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    by Published on August 26, 2012 16:06
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    The newest version of the Forever Future mod (v1.7) is already on the Apolyton website! You'll find it in the Downloads section for Call to Power. Or just click this to get straight to the file: http://apolyton.net/local_links/jump/c-mods-182/5776

    Here is the content of the readme (edited for the web):


    WHAT IS FOREVER FUTURE?

    It is a complex mod for the Civilization: Call to Power game (the first one), released by Activision in 1999, which we believe to be the best Civilization-like game that has ever hit the market. It means that you must have a copy of the game in order to play the Forever Future Mod.


    WHAT DOES FOREVER FUTURE MOD DO?

    There are several reasons why we created the Forever Future Mod:

    a. To add more content to the game in order to make it more fun.
    b. To make the game more in accordance with history and logic, without sacrificing gameplay.
    c. To fix what we felt were errors and/or unnecessary simplifications.
    d. To rebalance the game on various levels.

    ...
    by Published on February 20, 2011 10:57

    Call to Power -- PBEM Challenge Ladder


    Continued from here http://apolyton.net/forums/showthread.php?t=166378


    The Ladder

    (as of 18-Feb-2011):


    RNK.NAME................BAID.......WIN.....LOSS... NAT
    ------------------------------------------------------
    01. dancemasseuse.......Deity.......13........5....USA
    02. quinns..............Deity.......12........3....USA
    03. thehappies..........Deity.......13........5....USA
    04. HornedFrog..........Deity.......13.......17....USA
    05. Cuaich..............Deity........3........4....CAN
    06. JohnGalt137.........Deity........4........1....USA
    07. EPW.................Deity........5.......11....USA
    08. ricketyclik.........Deity........3.......12....AUS
    09. Keygen..............Deity........2........2....GRE
    10. Justin_Phillip_webb.Deity........0........1....USA
    ...
    by Published on February 11, 2011 16:53
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    Solarius Scorch and Max_Smirnov have released their new Call to Power 1 mod: Forever Future. Here is what they say in our forums:

    Ladies and Gentlemen,

    Let me present you the fruit of several years of labour: the Forever Future mod for Civ: CTP. It was made by two people (including myself) to make this game even more enjoyable. We hope you'll like it too.

    The Forever Future mod can be downloaded from here:

    http://ctp2.apolyton.net/ctp1/mods/F...Future_Mod.zip.
    ...
    by Published on November 27, 2010 20:14

    Call to Power -- PBEM Challenge Ladder


    Continued from here http://apolyton.net/forums/showthread.php?t=166378


    The Ladder

    (as of 16-Nov-2010):


    RNK.NAME................BAID.......WIN.....LOSS... NAT
    ------------------------------------------------------
    01. quinns..............Deity.......12........2....USA
    02. thehappies..........Deity.......13........5....USA
    03. dancemasseuse.......Deity........9........5....USA
    04. Cuaich..............Deity........3........3....CAN
    05. JohnGalt137.........Deity........3........0....USA-CO
    06. HornedFrog..........Deity.......10.......17....USA
    07. EPW.................Deity........5........8....USA
    08. ricketyclik.........Deity........3.......10....AUS
    09. Keygen..............Deity........2........2....GRE
    10. Justin_Phillip_webb.Deity........0........1....USA


    ...
    by Published on December 30, 1999 18:13

    For X, Y, and Z you generally need to put a number there. Y usually is the chance a unit special function succeeds, and Z is the chance the killed if the function fails. Occasionally I didn't know what the numbers referred to, so I just left them as is (like the middle number in INVESTIGATE_CITY, for instance). ...
    by Published on December 30, 1999 17:51

    By Joe Rumsey
    About the author: CTP Programmer, a.k.a Mr Ogre on the forums

    Variable concepts

    Built-in variables in SLIC serve two purposes. First, they contain information about objects in the game. For example, when you have code that deals with a city, it will have access to a variable named city. To find out how many people live in the city, you can use city.population. Because you may sometimes have to deal with more than one city, an index as to which city you mean can be inserted between the container name and the member you are interested in. For example, city.1.population is the same as city.population since 1 is the default index if none is given. But city.2.population is the population of the second city in the current context. This use of indices is not specific to the city container, it works for all containers except g, clicked, and special.
    ...
    by Published on June 23, 1999 17:19

    By Brad Santos
    June 23, 1999

    Note: This is the Developer's Corner, a part of the C:CTP section of Apolyton, where members of the C:CTP development team discuss ctp-related topics.

    For many first time players of Civilization: Call to Power, the sound of sinister cackling as an unseen Slaver kidnaps another citizen from an unsuspecting city is enough to cause an anxiety attack. The reason for this strong emotional reaction is simple… Along with the addition of a 1000 year Science Fiction game era and a completely new stacked combat system, the introduction of Special Units is one of the most fundamental differences between CTP and its mighty predecessor, Civ2. Players who stayed up playing Civ2 for hundreds of hours in the dead of night are now forced to learn the basics of unconventional warfare under a new game system. Players may feel like Arnold Schwarzeneggar in Predator, facing an invisible enemy of unknown capabilities. That can be intimidating.

    Don't worry. Change is good. As Arny pointed out in the same movie, "if it bleeds (you) can kill it". Once you get familiar with the Special Units you will learn to love them all like little computer sprite brothers….or you will never conquer the world again!

    ...
    by Published on June 15, 1999 16:43

    Get the Full version of this guide with images and unit.txt example

    Here is what I have so far on a file to help explain how to make non-animated unit graphics. I'm going to add some more (such as an additional section on how to make shadows) but this is the basic part. When I post it, I will include a couple of files that will help the user make files easier. For now if you want to try this out, use the text I included earlier in this thread for the text file, and open up one of the cow pictures that comes with the graphics editor patch to start your graphic off from (deleting the cow, of course).
    ...
    by Published on June 14, 1999 16:33

    I think I've managed to figure out how the AIPs work. The AIPs certainly have a lot of information about the inner workings of the AI. Read and enjoy.

    AIP COMMENTS (based on default.aip)

    Default.aip is the first aip loaded at game start and contains a number of strings which are not found in the other personality aips. If repeated in the other aips, the new values take precedence over the default.

    // The next line was used in Dark Reign to specify a likelihood that a spy
    // would be seen... We can use that stuff in Civ3, too
    int infiltrator_period = 2;

    No clue.
    ...
    by Published on June 13, 1999 16:28

    SET_FOOD_OR_PROD.FLI and SET_RESOURCE_DESIRE.FLI COMMENTS

    For all non-barbarians:

    1. If cities = 0-1 and total population is 1,
    Maximise growth ratio (minimise turns to next pop)
    Pay as much wages as needed, minimise rations, average workday
    No PW
    Minimum workers on production tiles
    Maximum workers on food tiles
    Opening game strategy (this means explore more, and don't build roads yet - this is the same for all entries in this FLI so I won't repeat it)
    ...

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