production:

    Seven of the Buildings in CtP2 provide a Production Percentage Increase to each city, which reaches 110% by the end stages of the game (see attached). By contrast, Cradle 3/4/5 has 13 such structures which max out at 155%. That has a very powerful effect on accelerating the overall pace of the game. In particular, by the early Middle Ages (L11 Mills) Cradle cities have a 60% increase to production, compared to 10% in AE. During test campaigns it was not unusual for AI civs to construct every available building, even during the early and middle periods, leaving them little else to do. Accordingly, Cradle 5.1 has reduced the increase in the four earliest structures so that by L11 Mills, the cumulative increase is only 30% (half that in v5.0) and just 115% by the end of the game.

    - File changed: Buildings.txt

    Click image for larger version

Name:	Building Production.png
Views:	27
Size:	13.2 KB
ID:	9487649

    Leave a comment:


  • Kull
    replied
    Wonder Unit Upgrade issues:

    As described in Post# 216, the Cradle Wonder Units in Cradle v5.0 upgrade automatically at L14 Age of Reason and again with L16 Electricity. There are some issues, however:

    1) "Age of Reason" Upgrade Slic Issue: When my v5.0 Rome campaign reached the Age of Reason, I discovered the "upgrade" only works when the units are located on unowned or "Roman-owned" tiles. All the units which were in foreign territory did NOT upgrade! In addition of course there is no associated message, which is disconcerting. Eventually the problem was traced to a single line in the wonderunits2.slc file. Extensive testing confirms that the fix works. In addition, a pair of "upgrade notification" messages have been added.

    2) Brigadier & Colonel attributes: All four of the new units were given the "Plunder unit creation" capability, but that's too many. It's OK for the Field Marshall & General, since most of those were "Great House" units which already had this ability prior to the upgrade. But testing shows that it's overpowered for the Brigadier and Colonel to get it too, so it'll be removed and replaced by different attributes:
    * Brigadier: Gains CanHarvest (the collection of terrain gold when fortified on a tile)
    * Colonel: Acquires AlwaysHeal (the ability to heal in the field even if the unit moves that turn)

    3) Hernan Cortes Upgrade: By the time Magellan's Voyage is complete, the player has probably researched "Age of Reason", or if not, it will happen very soon thereafter. Cortes is scheduled to upgrade to Brigadier when that happens, but if missed, he'll remain in-game forever. Neither situation is ideal, so his Brigadier promotion has been scrapped and he'll remain as is until the upgrade to Colonel (the existing plan for US Grant).

    4) Genghis Khan Upgrade: The Mongol Empire soon broke up into multiple "Khanates", two of which lasted into the late 1700's. Accordingly, it's not unreasonable for Genghis to remain in-game until the final Wonder Unit Upgrade at L16 Electricity, especially now that his Victory Enslavement attribute has been removed. Keeping Cortes, Genghis & Grant around a bit longer adds some variety, which is not a bad thing.

    5) Sun Tzu Upgrade: Changes from "Field Marshall" to "Brigadier". Only Great House Wonder Units (and the Great General) should have the FM promotion.

    - Files changed: Units.txt, plunder.slc, wonderunits2.slc, info_str.txt & Great_Library.txt​

    Leave a comment:


  • Kull
    replied
    Elite Unit Upgrade Bug plus revised times and costs:

    1) There's a bug which happens when the same Advance triggers a "Feat of Wonder" AND an Elite Unit upgrade. For example, when L12 Gunpowder was researched, you saw the Feat but none of the message boxes which allow the player to review the various Elite units eligible for upgrade. And the same bug hit L18 Mass Production, which also had both a Feat and an Elite upgrade. The solution was to move the two Feats of Wonder to L13 Cannon Making (a better link anyway, since the feat grants a bonus when attacking city walls) and L16 Industrial Revolution (the Feat is a bonus to Production, and thus equally relevant to this Advance)

