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Medieval Pack II (Repack) 2.2

MedMod combined with H-Graphics mod, M-Citymod2, D-Diplomod, L-SLIC triggers and others.

  1. Blake00
    NOTES:
    1. Below is the original readme so some urls may no longer work.
    2. This is a 7zip re-pack of the original full install zip from Wes's website to save space. No other changes have been made.
    3. The Medieval Pack II combines the Medieval mod with customized versions of Harlan's Graphics mod, Martin's Citymod2 and Dale's Diplomod, plus SLIC triggers from Locutus, Dale, Gedrin and others. It adds many new units, both player-created and from Ctp 1, 60 new advances, 5 new improvements and 3 new governments, as well as new concepts and many enhancements to game playability. This is one of the most important mods ever created for CtP2, it's a complete overhaul of the game.

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    README:

    Installation and Introduction to the Medieval Pack II
    by Wes Whitaker

    All players need to change the line "DebugSlic" from "Yes" to "No" in their userprofile text. This file is found in the ctp2_program\ctp folder. This may be done before or after installing the modpack, but it must be done every time you re-install Call-to-Power 2. Do not forget that you need the 1.1 patch installed, too.
    To install the modpack, simply unzip the portions into the "Call to Power 2" folder. The Pack readmes are found in the Med readmes folder located within the Call to Power 2 folder. In addition to the five portions of the Medieval Pack II (six if you upgrade to the Crusade! version) you also need Paul's Modswapper, which is covered below.
    After installing the modpack, you need to install the Modswapper, which can be downloaded from my website in the Accessories section. Simply unzip it into a temporary directory, and run the setup program. After installation, you may delete the temporary folder and its contents. I would suggest keeping the modswapper zip, as well as the Med Pack graphics portions, in a permanent folder so that you can re-install the mod should something happen to the game. Modswapper is listed in your Windows Startup menu.
    Note for non-English language users: You will have to manually move the 4 MM2*.txt files from the Call To Power 2\ctp2_data\english\gamedata folder to the folder of your lanquage. This will change your ruler, city and Great Library entries to English, but I hope that is not a problem if you can read this intro.;)
    I suggest that you *not* use the option of creating a desktop shortcut to the Med Pack II. Modswapper works by first re-naming the current gamefile, newsprite and Great Library texts, to "orig-gamefile.txt", etc. Then it copies the those three texts from the mod you selected, and re-names them "gamefile.txt", etc. in place of the three original files. What is important is that you first re-load the original game files before switching to a mod. To make a long story short, you will lose your original gamefile, newsprite and Great Library texts if you do not follow this procedure. I will post copies of the original files replaced by modswapper at my site in case you lose your files. Note for Win2k users: Modswapper does not work for Windows 2000, so you will need to follow the instructions Timothy Pintello wrote in that readme, located in the same folder as this file.

    The Medieval Pack II combines the Medieval mod with customized versions of Harlan's Graphics mod, Martin's Citymod2 and Dale's Diplomod, plus SLIC triggers from Locutus, Dale, Gedrin and others.
    The Medieval Pack II adds many new units, both player-created and from Ctp 1, 60 new advances, 5 new improvements and 3 new governments, as well as new concepts and many enhancements to game playability.

    There are a number of readmes in the Med Readmes folder, which deal with specific areas of the game or provide other types of necessary data for players. Players *must* read through these readmes at least once, and I would recommend that you become very familiar with them as you gain experience with the mod, or else you will not understand some of the things which happen in the game. The Great Library included in the mod has been both updated and improved over the one in the original game, but there are still many things in the mod which cannot be listed in the GL.
    1)The Advances Chart is modeled on the one which accompanied the game, and is designed to be printed out as a substitute for the chart which accompanied the game.
    2)The Med Charts spreadsheet lists the stats of the units, terrains, governments, city improvements and wonders in the game, and is a crucial reference point for understanding the mod.
    3)The Miscellaneous readme covers important things which do not fit in the other readmes, tells you how to print out the Advances Chart, and lists the color scheme used throughout the Med mod readmes.
    4)The Terrain and Tile Improvements readme explains the changes made to the game in those areas.
    5)The City and Civs readme covers the changes to city sprites, civs, leaders and city names in the mod.
    6)The Triggers readme covers the workings and effects of all of the various triggers and settings made through SLIC. This readme is very important, as these triggers have huge effects on certain aspects of gameplay.
    7)The Main readme covers all of the major changes to units, governments, cities, and gameplay in the modpack.
    These files were written using Microsoft Word 97 and Excel 97. If you do not have Word or Excel, go to the site listed below, and download the free Word 97/2000 and Excel 2000 spreadsheet file viewers. They will allow you to read and print out the readmes. It is especially important that you are able to print out, or at least view, the Advances Chart.

    http://officeupdate.microsoft.com/Articles/viewerscvt.htm

    The Med Charts spreadsheet allowed me to use the readmes for descriptions of general changes to the various parts of the game, to point out specific changes to unit abilities and Wonder effects, and to list odd changes that did not fit into any of the sheets. I believe that this approach does an excellent job of providing the user with all the info one needs to understand the modpack, without being overwhelmed with details.
    Mod-makers note: I have made notes listing most of my changes made to the const, diffdb, and texts pertaining to AI behavior. In addition, I have made notes in the newsprite.txt detailing the sprite numbers used, with notes on why some are not currently used, and my recommendations for those of you who add new units to the game for your own mods.
    This modpack contains the efforts of many people, without whom it could not have been made. These people, and their specific contributions, are listed at the start of the Main readme. Please take the time to read this, and acknowledge those people either in the Apolyton forums, or through personal emails. I know that your kind words would be appreciated.
    This concludes your introduction to the Medieval Pack II. I hope you enjoy.

    Wes Whitaker