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Old April 7, 2002, 23:58   #1
exeter0
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Goodmod for Medmod II 2.1 Crusade
Can someone provide some directions as to how to configure Goodmod for the new Medmod II 2.1 Crusade update?

Thanks.
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Old April 8, 2002, 08:46   #2
Martin Gühmann
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I guess you downloaded the MedPack2 v.2.0 and than the small textupdate to version 2.1. Actual it is enough to install the update on v2.0 and select one of the GoodMod for MedPack2 options. Wes added the Stonehenge video to the mod if you want to see it in the game than you have to go to the GM1_MM2_uniticon.txt and find the line concerning the Stonehenge wonder and replace the entry:

Movie "GW001.AVI"

by this one:

Movie "Stonehenge.AVI"
Of course only if you have the Stonehenge video.

The other files that Wes changes are also used by GoodMod or GoodMod does has its own version of these files already.

BTW if you want to have the option:

GoodMod for The Medieval Pack II v2.1: Crusade!

Than go to the GM1_MM2_gamefile.txt and modify the line near the bottom there.

If you want to use frency and/or the unit updater than go to the GM1_MM2_script.slc in the ..\ctp2_data\default\gamedata\ folder and add to the end of the file these lines:

#include "MM2_SLC_frenzy.slc"

#include "MM2_SLC_unit_updater.slc"

Note leave always one line of space to the end of the file, IIRC that was better for the slic interpreter.

Another note is that both codes aren't included in the standart version of MedPack2.

-Martin
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Old April 9, 2002, 01:45   #3
exeter0
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Thanks a lot Martin I will give it a go!

And you are right.. I had MM2 V2.0 (LArge Civs) and then installed the 2.1 Crusade update.

One thing I didn't mention was that I install MM2 V2.0 'LARGE CIVS'... is there anything I need to do for a LARGE CIV's configuration?
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Old April 9, 2002, 02:05   #4
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Sorry.. 1 more question!

In GM1_MM2_script.slc...

Why have the following scripts been de-activated?

// #include "MM2_diplomacy.slc"

//#include "GM1_strategies.slc"


Thanks again.
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Old April 9, 2002, 02:48   #5
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diplomacy.slc is the old version of CTP2's diplomacy. diplomod.slc makes it redundant.

So in english, if you want crappy, unlogical, plain stupid AI diplomacy, use diplomacy.slc.
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Old April 9, 2002, 03:06   #6
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Thanks Dale...

Diplomod.slc is not in the #include list either. Can I just add Diplomod.slc or doesn't GM MM2 support it?

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Old April 9, 2002, 06:31   #7
Martin Gühmann
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Quote:
Originally posted by exeter0
One thing I didn't mention was that I install MM2 V2.0 'LARGE CIVS'... is there anything I need to do for a LARGE CIV's configuration?
I guess you want have again the ultra gigantic map feature again. GoodMod for MedPack2 Large Civ version uses the MM2L_const.txt (Yeah you were right that I meant this file), but it uses the standart map.txt. So you have to replace this file in the GM1_MM2L_gamefile.txt as you did it in the MM2L_gamefile.txt, so this should be all since the normal and the large civ version uses the same MM2_uniticon.txt.

Quote:
Originally posted by exeter0
Diplomod.slc is not in the #include list either. Can I just add Diplomod.slc or doesn't GM MM2 support it?
Wes sorted all the slic code by authors, so he created for every author a slic file, you can find Dave's slic in the file:

MM2_SLC_Dale.slc

That includes Diplomod, the withdraw script, the airunit script and a building due to conquest destruction code.

To be honest I prefer the plug in method, althought you end with a bunch of files in your directory. It is much easier to replace a script by a more up to date one.

Quote:
Originally posted by exeter0
//#include "GM1_strategies.slc"
I disabled this in the MedPack version of GoodMod as it is not compartible with the MedPack setup.

Quote:
Originally posted by exeter0
So in english, if you want crappy, unlogical, plain stupid AI diplomacy, use diplomacy.slc.
And I thought this file was good for no diplomacy, it makes the AI to reject everything. (Proposal, Counterproposal and Threat) So even just disabling this file in the original game would improve the diplomacy a lot.

-Martin
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Old April 9, 2002, 09:50   #8
exeter0
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Thanks again...

Quote:
Originally posted by Martin Gühmann
To be honest I prefer the plug in method, althought you end with a bunch of files in your directory. It is much easier to replace a script by a more up to date one.

-Martin
I agree... this sort of links in to the MOD mess thread... but thanks to you I understand how the structure works & I suppose if Dale (for example) was to release a new version of Withdraw... I should theoretically be able to copy/paste the new slc code over the appropriate block in his MM2_SLC_Dale.slc file.
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