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    by Published on October 31, 2000 20:04
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    Source: Apolyton

    SUGGESTIONS FOR A CHAT SYSTEM?

    (17 May 2000, 19:32 EST) It's really encouranging when you have developers answer questions on the forums. People get useful information on the details that really make the differences, beyond the generic previews and the even more generic official pages. It's even better when developers ask for suggestions. Osco wondered about the chat system of CTP2 in multiplayer games. "Actigrammer" Mr Ogre replied with a question: "What games do you think have really good chat systems?" Sounds like there is room for suggestions to me. Answer the question on the forum!

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    by Published on October 28, 2000 21:28
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    Source: Announcement Press Release

    SAME GRAPHICS ENGINE

    ... with improvements. "'Cities' influence over the surrounding landscape increases as their populations grow."

    Source: Gamespot Preview

    GAMESPOT PREVIEW

    (28 June 2000, 12:29 EST) Two days, two previews equals information overload which, in this instance, may not be such a bad thing. Yesterday, GameSpot posted their own preview of Call To Power II.

    "[The] screenshots show off the overall higher level of detail of the game's 2D environments and units, but the bulk of the changes to the game comes in the form of gameplay tweaks", reports ZDNet's Sam Parker.

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    by Published on October 28, 2000 19:17
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    Source: Official Site

    REWRITE HISTORY YOUR WAY

    "Built-in scenarios allow you to relive some of the world's greatest battles."

    Source: IGN Preview

    IGN PREVIEW UPDATE

    (27 June 2000, 21:16 EST) It's been six weeks since the first installment, but today IGN updated their preview.

    SCENARIOS
    "CTP2 will ship with several historical and fictional scenarios. If that's not good enough for you, you can use the scenario editor to create your own".

    Source: Apolyton Forums, Gamestar Preview

    5 SCENARIOS

    From forum thread Gamestar Preview, need clarification!!!
    "There are 5 Scenarios in the making. As example David White (Lead Designer) mentioned a Scenario around Alexander the Great."

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    by Published on October 28, 2000 17:08
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    Source: Announcement Press Release

    IMPROVED COMBAT

    "Combat in Call to Power II has been refined and rebalanced for more realistic outcomes"

    Source: IGN Preview

    FIRST LOOK ON CTP2!

    (13 May 2000, 17:37 EST) IGN also published the first preview of CTP2. Some quotes

    On the Combat model
    "We've changed the entire combat model," says White. The first (and in my opinion most important) of those changes is the addition of an armor attribute to each unit. This means that the phalanx will no longer be able to stand toe to toe with a tank – it simply won't be able to do much damage even if it hits."

    On stealth units
    "We've done a lot to simplify the stealth aspect of units," White explains. "Spies will let you see any approaching hidden units." While you'll still need the appropriate defense team to stop the approaching stealth unit (legal team to combat legal team and so on), just knowing why your city has suddenly stopped production will go a long way towards eliminating some of the frustration associated with Call to Power's end game."

    On new units, wonders and advances
    "...city planner, an advanced settler option that allows users to build cities that come with basic buildings already included and that have a higher population, the game will also have loads of new sea units for player to choose from. We managed to catch a glimpse of the Moray, a super fast and agile defensive vehicle, the Kraken, a slower offensive unit and the Scout Sub, a weak unit that enables the player to see hidden units in a very wide radius."

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    by Published on October 27, 2000 20:07
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    Source: Announcement Press Release

    IMPROVED DIPLOMACY

    "A robust diplomacy interface will assist players in choosing their political stance, and allow counter proposals when dealing with other civilizations."

    Source: Announcement Press Release

    BORDERS

    "Borders between neighboring states are clearly defined to help prevent inadvertent skirmishes or international incidents."

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    by Published on October 27, 2000 18:55
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    Source: Announcement Press Release

    MINISTERS & ADVISORS

    Players who are inexperienced in managing an entire civilization may consult their ministers and advisors who will offer advice and make recommendations.

    Source: Announcement Press Release

    CITY MAYORS

    The enhanced city management screen features automated mayors that help administrate the day-to-day operations of individual cities.