    2) Elite upgrades followed a single path, which often produced a nonsensical result. For example, the L9 Dark Age promotion upgraded the Elite Legion (Attack 35 & Defense 25) to the Elite Pikeman (A25 & D20). Not only is that a statistical downgrade, but it costs the player 1800 Gold per unit. Talk about "insult to injury"! Accordingly, Cradle 5.1 has altered this progression so now there's a "Defensive Unit" sequence (Spearman>Hoplite>Pikeman>Halberdier>Infantryman) and another for Offense (Club Warrior>Hypaspist>Legion>Man-At-Arms>Arquebusier>Infantryman). The sequences merge with the first modern riflemen at L15 Flintlock, and proceed in a single line from that point forward (Infantryman>Machine Gunner>Marine>Hover Infantry)

    3) Elite upgrade costs were also quite exorbitant, and in most cases it would cost much more to upgrade units in sequence instead of skipping to the final upgrade. For example, the string for "Elite Hoplite" in Cradle 5.0 is Hoplite>Legion>Pikeman>Halberdier>Infantryman and the total cost of doing each upgrade in sequence is 7600 Gold (1000+1800+1800+3000). However, going directly from Elite Hoplite to Elite Infantryman is only 4900. That's obviously a problem, as there shouldn't be financial incentives for skipping upgrades. Accordingly, all of the upgrade costs were revised downward (roughly by 33%) and for every string, the cost of upgrading is exactly the same, whether upgrades are skipped or not.

    - Files changed: Advance.txt, feat.txt, feats.slc, feat_str.txt, updater3.slc, updater4.slc & Great_Library.txt​

    Leave a comment:


  • Kull
    replied
    Upgradeable Gov-Specific "Special" Unit issues (con):

    "Pezheteroi" to "Praetorians": The problem here is that each unit individually exists for a short period, and the length of the upgrade chain (L6 Republic to L10 Theocracy) isn't much better. The solution involves adding the Swordsman to the chain (thus Swordsman>Pezheteroi>Praetorians) and shifting his starting Advance to Copper Smelting, thus extending the upgrade range from L3 to L10. Moving the Swordsman makes a LOT of sense, because swords definitely utilized metals, and those were not the materials used by the Neolithic weapons of the L1 timeframe (largely flint, obsidian and fire-hardened wood).

    However, we still need an offensive unit for the early game and that role is now filled by the new Club Warrior (previewed in Post# 370). Although the base sprite resembles a feather clad warrior from the Americas, the feather headdress also has antecedents in the Middle East, as depicted in ancient Ur and the later Sea People warriors seen on the wall carvings of the Egyptian Temple of Medinet Habu. As the Swordsman replacement, the Club Warrior is first available with L1 Agriculture, can be promoted to Elite, and is does not disband until the Oligarchy government.

    - Files changed: Units.txt, UnitBuildLists.txt, elite.slc, Advance.txt, Great_Library.txt, gl_str.txt, 2D unit art (multiple), sounds.txt, newsprite.txt, updater3.slc & Tech Tree​

    Leave a comment:


  • Kull
    replied
    Upgradeable Gov-Specific "Special" Unit issues:

    There were 4 units (now 5) and 2 paths, all of which were problematic (for different reasons)

    "War Elephant" to "Raider": One of the incentives to get players to build the War Elephant is that it can upgrade to Raider with the discovery of Stirrup, but that's really an illusion. First of all, it's possible to get the Theology Gov before researching Stirrup, so the War Elephant will disband before there's a chance to upgrade it. Even worse, the Raider ALSO disbands when the Theology Gov is enacted! So the upgrade is almost worthless, even if you get the chance to do it. The only situation where it works is to research Stirrup immediately after Tribunal Empire, but even then the Raider won't be usable for long. And that unit has a weird situation anyway where it disbands but can come back with Caliphate, but even then it will disband when the next Gov is enacted. Even worse, like all other Cavalry the Raider has a requirement for "Horses" (see Post # 83) , and without those the Raider won't be available anyway.

