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Medieval Pack II v2.2 beta: Crusade!

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  • Medieval Pack II v2.2 beta: Crusade!

    I have implemented the new commerce inflation and city improvement upkeep systems, which are explained in the update readme below. It is a copy of the readme found in the Med readmes folder. I would actually prefer that you use that file to familiarize yourself with the changes, and use this paste to point out any sections that you have questions or comments about.

    Those of you updating from a 2.* version of the mod only need to get the text files. Those updating from a 1.* version of the modpack will also need to get the pictures and videos portions.
    The mod is posted at my new webpage, available thru my title's link to the left. You also need to bookmark the new page, as it has a slightly different address from my old page, and the old page, with its outdated material, may still be up.

    I am calling this a beta since the new upkeep costs are an educated guess, and will probably need tweaking, especially for the last half of the game. I am relying on your feedback for these adjustments, as I am taking a CTP break at the moment and have not played the update myself.
    Note: Please read the new comments I have made in the improvements page of the Med spreadsheets, which explain in detail the various changes. I had to undo a lot of work in order to implement this simpler design, so players will need to get used to several changes in addition to the two new things.
    Hopefully we can get the upkeep costs fine-tuned in time for the completion of several new slic triggers which are being developed. I plan on implementing the new visible wonders, city sprawl, road-clearing and improved diplomod codes, as well as the new city capture and forts-for-AIs triggers from Martin.

    2.2 changes:
    I have increased the commerce in the game by a factor of ten, and made many city improvements cost either 2 or 3 gold per citizen to maintain. These improvements deal with food, science, production, pollution and crime. Basically, first-level improvements cost 2 gold per citizen (e.g. Mill), while second- and third-level improvements cost 3 gold per citizen (Oil Refinery and Nanite Factory). Players need to refer to the Med charts spreadsheet to familiarize themselves with the changes, and especially the new comments I have made there.
    Note: These improvements still cost their old fixed-rate upkeep, but this amount has NOT been increased by a factor of ten, so it should be insignificant. Players need to remember this when viewing the GL, for instance. Mostly I left these old costs in so that it would be easier to change things back in case this experiement does not work, or if adjustments need to be made and these old cost used as a reference.

    The per-citizen method has allowed me to get rid of the staggered obsolescence system, which was implemented as a way of increasing building costs as the game went along and city sizes grew. This system made things difficult for cities founded late in the game, and I think the AIs may have had trouble adjusting to it as well, so I consider this to be a significant improvement to the game.
    Note: Defense improvements (City Walls, Castle and Bastion) still go obsolete as before, since their effect depends upon the changing technology of the game. The color code for improvements can now be used to show which early improvements are pre-requisites for later ones.

    In addition, I have reduced the effects and/or upkeep costs of many later improvements, whose settings had incorporated the effects and costs of the improvements they obsoleted. Please refer to the Med charts' comments for specific information.

    The traditional method of fixed building costs, regardless of the size of the city, makes sense for improvements with fixed effects like Shrines or Aquaducts, but is totally unrealistic for improvements like Bazaars whose income effect grows along with the number of citizens in the city. I tried to implement this per-citizen method early last year when we were first putting the Medpack II together, but it proved infeasible with the standard amount of gold in the game due to the fact that the cost had to be an integer amount. At the time, I wrote off increasing the base amount of gold in the game as being too complicated, but I have recently realized that it need not be if certain flags were used intelligently. Thus I have made this update.
    Note: The current cost settings are based upon my educated guess, and will probably need adjusting, so I need feedback from players as to whether there is now too much or too little commerce in the game. The goal is to have the same amount as there was before, except for the extra zero, which should be accounted for in all game actions (research, trade, diplomacy, espionage, rush-buying, capitalization and infrastructure).
    Also, the per-citizen costs are not accounted for the in the upkeep info in the F2 screen, but they are accounted for in the overall profit report.

  • #2
    Good mod, was pleasantly surprised by the balance through the first half of the game. However, something went wrong during the 1990's when suddenly my production power dropped dramatically. All my cities needed like hundreds of turns to produce anything. My government hadn't changed (democracy), and all my cities were production governed, and I had plenty of production tile improvements, but suddenly I couldn't produce. It might be an error with one of the feats - I had just accomplished 2 feats that bonused production, but I couldn't tell you for sure what caused the problem. Also never had any economic problems. IMO money was too easy to have. In the 1990's I had close to a million gold. Also, the Germans, who kept attacking me without provocation, were too easy to defeat because they left their cities defended by only 4 or 5 units in the close cities, and 1 or 2 units in the far cities. This is better than some other mods I've tried, but I think that all the ctp2 mods suffer from this same problem - it is too easy to take ai cities. AI cities should be better defended. It should take a greater effort for human players to attack and take ai cities. Whether the ai needs more militia style units or better a better city protection bonus, or something that makes taking their cities more challenging. Just my thoughts on your mod....
    Roluce

    What profit to gain the whole world?