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    by Published on October 18, 2000 18:24
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    Source: IGN Preview

    IGN PREVIEW UPDATE

    (27 June 2000, 21:16 EST) It's been six weeks since the first installment, but today IGN updated their preview of Call To Power II, and it is paying for itself in dividends.

    "CTP2 also offers the chance to get your feet wet with national management. Rather than issuing orders to each and every city in your empire, you can command multiple cities at the same time. You can eliminate particular cities from the national management group as well. Let's say you discover the technology to construct walls and you want all your cities to begin construction on them. You can add City Walls to the production queue underneath whatever is currently being constructed."

    ...

    "The game has had a few other minor tweaks in terms of interface. The menu system is still very Windows oriented with bar menus along the top of the screen. But the messages are better integrated so that they're not popping up in your face all the time. Many of the game menus are still on the largish side, but what can you do with a game that puts so much hinkfo right at your fingertips? The radar map is about 30% larger than you remember it (unless you're one of these people who remember things bigger than they really were). The radar map also comes with some neat filters to aid in comprehension."

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    by Published on October 4, 2000 20:24
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    Source: IGN Preview
    FIRST LOOK ON CTP2!
    (13 May 2000, 17:37 EST) IGN also published the first preview of CTP2. Some quotes

    "Trade options have also been improved so that cities can now trade food with each other – pretty handy if you have one big fat city and a ton of other cities that are starving

    A full half of the wonders are new and include the Empire State Building, which gives players a trade, gold and diplomacy bonus."


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    by Published on September 15, 2000 18:15

    Designer Diaries

    The ideas behind the game....

    The Call To Power II End Game
    By Dan Hagerty, Game Designer
    * APOLYTON EXCLUSIVE *

    Great Library

    The Great Library, is a part of the CTP2 Section where we will present the various units, city improvments and advances of Call to Power II.

    Documentation

    Little pieces of information we found on the net or the forums.


    Documentation on the map/scenario and generally modifying the game can be found in the CTP2 Modification pages.

    Help

    Got a problem or a question? No problem just put it into our CTP2 forum.

    Pre-Release Information


    by Published on September 15, 2000 17:05

    At this time of this writing(Feb/15/2000), the games was announced only 2 hours ago.

    Basically, the only info is the press release, which however has some good information. The basic improvements over CTP I are:

    • Game lasts from 4000BC to 2300AD (instead of 3000AD of CTP1)

    • Improved diplomacy:
      "A robust diplomacy interface will assist players in choosing their political stance, and allow counter proposals when dealing with other civilizations."

    • "Ministers" and ...
    by Published on August 31, 2000 16:58
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    Source: IGN Preview

    FIRST LOOK ON CTP2!

    (13 May 2000, 17:37 EST) IGN also published the first preview of CTP2. Some quotes

    On new units, wonders and advances:
    "...A full 20% of the advances in the game are new and the team has removed a few of the old ones that didn't make any sense within the new game's parameters (the space playing level has been completely removed from the game). A full half of the wonders are new and include the Empire State Building, which gives players a trade, gold and diplomacy bonus and the Data Haven, which gives its builder the equivalent of a free e-bank in every city. The team has also added Feats of Wonder, a lower scale version of the standard wonder that give the player a small bonus for a set amount of time. For example, the first player to sail around the world gets a water movement bonus for a few rounds."

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    by Published on July 22, 2000 17:11
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    After Day 6, the final Day 7...

    Editor Documentation
    There is currently no readme for the map/editor. It seems that there wont be anything "in the box" as well. Activision is working on it though:

    Dave White wrote on a mail replying to me about it
    We're working on some extensive documentation for SLIC, the scenario editor and the save game files. Once they're all done we'll make them available on-line.

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    by Published on July 22, 2000 16:42
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    Two days since Day 5, so Day 6, posted on Day 7. Real life came knocking my door....
    Just a small comment on deity and two lengthy replies to posts with lots of questions

    The Impossible Medium Game
    I've put aside my first game(although i want to end it to see well, how it ends ) and started a new one on impossible(deity) level so far I've survived...

    That's what I was saying. The deity game turned out to be a prince(medium) one. Somehow I put the wrong setting... And I was wondering why I do so well
    Anyway, on my second game on medium, the game seemed much easier. BUT the next game which was a really deity one, sees impossible after the first turns. More "research" is needed....