    Fixing all this requires the following:
    1) Extend the Raider's life thru Monarchy and Theology, so it only disbands once.
    2) Remove the "Horses" TIMP requirement from Raiders
    3) Make Stirrup a precursor to one of the Advances in the pre-Theology Chain. Looking at the Tech Tree, Theology needs Christianity and Dark Ages, but Christianity is already a requirement for Dark Ages, so it's duplicative. Accordingly, shifting the pre-req from Christianity to Stirrup, ensures that Raiders are always available BEFORE Theology is researched.​

    Leave a comment:


  • Kull
    replied
    Militia Unit Upgrades:

    The Cradle Militia System (described in Post# 244) has units which look similar to "normal" units but cannot be built and have additional Defense and Movement of "0" (which ensures they remain as garrison units at all times). One Militia Unit is created by the Homeguard.slc file whenever a city is built by the Human or AI, and the type of unit is based on the civ's current technology level (Spearman>Hoplite>Legion>Pikeman>Infantryman>Machi ne Gunner>Hover Infantry). The problem is that it's very expensive to upgrade these units. By definition the units are "one per city" and can never leave it, yet if the cost is too high the human player will skip some or all of the upgrades, and that means anachronistic Militia unit types will survive long past the time when they should disappear. Accordingly, the system has been revised to make all Militia Unit upgrades automatic and free of charge.

    - Files changed: militiaunits.slc (new), script.slc, Units.txt, Great_Library.txt & updater3.slc​

    Leave a comment:


  • Kull
    replied
    Additional Advance Issues: There are three more we need to look at:

    1) Link between Civic Engineering and Tribunal Empire: Historically, most of the features provided by Civic Engineering were part of the Roman Empire, so there should be a link. Fortunately there's an easy fix since currently the latter Advance has only a single pre-req (Ethics) and it's easy to add a second.

    2) Agricultural Revolution: As even the "History" section acknowledges, this Advance was the result of a series of technologies all implemented in the 1700's. But in Cradle, it occurs at L10 which is roughly 1200 AD, as opposed to its proper position around L14. However, simply moving the Advance out that far would dislocate others (for example it's a pre-req for L11 Mills). A better solution is to add a new L10 Environment Advance in its place (called "Latifundia") and to replace the L9 Dark Ages pre-req with L8 Tribunal Empire, since there's a clear historical link between the advent of the Roman Empire and the spread of large Latifundia-style farms. That allows us to move Agricultural Revolution out to L14 with pre-reqs of the new L10 Latifundia and L14 Chemistry (i.e. fertilizer). A corresponding change will affect the "Advanced Farms" TIMP. Now it can only be built on Grasslands & Desert with Latifundia while the extension to Plains (and the ability to Terraform Desert and Jungle) shifts out to the relocated L14 Agricultural Revolution. The terraform change in particular makes a lot more sense - terraforming Deserts in the very early Middle Ages is kind of crazy. In addition, Agricultural Revolution will now be a pre-req for L15 Democracy (replacing L13 Nationalism) since Nationalism is already part of the Democracy pre-req chain (via Age of Reason). Another requirement of this shift is to alter the "Stonehenge" Wonder expiration from Agricultural Revolution to Latifundia.

    3) City Growth Improvements: There's an issue with the Advance levels at which each of the City Growth limit buildings become available (see Post# 5); Apothecary (L4), Physician (L6), Bath House (L8), Drug Store (L16), Hospital (L18) & Arcologies (L23). As you can see, the largest gap is the period between Bath House (city maxed at 40) & Drug Store (city maxed at 50). There aren't any further buildings available (we're at the 64 structure limit), and adding an interim building between pop 40 and 50 hardly seems worth it, even if we could. The most appropriate solution is to shift the Plumbing Advance (which enables the Bath House) from L8 to L10, thus setting it roughly midway between the previous structure at L6 and the next at L16. Historically the Romans built huge Bath Houses during the late Empire, so that places it after Tribunal Empire. Also, now that we've made Civic Engineering a pre-req for Tribunal Empire we don't need it as a Plumbing pre-req. Instead, we'll change that pre-req to the new L10 Latifundia Advance (which already has the Tribunal Empire pre-req) thus moving Plumbing out to the same level and ensuring similar intervals between all the city growth improvement advances.

