Martin Gühmann's GoodMod v1.0 for CityMod2, Apolyton Pack and MedPack2

								by Martin Gühmann

THIS VERSION IS FOR APOLYTON PACK v2.0 AND CITYMOD2 AND MEDPACK2 v2.2, MEANING THAT IT IS INTENDED TO BE USED WITH CTP2, THE 1.1 PATCH AND THE APOLYTON PACK FOR CTP2 OR CITYMOD2 OR MEDPACK2 INSTALLED ON YOUR SYSTEM. YOU DON'T NEED IT FOR CRADLE, AS CONTAINS ALLREADY IT OWN VERSION OF GOODMOD:

September 12th, 2002 Martin Gühmann (GUEHMANN@t-online.de).


I know people hate this, but it should be there, and it is good that other people allready wrote this :D:

DISCLAIMER:

NO WARRANTY
-----------
THIS New Trade Goods MOD IS PROVIDED "AS IS" AND WITHOUT ANY WARRANTY 
AS TO  MERCHANTABILITY OR FITNESS FOR A PARTICULAR PURPOSE OR ANY
OTHER WARRANTIES EITHER EXPRESSED OR IMPLIED. THE AUTHORS/CREATORS
WILL NOT BE LIABLE FOR DATA LOSS, DAMAGES, LOSS OF PROFITS OR
ANY OTHER KIND OF LOSS WHILE USING OR MISUSING THIS MOD OR
ANY FILES ASSOCIATED WITH THE Martin's GoodMod.
-----------
The authors/creators are in no way associated with Activision or any 
other company that is involved with Civilization: Call to Power or Call to Power 2.
-----------


DESCRIPTION:

GoodMod adds 33 new trade goods to the 22 existing trade goods of CTP2 to a total number of 55 goods. I also found a way to distribute food, production and commerce to a goodtile. The secret is that every good tile gets its good tile improvement. Unfortunatly there is a little bug in the game that causes a crash when someone tries to pillage a tile improvemnt owned by noone. The sollution that I found is a small slic code that prevents everyone from pillaging such a neutral tile improvement, so pillaging of tile improvements with an owner is only allowed, if you try it nevertheless than you will lose some move points, but that is better than a game crash.

One note for the Apolyton Pack I did not updated the terrain values in the Great Library, therefore some terrain entries are wrong for Apolyton Pack but correct for CityMod2. The reason for that is that I could than add two Great_Library.txt to the *.zip file both 0.9MB uncompressed large one for the German version and one for the English version. I think this *.zip file is already big enough so that I can neglet this small issure, as the differences are very small.

REQUIREMENTS:

GoodMod requires the following components before installation:
- CTP2
- Modswapper
- CityMod2 or Apolyton Pack or MedPack2
- Activision patch V1.1 (or V1.11)
- one line in your userprofile must look like: DebugSlic=No (I still recommend it but I think it isn't neccessary anymore)
- Start a new game

INSTALLATION:

Simply unzip this *.zip file into your Call to Power 2 directory. For best results use Winzip or Winrar. Older DOS unzipper aren't able to rebuild the directory tree which is saved in the *.zip file. If you changed your the CTP2 directory during installation you may find your CTP2 directory at one of the following locations:
	C:\PROGRAM FILES\CALL TO POWER 2\
	C:\PROGRAM FILES\ACTIVISION\CALL TO POWER 2\
	C:\ACTIVISION\CTP2\
The last directory is my own CTP2 directory I don't like long directory names.
If you have not an English or a German version of CTP2 you must copy all files and folders from the 'english' folder into your language folder or this mod will not work. 

Now make shure that DebugSlic is set to No (if it is not done already), therefore open your userprofile.txt in your..\ctp2_program\ctp folder and search there for a line DebugSlic=No. If you find there a line DebugSlic=Yes set it to DebugSlic=No. Note if you did a fresh install of CTP2 the userprofile.txt might not be there, just start a game with the default setup and it should be there.

