GoodMod the Mod of Goods (for CTP2)

Martin Gühmann

Chieftain
Joined
Dec 23, 2001
Messages
68
Location
Berlin, Germany
GoodMod1.jpg


Here is version 0.99 of GoodMod the mod of goods. You can download it from my page my page or just click here. Of course there is also a text update available as usual.

GoodMod contains 33 new trade goods in addition to the 22 allready existing ones up to a total number of 55 goods. It also provides to each good tile food, production and commerce.

It requires Apolyton Pack, CityMod2 or MedPack2.

GoodMod requires the following components before installation:
- CTP2
- Modswapper (Available at http://apolyton.net/ctp2/files )
- CityMod2 or Apolyton Pack or MedPack2
- Activision patch V1.1 (or V1.11)
- one line in your userprofile must look like: DebugSlic=No
- Start a new game


Here are the changes and fixes from GoodMod v.0.98 to v.0.99:


1. Disabled the war over script in the imporoved DiploMod version due to bugs
2. Added new order now you can build forts over the orders context menue, (added for the AI so it can build them with the notion that it will do something for its defence)
3. Added new order now you can build detecors (like sonar buoys, listenig posts and radar staions) over the orders context menue, actual added for the AI to make build it this stuff
4. Added new order now you can build air bases over the orders context menue, actual added for the AI to make it to build air bases
5. Added to another AI orders to help the AI
6. added new AI goals so that the AI can do all speceal attacks
7. Fixed some entries in the Great Library
8. Added frenzy mod to make the AI agressive towards the human player
9. Added a road uncutter so that AI cities can be bypassed for AI stacks with roads
10. Added a unit unclutter so that the AI won't block its roads with idle stacks
11. Readjusted pollution in the ApolytonPack options, lower happiness penalties and higher damage to the environment in order to help the AI's happiness, and give back the terraforming of dead tiles a meaning
12. Added terraforming options for the AI, now the AI will terraform swamp, tundra and glacier...
13. Updated the New City Capture Option to version 1.4 now you can enslave the whole population of a just captured city
14. Updated Forts for AIs to version 1.1, found a bug in the code
15. Added Happy Buildings for AIs slic file


Now what's it is in if you didn't read the GoodMod threat on Apolyton and you are new to CTP2:

GM1_goods.slc: that is the slic file that places on every good tile an invisible tile improvement in order to asign to that good tile a terrain boni in from of food, production or commerce. It restores also the boni of such a tile if the tile was pillaged after ten turns. There is also a bug fix that prevents you and the AI as well from pillaging tile improvements owned by noone. This fix was necessary as pillaging neutral tile improvements causes a crach in unmodded CTP2, but you shouldn't try it nevertheless as it costs you move points. Another small pice of scic is the AI good terraforming prevention code, that I added to this file, since we discovered how to make the AI terraform, we need this. But to this later.

Forts for AIs v.1.1: This slic mod places for the AI forts beside of a road, whenever an AI starts to build a road on a border tile a fort will be put for the AI on netral land. In the pasttime I was able to recreate the error messages that Elucidus described it had to do with the line DebugSlic=Yes in his userprofile.txt in the ..\ctp2_data\ctp\ folder, the line must look like DebugSlic=No. I was able to find a solution that is compartible with the advanced slic debugger, but you should make shure nevertheless that DebugSlic is set on No.

Commerce Tile Improvements for AIs v.2.0: This slic file makes shure that the AI will construct commerce tile improvements on its beaches, hills, forrests... Commerce tile improvements are for example ports, shopping mails, drilling platforms,... all the tile improvements that increase the commerce (gold) output of a tile.

A small sound fix v.1.1: That is a small slic that makes CTP2 play sounds when you start to construct a tile improvement like in CTP1.

New city capture options v.1.4: This slic code allows you to destroy a city once you captured from an enemy regardless of its, alternativly you can enslave the whole population until the Emancipation Act has been build, afterwards you just can move the population to other cities and raise then the city to the ground. Of course you can just keep the city, too.

The improved diplomod, with improvements by player1 and me. This mod is based on Dale's diplomod 3.6. This version has a better MP compartibility as Dale's v.3.6, unfortunatly I had to disable the war over script by player1, because I got some crashes and seeing that once a war between two civs ended they started one turn later again to warfare each other wasn't the purpose of this script.

The battle view fix by player1: There were some problems in the battleview.ldl that causes some wired battleviews if you attacked someone on unusual terrain like sea cities.

The pw help by player1 v.1.0: This file helps the AI in PW and Gold to make it equal to the human.

Dale's slic mods are now also available for the CityMod2 option.

Happy buildings for AIs v. 1.2: This file makes shure in the CityMod2 and ApolytonPack options that the AI will construct city buildings that increases happiness, when the city happiness level drops under a certain number, it doesn't affect small cities anymore, because the consequence was that the AI neglected the defence of these cities with consequence of huge Barbarian empires, this is fixed now.

I also added frenzy mod (from Cradle with some minor modifications so it will run under the original game) in order to pull the AI on the human. Frenzy is now also for the MedPack2 option a standart.

The unit updater is only in the MedPack2 option available.