    - Files changed: Advance.txt, uniticon.txt, gl_str.txt, Great_Library.txt, advancelists.txt, Wonder.txt, tileimp.txt, Tech Tree & new 2D art (UPAP282L.tga)

    Click image for larger version

Name:	New Advances.png
Views:	16
Size:	57.3 KB
ID:	9487561

    Leave a comment:


  • Kull
    replied
    The path from Monarchy to Fascism:

    During the development of Cradle 5, a number of problems were traced back to "out of sequence" governments (see Posts 35 and 247), and several more have now been identified:

    1) Monarchy to Caliphate: During the current playtest I noticed that the AI Phoenicians were researching L12 Caliphate when they didn't even have L11 Monarchy! The solution is to take L11 Classical Education (the immediate pre-req for Caliphate) and change one of its pre-reqs from L10 Theology to Monarchy. Theology is already a pre-req for Monarchy (so the requirement remains), but this way it takes at least two Advances after Monarchy before Caliphate is available.

    2) Flintlock before Democracy: Based on the pre-reqs, it is possible to research L15 Democracy (and thus gain the 1900s era "Conscript" unit) before researching L15 Flintlock (and getting the 1800s "Infantryman"). In fact, until the Naval Advance changes (see link) it was even possible to get Democracy before L13 Gunpowder! The easiest solution is to set Flintlock as a pre-req for L15 Criminal Code, which is the immediate pre-req for Democracy. There's not an obvious link (so it's a bit "gamey"), but it does solve the problem.

    3) Fascism after Communism: It's also possible to research L17 Fascism before L16 Communism, which is historically out of sequence. The logical fix is to make Communism the pre-req for Fascism instead of L13 Nationalism, which is redundant anyway since it's already part of the research sequence for both. Worth noting that Fascism was a response to Communism, so it's a very appropriate pre-req.

    - Files changed: Advance.txt, Great_Library.txt, & Tech Tree​

    Leave a comment:


  • Kull
    replied
    New "Barbarian-Only" Berzerker Unit:

    The "Forever Future" mod has a Clubman unit which was deconstructed and rebuilt for v5.1 (142 images with new Idle and revised Death Animations, no shadows). To spice up the early game, this Berzerker unit is "Barbarian-only" (the only civ that can build them), and has the best Attack values in the game (20) until the arrival of the Swordsman. An interesting side feature is that other civs can acquire them from Goody Huts, so when you see one employed by another civ, think of them as hired mercenaries. To keep Berzerkers from hanging around in perpetuity, they have an upgrade path (to Swordsman) and will disband under City State or later governments.

    The unit has an extended animation when swinging the club, so existing CtP attack sounds didn't work (you'd hear the crunch of the club while he was still on the backswing) so a new, extended sound file was created from scratch. The Berzerker uses the voice files of the CtP1 Fascist, and thus sounds suitably menacing.

    Files new and changed: Units.txt, UnitBuildLists.txt, uniticon.txt, newsprite.txt, gl_str.txt, Great_Library.txt, Sound Files (5), sounds.txt, GU211.spr, 2D art files (UPUP211L/A/B.tga) & Tech Tree

    Click image for larger version  Name:	Berzerker.png Views:	2 Size:	197.0 KB ID:	9487540

    Leave a comment:


  • Kull
    replied
    Plunder Concept:

    As described earlier, several sprites were implemented for the four versions of Cradle "Plunder". And now, for v5.1, a new Concept entry has been created for Plunder, which gave me the opportunity to utilize the unused CtP1 "Rustling" graphic (see attached). Since one of the new Plunder sprites was the equally unused CtP1 "Cow", it's a nod back to the underappreciated features (even the unimplemented ones) which made CtP1 so unique and special.