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    • #3
      Always Medpack 2.2 suddenly crash with the message "Unable to load UPU158MA.TGA" when i try to build the first city!.
      I've an italian version, Windows ME and i copied the right files in Italian folder.
      I wonder If someone can help me...............
      MF

      Comment


      • #4
        Hi Adriano,

        I think you don't have installed the mod in the right folder. The files have to be unzipped in the CtP2 directory, they will then be automatically placed at the right place.

        In the Winzip window, select c:/ProgramFiles/Activision/ctp2 or c:/ProgramFiles/ctp2 and Unzip.
        Then, Copy/Cut and Paste the files placed in the english folder into your Italian language folder in order to live the strange experience to play in Italian (your interface will be in Italian) while the other part of the game will be in English.

        Be sure you have installed ModSwapper, I think the MedMod is not working without this software.

        Have fun !
        "Democracy is the worst form of government there is, except for all the others that have been tried." Sir Winston Churchill

        Comment


        • #5
          Awsome mod wes. I really like it.

          I've played only one game so far (Impossible) and have reached early 20th century tech. Problem is that the date is early 18th century. I've reached industrialization in the 16th century already but things are slowing down. Two other countries are about at the same stage and two small ones are a bit behind compared to the time line. Since this is the only game I've played so far, I don't know if this has any significance or if it's just coincidence (good start positions, tech focussed countries etc.)

          PS: The "go to" order (green arrow) doesn't seem to work anymore. Moving units across continents is quite painful that way.

          Comment


          • #6
            Originally posted by Starfighter08
            PS: The "go to" order (green arrow) doesn't seem to work anymore. Moving units across continents is quite painful that way.
            To solve this problem go to the MM2_orders.txt in your ..\cp2_data\default\gamedata\ folder open it with any text editor. Go to the last entry under ##New cut it out and insert it at the top of the file and save it or just download the attched *.zip file and unzip it into the ..\ctp2_data\default\gamedata\ folder and allow it to overwrite the file that can be found there.

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

            Comment


            • #7
              Thank you Tamerlin now It seems to work correctly!.
              MF

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              • #8
                Thanks for continuing with your efforts to improve your mod Wes. . .

                Comment


                • #9
                  Wes,
                  First of all your bloody mod is the real empowered and enhanced CTP 2!!.Probably you only need to improve AI in the second part of the game.
                  Second: the roads improvement should give some money, cause all competitor benefit of the mobility increased..not only the builder.
                  Third: It should be no possible to build trade tile improvements without a road from the city builder!
                  Have you ever seen an outlet without a road?.....the concept of communications lines is very important!!
                  Fourth: Is it possible that Activision is'n interested to this work and find a way to have a commercial agreement?

                  MF

                  Comment


                  • #10
                    Hi everyone. Long time, no see. As some of you know, I have some chronic health problems, and they have been worse than usual this whole year so far, and the last couple of months I have been fighting to stay out of the hospital, so I have not felt much like doing mod work. I think I may be improving some, though, so that I can check in at least periodically to see what is happening.

                    Thanks for the info on the orders.txt, Martin. Is this a problem in the basic game, or did I do something to cause that glitch?

                    I am still looking for more input like Roluce's on how the gold situation works. Not only the amount, but when in the game does it seem to get unbalanced (early, middle, late, all the way through, etc).

                    I don't know what would cause a huge hit to production, Starfighter. You would need to study your charts and screens to see what is eating it up.

                    Adriano, you raise some good points here, but....
                    1)It may not be anything that can be changed in the text files. It is just so hard to find settings that fit properly all the way from start to finish.
                    2)This has been discussed, but if you added an income benefit, you would end up with roads on every square, and we don't want that. Roads help with corruption too, so in that way they do add to income.
                    3)I agree with the thinking, but the game is not this sophisticated.
                    4)I am afraid that Activision lost all interest in this game a few weeks after it was released.

                    Comment


                    • #11
                      Originally posted by WesW
                      Thanks for the info on the orders.txt, Martin. Is this a problem in the basic game, or did I do something to cause that glitch?
                      No you didn't caused this glitch you just added to this file a new order by me at the same position as I did it. Fortunatly I had to find a sollution before.

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

                      Comment


                      • #12
                        Wes I didn't know about your problem.....anyway.....LONG LIFE TO YOU!


                        Originally posted by WesW
                        ......
                        3)I agree with the thinking, but the game is not this sophisticated.
                        4)I am afraid that Activision lost all interest in this game a few weeks after it was released.
                        Probably I don't know what it can be modded and what it can't... but could you eventually manage the point 3)?

                        So....we never see CTP III? why? ....I remeber them fighting for a long time for the rights....and the market should be the same of civ series..........


                        Strange thing is to get your work for free and wasting money for no sense game............
                        MF

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                        • #13
                          The problem here is Adreano that Activion came to the conclusion that it isn't worth to put more money into this game afterwards it was released. If they had put some more money before release into it than CTP2 would be a best seller, the interest in the cummunity was there you know we have two CTP2 forums with long names. Cut these names into pices and you have 8 forums, so Activision could made a lot of profit out of this game if they wanted.

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

                          Comment


                          • #14
                            3) probably could be modded...
                            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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                            • #15
                              Yes, but why do it? This makes the game much like civ3 with roads everywhere. I have serious reservations about this as I made clear in another thread.

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