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    by Published on July 20, 2000 16:07
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    Day 5. Spent most of my time playing instead of keeping notes like yesterday.

    Map/Scenario Editing
    Ralf asked about creating maps and scenarios. I've tried the editor a bit today. Cut/copy/paste works nicely. The major difference is that maps and scenarios are distinct. Maps are saved in and loaded from another folder. Also, when you save a scenario, you also set the scenario folder and the scenario name. All the appropriate files are created under /scenarios(where the official scenarios are as well). This means that the scenario you just saved is ready to be tested right away(in ctp1 you had to find the file, create the folders and the text files, move the file, etc etc)

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    by Published on July 19, 2000 15:44
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    Day 4. Not so much than yesterday, due to the chat

    Text files


    Ralf asks "The .txt tweak-files is much more userfriendly and powerfull then CTP/Civ-2/SMAC, they say. Is that true? In what ways?"
    Well, my involvement in the modification of ctp1, was not exactly big. I mainly organized and added the pieces of the apolyton pack, so I didnt get into more imprortant stuff like unit attributes, slic, aip files, etc. Therefore I cant say much about it. Still, here is an interesting example of the personalities.txt which replaces the .fli files.

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    by Published on July 18, 2000 15:27
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    After day 1 and day 2, this is turning into "Ask MarkG with the 1000 answers", but what the hell....

    Explanations, Replies

    • Dida asks: "Are the AIs capable of launching a big scale invasion in your ctp2 game?"
      I didn't see something like that in the 10 hours I've played the game so far. Dont ask too much guys!
      "Do they do a good defense job?"
      It is not uncommon to find yourself against 8 or even more units when you attack a big city, if that tells you something.
      Btw, if you leave some units next to an enemy city to attack it on the next turn, dont be surprised if you hear the sound of catapult bombarding them...
      "Once you capture their important cities, do they concentrate their troops to try to take it back?"
      I haven't been in such a situation. Keep in mind that I'm currently playing at medium(prince) level

    • John Amram asks: "How many units in an army?" Up to 12(from 9)

    • Monkey posted: "What do the unit do when they retreat? Do they turn around and walk away with a sad musical tone in the background?" Nothing like that. The defending army just gets one more chance to hit and then the whole thing ends there. No turning around of your units to walk away or anything like that. I know, it would be cool if they run away or something...

    • Monkey also asked: "do events trigger the mood in the music like in civ2?" It's been a long time since the last time i played civ2, and I dont remember that happening Anyway, the songs continue to play in the same(or random if you set it) order, no matter what happens. There are though sounds playing at some events: build of a new city, discovery of an advance, entrance into an enemy city, winning and loosing a battle and perhaps more.

    • Atahualpa asks: "is there a way to append the Mill not to all cities but only to some (let say to those with size greater 6)?" Of course. You can select as many cities as you like, like you did in CTP1's city list. In the Empire Manager you can also sort the list of cities in various ways. See the screenshot on the right.

    • Tiberius asks about the trade system: I haven't looked into it much. The economics of the whole game have changed(the gold you get now is much more than what you got in CTP1, but of course it's the same for everyone) so I cant make an easy comparison right now. What is certain is that it requires even less clicks that in CTP1.

    • Big Crunch asked about the Citizen Loyalty attribute of each government: If I get it right, it affects the happiness of your citizens, not anything else(at least directly)

    • Several people asked about the "view city feature": I don't know how this impression was created, but there is no city view ala civ2.

    • Karol asks: "Can I name these rocks in the middle of my map as "Rocky Mountains" and then get the message "Barbarians appeared close to Rocky Mountains" ?" Nope, nothing like that.