The last step to do is loading ModSwapper and one of the GoodMod options. Currently there are five GoodMod options available:

GoodMod for CityMod2:

This option requires CityMod2, it is based on the CityMod2 setup, it just contains the new citystyles, GoodMod adds of course the new goods, a reworked AI (modified GM1_strategies.txt mostly taken from Cradle, some own modification, with MedPack2 modifications and some modification suggested by player1 in combination with his buildlistsequences.txt and unitbuildlists.txt). With new orders and goals for the AI. Additional it contains now also Dale's slic mods and an improved Diplomod 3.6. Of course there is more slic by me, the new city capture option that allows you to raze a city to the ground and enslave the whole population in acient times or a little sound fix that plays sound when you put a tile improvement on the map like in CTP1. The last addition is frenzy that slic code will turn the AI in a real problem.

GoodMod for Apolyton Pack V2.0!  CTP2 the way it should be:

This option is based on the Apolyton Pack 1.0 setup. In addition to Dale's mods that are part of Apolyton pack and my sound fix that was already part of Apolyton Pack before the release of GoodMod, I added the new city capture option like descriped in the CityMod2 description and the fort for AIs and the commerce improvements for AIs code (also in the CityMod2 option but not described above). Of course all the AI modifications that are in the CityMod2 option are in this option, too.

GoodMod for Apolyton Pack V2.0!  Ultra-gigantic map:

This option is based on the Apolyton Ultra Gigantic Map setup, it contains the same like the option above with the difference you have can play on a overzized map with rhules for such maps meaning without problems of city limits.

GoodMod for The Medieval Pack II v2.2: Crusade:

This option is based on the MedPack2 setup, I left the AI largely alone. I just added the new orders and goals to the strategies, so that you will see the building a radar staion for example. Of course I added most of my slic that was usefull and compartible with the MedPack2.

GoodMod for The Medieval Pack II v2.2 Large Civs:

This option is based on the large Civ version of MedPack2, the difference to the option above is that there are better rhules for large maps e.g. a higher city limit. But there is no ultra gigantic map option by default, that is dependat on the original MedPack2 mod setup.


If you like to play a mod with less than 10 ages in MP you have to follow some steps. Go to your ..\ctp2_data\german\uidata\layouts\ directory of course ..\ctp2_data\english\uidata\layouts\ directory if you have an English game version. There you find two *.bat files. The GM12Orig.bat will restore the original version of the ns_strings.ldl file. The one for five ages. The Orig2GM1.bat reconvert the ns_strings.ldl to the ten ages version.


LIST OF GOODS

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) 



CHANGES FROM VERSION 0.993 TO VERSION 1.0

1. Added new message icons.
2. Fixed MaxPlayers > 0 pollution warning message bug.
3. Modified some stuff concerning message icons in the *script.slc's and GM1_DiploMod.slc.
4. Rewrote the Commerce Improvement for AIs Slic code on the suggestion of Thomas Trenner in order to increase the performance.
5. Rewrote the main Goods.slc code to accelerate it, but it doesn't seem to have a noticeable effect, if any. But I found some bugs that are now fixed.
6. Improved with the help of Thomas Trenner the BetterAI slic code.
7. Found some bugs in the MedPack2 setups, they should be now playable.
8. Modified the DiffDB.txt to make the AI also in the late game more competitive for all setups exept the MedPack2 ones.
9. Addjusted the ApolytonPack governments, to make it harder to max out the sliders for the human, but in return all players get now a science and production bonus.
10. Fixed some DebugSlic=Yes errors in Dale's airunits.slc and some in Diplomod, so that the mod is now playable with DebugSlic=Yes nearly. You may get occasionaly with DebugSlic=Yes an error that you wouldn't get with DebugSlic=No.
11. Added the correct icons to the three new order buttons.
12. The better AI code is now also available in a MedPack2 version
13. Found a small bug in the soundfix code
14. Fixed some stuff in the Great Library

CHANGES FROM VERSION 0.99 TO VERSION 0.993

1. Updated the string files of the City Capture Option to fix spellings and gramer
2. Increased the pollution happiness penalties to the level of the original game as I came to the conclusion that this would help the human more then the AI.
3. Added a army regrouper and chip loader for the AI
4. Updated gamefiles for the ApolytonPack and MedPack2 setup, to reflect the last updated of these mods.
5. Added all the files of the ApolytonPack Ultra Gigantic map setup to make it still available with GoodMod even if it was dropped with the ApolytonPack update to v.2.0.