Another nw slic file is the tile imp order slic code. You will find some new buttuns in the orders box I used the standart goto images for these ones, these buttons will place on the unit's/army's location, depending on the button, the techs that you own, the amount of PW you have stored, and if you own the land (if it is not a fort), the buttons will place an sonar buoy, listening post, air base, fort or radar station on the map, of course no PW no tile improvement, you don't own the land no tile improvement if it isn't a fort, wrong kind of tile (building an airport on water) no way.

I added these orders to help the AI to place these tile improvements on the map. And now I came to the AI files: I modified huge parts of the strategies.txt (most parts are taken from Cradle and from player1's my mod and some are my own modifications), buildlistsequences.txt and unitbuildlist.txt are also by player1, I just modified them a little bit as there were to many AI civs building abolitionists.

Another new addition are the modified GM1_tileimp.txt that makes the AI terraform swamp, tundra, glacier... terrain. Unfortunatly it makes also the AI terraforming good terrains, but therefore I added the good tile terraform prevention code mentioned above.

The PWMod by Mr Orge (Joe Rumsey), it prevents human mayors to spend to much PW so that the human player has a higher PW reserve available. But to be honest I would never engage mayors has they can't manage your cities well.

I also added a road uncutter, it just adds to the AI city radius roads/railroads/maglevs so the AI units can bypass a city with a 12 defending stack on roads/railroads/maglevs with the movement advantages of these tile improvements.

And finally I have to mention a script that prevents AI armies from fortifying armies on a road, railroad or maglev in order to keep the way free for units that should reach the front. I aslo added to the strategies.txt goals that just should bring AI units to the front. I added a lot of other goals as well so that the AI can use all the speacial orders, created by player1 and me. This code will also move units from the road to a non road tile. This last code was the reason for me to postpone the release of GoodMod v.0.99 has it causes some crashes in the last days, I decide to fix this before release, unfortunatly this better AI code isn't finished, therefore I decided to release the part that is working by disabling the rest. That was also the reason why I decided to fix this from the road mover, because I already disabled to much, but I realized that I wouldn't be able to release GoodMod v.0.99 in a apropiate period of time if the finished code should be in as my time for coding this is very rare now.



Now here is the full list of goods as they are now GoodMod v.0.99:


Polar Mountain
1. Rubies (origianl)
2. Diamonds (origianl)
3. Bauxite (additional)
4. Emeralds (additional) (new graphics)

Desert
5. Glass (origianl)
6. Oil (origianl)
7. Dates (additional)
8. Camels (additional)

Forest
9. Hardwood (origianl)
10. Bears (origianl)
11. Apples (additional)
12. Beavers (additional)

Grassland
13. Cotton (origianl)
14. Tobacco (origianl)
15. Potatoes (additional)
16. Poppies (additional)

Hill
17. Coffee (origianl)
18. Grapes (origianl)
19. Uranium (additional)
20. Olives (additional)

Jungle
21. Medicinal Herbs (origianl)
22. Jade (origianl)
23. Bananas (additional)
24. Sugar (additional)

Mountain
25. Tea (origianl)
26. Emerald (origianl)
27. Coal (additional)
28. Gold (additional)

Plains
29. Spices (origianl)
30. Elephant (origianl)
31. Wheat (additional)
32. Buffalo (additional)

Swamp
33. Alligator (origianl)
34. Rice (additional)
35. Chilli (additional)
36. Peat (additional)

Tundra
37. Caribou (origianl)

Deep Water
38. Whales (origianl)
39. Giant Squid (origianl)
40. Tuna (additional)

Shallow Water

41. Crabs (origianl)
42. Pearls (origianl)
43. Salmon (additional)
44. Lobster (additional)

Sand Dunes
45. Copper (additional)
46. Silver (additional)
5. Glass (origianl)
8. Camels (additional)

Beach
47. Crabs (origianl)
48. Fish (additional)
49. Dye (additional)

Desert Mountain
50. Iron Ore (additional)
51. Silver (additional)

Polar Hill
52. Saphires (additional)
53. Emeralds (additional) (new graphics)

Glacier
54. Seals (additional)
55. Walrus (additional)

Submarine Volcano
1. Rubies (origianl)
2. Diamonds (origianl)
52. Saphires (additional)
4. Emeralds (additional) (new graphics)

Continatal Shelf
41. Crabs (origianl)
42. Pearls (origianl)
43. Salmon (additional)
44. Lobster (additional)

Submarine Canyons
38. Whales (origianl)
39. Giant Squid (origianl)
40. Tuna (additional)

Submarine Ridge
38. Whales (origianl)
39. Giant Squid (origianl)
40. Tuna (additional)

Kelp Bed
41. Crabs (origianl)
42. Pearls (origianl)
43. Salmon (additional)
44. Lobster (additional)

Coral Reef
41. Crabs (origianl)
42. Pearls (origianl)
43. Salmon (additional)
44. Lobster (additional)

Known problems:

Most entries in the goods.txt are broken, like the commerce, food and production entries, therefore I had to use the workaround with the invisible tile improvements put on the good to asign food, commerce and production boni to the good tiles. The result is the concept of pillaging goods pillage a good and the boni are gone for ten turns. I also added dublicated goods, meaning same name, but different boni for different goods (that's makes it easier to asign the probability (one good.txt flag that isn't broken)). Unfotunatly the GLHidden flag is also broken therefore I have no chance to hide those dublicated goods in the Great Library.

-Martin
 
Excellent MOD. :goodjob:

Adds new dimensions to Apolyton or Med Packs. :)
 
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