    Click image for larger version

Name:	Plunder Concept.png
Views:	32
Size:	324.1 KB
ID:	9487449

    Leave a comment:


  • Kull
    replied
    New Steamship Sprite:

    The whole reason for adding a "Steamship" sprite (see attached image showing both the Steamship & Ship-of-the-Line) is to address the historical period between the Galleon (which existed roughly from 1500 to 1800 AD) and it's Cradle upgrade, the Troopship (visually comparable to the great liners which began to appear circa 1900 AD). In game terms, the Galleon appears at L14 while the Troopship is buildable at L17. What's needed are the "Industrial Era" vessels which first appeared in the early 1800's and had both sails and steam engines. A sprite should resemble the CtP2 Ironclad, except the first commercial steam ships looked more like Clipper ships with a central funnel, which the Ironclad clearly does not.

    After examining the existing CtP sprites, the best way to create a "full motion" Steamship was to use an edited version of the CtP1 Ship-of-the-Line. The main reasons for editing the CtP1 sprite instead of the CtP2 version are:
    A) Hull colors are black vs brown (so there's a visual difference)
    B) The CtP2 sails ripple while the CtP1 sails are fixed (so easier to edit), and
    C) The CtP2 sprite has a foresail and staysail while the CtP1 sprite does not (another clear visual difference).

    The CtP1 sprite has 198 images (including shadows) but we don't need "Attack" (120 images) or Death (18 images) so it's just "Move" (60 images). Each of the 60 images was edited to remove the central mast, replace it with a funnel (to include billowing smoke), close the white gun ports on the hull, and remove the white bands which encircle the bow. Once that was done, the SE facing images were edited to create a 12 image smoking Idle animation and a 32 image Death animation in which flames slowly envelop the ship right before it explodes. The new unit will be available with Industrial Revolution and expires at Internal Combustion (when it can upgrade to the Troopship)

    - Files new and changed: Units.txt, UnitBuildLists.txt, uniticon.txt, newsprite.txt, gl_str.txt, Great_Library.txt, 5 Sound Files (from CtP1), sounds.txt, Tech Tree, GU210.spr & 2D art files (UPUP210L.tga, UPUP210A.tga & UPUP210B.tga)

    Click image for larger version

Name:	New Steamship.png
Views:	32
Size:	188.8 KB
ID:	9487397

    Leave a comment:


  • Kull
    replied
    Converting "Forever Future" Crossbowman to WW1 Infantryman:

    As part of the earlier decision to assign a gov-specific unit to each of the "Modern Era" gov-types, Democracy gained a new unit called the "Conscript". There was an unused brown-uniform infantryman sprite from the WW2 mod, and at the time it seemed like the perfect solution. Unfortunately however, the sprite uses an automatic weapon when attacking, and that's not really appropriate for one of the very first modern era infantry units.

    By contrast, the "Forever Future" Crossbowman sprite (no longer used in Cradle 5.1) is based on a WW1 infantry unit, and - properly edited - would fit this era perfectly. I examined the individual graphics and modification seemed fairly straightforward (reverting the crossbow back to a rifle), albeit not "easy", since every image had to be edited. The task was trickier than expected, but all 115 Move and Attack images were edited and 4 of those are used for a new Idle animation. The sprite does not have shadow files, so that made things a bit easier. Since the new sprite replaces another, there's less file editing required to put it in game.

    - Files new and changed: uniticon.txt, newsprite.txt, GU209.spr, UPUP209L.tga, UPUP209A.tga & UPUP209B.tga

    Click image for larger version

Name:	WW1 Conscript.png
Views:	41
Size:	61.8 KB
ID:	9487267

    Leave a comment:

Working...
X