CHANGES FROM VERSION 0.98 TO VERSION 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 detectors (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



CHANGES FROM VERSION 0.971 TO VERSION 0.98

1. Fixed one bug concerning tile improvment exclusions. If you built a trading post on a good tile the benefits of the good was removed.
2. The good improvement process in MP didn't work. Unfortunatly one problem is still left but that can be avoided if HUMAN PLAYER DO NOT SETTLE IN THE FIRST TURN !!!!
3. Added player1's battleview fix.
4. Fixed good restoration code.
5. Added player1's AI modifications to my ones.
6. Added player1's improved version of Diplomod with my MP-Diplomod fix.
7. Another fix concerning MP age selection screen.
8. Fixed a bug that occurs in the CityMod2 version concerning a DB error.
9. Fixed some typos in this readme :D



CHANGES FROM VERSION 0.97 TO VERSION 0.971

1. Added missing MG_ComImpSForAIs.slc



CHANGES FROM VERSION 0.96b TO VERSION 0.97

1. Removed Cradle support as GoodMod is now on component of Cradle
2. Neutral Tile Improvements can't be pillaged any more (bug fix of CTP2)
3. Good restoration code added (pillaged goods remains their former improved status after 10 turns)
4. Added new city capture option
5. Added Forts for AIs
6. Added Commerce Improvements for AIs
7. Added Add a Pop code if a settle or a similar unit is disbanded in a city
8. Added PW mods by Mr. Orge and player1
9. Improved strategies.txt meaning improved AI



CHANGES FROM VERSION 0.95b TO VERSION 0.96b

1. Craddle and MedPack2 support
2. Accelerated Good Improving Process (no need to wait minutes on a fast computer that the process is done)
3. Good improving process is now finished before the first human turn starts. Therefore it is now possible to found cities in the first turns.
4. Added Dye good
5. Small sound fix added to Craddle and CityMod2 support.
6. Slic code will now after a reload slic disabled.
7. Some small fixes concerning the GL



CREDITS and other THINGS:

GoodMod is based on Nordicus New Trade Goods  v.1.4 for Civilisation: Call To Power. I took from his mod the graphical raw material. Like the images for the Great Library and the trade screen that I costumized for CTP2. Unfortunatly using the sprites was more difficuilt than I thought at first, because the sprites looked bad, shadows were missing and the margins of the goods weren't soft enough on the maps. Most of the goods' graphics aren't really part of the tiles on which the goods can be found they float rather. But some of the new goods are part of the terrain like peat, copper, iron ore, silver and gold, because of this I used the origianl graphics for these goods of Nordicus' mod, I recreated the other goods that I use by shrinking down the images of the Great Library. Additional also taken from his mod unused goods for modmakers, but note I did not recreated these goods. I also put his good's sounds into this mod, but I am not shure if they work.

Thanks go out to Peter Triggs for showing me how the CreateImprovement slic event works and of course to all the other slicers there who released slic code for studdying.

Thanks go out to hexagonian for incoorpering GoodMod into his Mod and suggestions.

As well to player1 for suggestions (about the AI), the battleviewfix and slic.

To WesW as his MedPack2 is an exellent base for GoodMod.

And Dale as he merged the small mods into ApolytonPack that is an alternative base for GoodMod.

Of course I want to thank everyone who helped to make the first GoodMod for CTP1, therefore I coppied the credits part of Nordicus' readme:

Firstly, a great deal of thanks to Gemini (Darryl) for the awesome work with the sprites, ETB (Chuck) for testing, adapting files to work with the Pack, and the excellent work on the gl text files (as well as making pre-release versions available at his website); thanks also to Timothy Pintello for discovering how to add food, shield, and gold values to the new trade goods (making them resources rather than just trade goods), and thanks to Paul van den Belt for fixing that irritating right-clicking message bug.

Secondly, special thanks to Wes Whitaker, 'Wheathin,' John LeMaitre, 'Locutus' (Wouter Snijders), 'Skorpion59' (Don Blevens),  'Poling' (Jay), and anyone else who offered suggestions, feedback, or helped by testing or otherwise helped in some way with the mod.