    • Atahualpa asks again "When in the game you select a Scenario, do the civs to choose from change according to those defined in the scenarios?" Yeap, see the screenshot from the Alexander scenario

    • GP questions "What about the cow?" No cow in CTP2... :-D

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    by Published on July 17, 2000 14:38
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    Explanations, Replies
    Day 2! First some replies to questions and some clarifications from yesterday:
    • I got a 17" monitor. 1024x768 Works pretty much OK, but I think I'll end up using higher resolutions.
    • As Lt John answered, the castle icons next a city shows you that a unit is fortified within the city. This means that you can see if enemy cities have units inside them.
    • The recapturing-of-city FoW: only the first civ to do this get the FoW, and just for one time.
    • Wonder movies: I've only seen 6 or 7, as I play the game. Two of them which where in CTP1(Hagia Sophia, East India Company) are identical. Also, the Pyramids one is identical with the first part of the intro movie.
    • Also judging from the date of the exe file, my version is dated November 2.
    • The declare war option: Yes, I know the importance, but for someone who doesn't know much about the game, it does sound ridiculous, doesn#t it?
    • On the same subject, someone asked "With the declare war option, is there the possibility to demand a neighbor to stop a war with another civ?" Yes, you can offer/request the brake of any agreement, treaty, or pact. BUT it's disabled in the build I got. Whether or not it will be in the released game, I don't know. It CAN be enabled though by removing two lines from a text file(one for the offer and one for the request). I tried it and it SEEMS to work. As soon as we have some info on that from Activision we'll post it.
    • AI files: there are lots of them. It seems that there are lists for building stuff, for the which advances to search, etc, depending of the character of the AI. Generally, lots of stuff to get into. My eye also caught a couple of help files
    • Someone asked: "the Senate may once again actively block some of your decisions like declaring war. Can you let us know if you find anything to back this up?"
    • I didn't find a single thing about this. It must be just part of the story....
    • Another question: "Did the AI act any better/worse, or was it dong some idiotic things?" To early to tell. Not something idiotic so far.
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    by Published on July 15, 2000 18:21
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    OK, it's finally here! CTP2 is in our hands (well, ok, mine and Dan's hands) But first a disclaimer for the following and for the rest of what you will read in these in the next days:

    The following is strictly the personal opinions of Markos Giannopoulos and Daniel Quick. We wont try to express the average fan of Civ2, CtP1, SMAC or Quake here. Just ourselves. There is no guarantee that what we think of the game will be anything like your own opinion if you choose to purchase this game. If you want to get an idea of our other previews, you can check the ctp1 preview.

    And a final note: if the following doesn't look consistent, it's because it is simply impressions of a few hours, and not part of a normal preview (wait for "Part 2").

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    by Published on June 27, 2000 19:44
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    (DEVELOPED) CITY BUILDER UNIT?!?

    (12 May 2000, 5:18 EST) Interesting news are coming from E3. Atahualpa reported us of a news article at the German site Gamestar. Here is part of the article translated by Ata, focusing on a new city-building unit:
    "The sequel to last years published Call to Power from Activision makes great progress. Graphics and Interface will only be improved in details, but therefor, the developers looked to get most of the lacking points of CtP1 straight! New Units like the City-builder bring more diversity into the game, as with him you can build _already developed_ cities in later stages of the game."

    And here is the translation of the full article from Babelfish. It's not perfect as you can see, but it's something
    "The second section in the last year call to of power of Activision appeared makes large progress. Diagram and control are improved only in the detail, but to have itself the developers very strongly to the removal of the points of criticism made. New units as for example the staedtebauer provide for still more alternation, because with it localities already developed can be established at later times in the play. A majority of the innovations concerns the diplomacy. Thus alliances are closed not only as usual and signed trade agreements, but with direct threats and offers even many engagements on now the persektivisch represented battleground can be avoided. Planned erscheinungstermin is Christmas 2000."

    Looking at the images we have seen so far, the unit might be the one on this news article...

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    by Published on February 18, 2000 19:32

    In Call To Power II, there are no less than four ways in which a player can achieve victory. Perhaps most familiar to fans of Civilization: Call To Power is the Conquest (also known as Bloodlust) Victory, in which you win the game only when you have annihilated every other empire on the map. The second-most familiar victory condition is the High Score Victory, in which the empire with the highest score in AD 2300 (the chronological end of the game) wins. Call To Power II replaces the Alien Life Project Victory from Civilization: Call To Power with a new Sci-Fi Victory, in which players strive to be the first to build a futuristic utopian device known as the Gaia Controller. It also adds an end game focused on diplomacy, called the World Peace Victory, in which players must forge and maintain alliances with every nation on the map. The following is designed to familiarize players with the two new end games in Call To Power II.
    ...

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