April 4, 2007, 09:57
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#181
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Warlord
Local Time: 05:47
Local Date: November 21, 2009
Join Date: May 2006
Location: Southernlands
Posts: 126
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Quote:
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Originally posted by Maquiladora
Super Apolyton Pack 2 has it pretty logical:
Nationalism req. Printing Press
Fascism req. Mass Media & Nationalism
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Sounds fair to me! Why don't we change it that way? And maybe leaving Fascism as a dead-end advance, and giving Nationalism Fascism's bridge advances?
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April 4, 2007, 11:38
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#182
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King
Local Time: 06:47
Local Date: November 21, 2009
Join Date: Apr 2002
Location: Toulouse (South-western France)
Posts: 2,050
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Quote:
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Originally posted by Maquiladora
Super Apolyton Pack 2 has it pretty logical:
Nationalism req. Printing Press
Fascism req. Mass Media & Nationalism
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I agree with the SAP2 logic.
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"Democracy is the worst form of government there is, except for all the others that have been tried." Sir Winston Churchill
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April 4, 2007, 12:32
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#183
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Emperor
Local Time: 21:47
Local Date: November 20, 2009
Join Date: May 1999
Posts: 3,154
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anyone have the sap2 advance.txt? I can just put in the game (and my next build).
But it doesn't add or delete any advances right?
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April 4, 2007, 14:12
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#184
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Emperor
Local Time: 06:47
Local Date: November 21, 2009
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Quote:
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Originally posted by E
anyone have the sap2 advance.txt? I can just put in the game (and my next build).
But it doesn't add or delete any advances right?
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There was an Apolyton advance at the bottom but i removed it.
The only other differences I can see are the Nationalism and Fascism advances, and the costs of advances increases as the game goes on. Something similar to Ancient x1, Classical x2, Modern x3, Future x4 from the original costs.
It works fine anyway.
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April 4, 2007, 14:48
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#185
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King
Local Time: 21:47
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Location: Berkeley
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mass media makes it the last one right? I think we should still make it (usually) the first one
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April 4, 2007, 15:32
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#186
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Emperor
Local Time: 21:47
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Join Date: May 1999
Posts: 3,154
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i sthere an updated ai file too? that way the AI knows what to research (and the tank tech should move up higher)
and could you zip the txt for some reason it looks like it loses formatting
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April 4, 2007, 16:00
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#187
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Emperor
Local Time: 06:47
Local Date: November 21, 2009
Join Date: Jun 2001
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Quote:
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Originally posted by E
i sthere an updated ai file too? that way the AI knows what to research (and the tank tech should move up higher)
and could you zip the txt for some reason it looks like it loses formatting
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I'm still working on a new advancelists.txt. There isn't one with SAP2.
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April 4, 2007, 16:00
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#188
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Warlord
Local Time: 05:47
Local Date: November 21, 2009
Join Date: May 2006
Location: Southernlands
Posts: 126
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Quote:
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Originally posted by HuangShang
mass media makes it the last one right? I think we should still make it (usually) the first one
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I personally think, as I stated before, making Nationalism the only requisite (another advance is fine, probably something earlier), Fascism is just a watered-down version of Communism, the only special about it is the Fascist.
EDIT: Well i've changed advances.txt from gamedata the following way:
ADVANCE_FASCISM {
Prerequisites ADVANCE_GUNPOWDER
Prerequisites ADVANCE_NATIONALISM
and
ADVANCE_NATIONALISM {
Prerequisites ADVANCE_THEOLOGY
Prerequisites ADVANCE_PRINTING_PRESS
and AdvanceLists.txt from aidata, as a temporal solution.
Last edited by LemurMadness; April 4, 2007 at 16:50.
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April 4, 2007, 16:03
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#189
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Emperor
Local Time: 06:47
Local Date: November 21, 2009
Join Date: Jun 2001
Posts: 7,646
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Quote:
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Originally posted by LemurMadness
I personally think, as I stated before, making Nationalism the only requisite (another advance is fine, probably something earlier), Fascism is just a watered-down version of Communism, the only special about it is the Fascist.
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Hopefully we can discuss the governments eventually too. I like using Theocracy for Clerics, but the government is poor
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April 4, 2007, 16:06
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#190
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Emperor
Local Time: 21:47
Local Date: November 20, 2009
Join Date: May 1999
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for governments there are some unused things that can be adjusted. in my Call2Civ mod I adjusted the Unit Rush Gold values because not only is that used for rushing its also used for upgrading. Also adjusting the wonder rush (too very high so there isn't much rushing) is recommended but it could be lower for things like fascism (the nazis were into monuments). So we should probably look into balancing govts better and setting them up along the lines of the three main resources food, production, and gold.
democracratic type should have better gold bonuses
communist 9think stalin and china) should be better at production
theorcracies and monarchies should have better food bonuses (massive populations growth in those countries)
stuff like that.
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April 5, 2007, 08:26
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#191
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King
Local Time: 21:47
Local Date: November 20, 2009
Join Date: Jul 2002
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hey I just ran into something I never heard of before so thought I might as well mention it in case it is not a know issue. It appears that there is still a "maphack" in the game, but slightly more subtle than the old right click. When I click on an unoccupied tile while a unit is already selected, it should deselect my current unit. The problem is that it does not matter whether you know if the tile is occupied, clicking a tile with foreign units will keep your current unit selected and thus revealing their positions.
On governments, I think it is very interesting we can change those things based on government, definitely makes governments more interesting than rushing Ramayana and going republic-democracy.
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April 5, 2007, 20:05
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#192
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Emperor
Local Time: 21:47
Local Date: November 20, 2009
Join Date: May 1999
Posts: 3,154
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Quote:
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Originally posted by LemurMadness
Uhm, I guess the Diplomacy Proposal screen is just a little... big.... doesn't fits well in my screen... 
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Lemur I have shrunk down the window size to be the same size as the intial diplo screen (which I assume you had no problem with.
Here's a screenshot and a hint of what will be in the next build. I created diplomat flags that match the unit flags. i figure since they are flags it will be neutral instead of putting my diplomod images in (which are now too big so i'm taking down)
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April 7, 2007, 06:15
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#193
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Chieftain
Local Time: 05:47
Local Date: November 21, 2009
Join Date: Jan 2006
Posts: 98
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Not sure if there's a good reason for this but why can't I assign more than 1 specialist at a time? I'm guessing it's because of there only being 1 worker but what are my other citizens doing?
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April 7, 2007, 18:21
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#194
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Emperor
Local Time: 06:47
Local Date: November 21, 2009
Join Date: Jun 2001
Posts: 7,646
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This is the new advancelists.txt. AI seems to have improved somewhat, especially changing governments earlier, and reaching landmark unit advances earlier.
I've left Iron Working early, for the possibility of a more useful unit before Monarchy being inserted there. Otherwise i wouldve put it way after Monarchy.
Theology is also close to Republic, for those civs that might go into Theocracy instead of Republic. Fascism is moved to where it would be with the new advance.txt from SAP2.
All personalities have the same list at the moment, but im going to tweak the others aswell. Although i cant see them changing much, defence and modern units are still crucial for scientific civs for example.
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April 9, 2007, 08:35
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#195
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Chieftain
Local Time: 05:47
Local Date: November 21, 2009
Join Date: Jan 2006
Posts: 98
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I've done some research into my above problem. It seems that every time I build a settler my city's population falls by 1 (I believe this is a feature) but the number of workers+specialists falls by 2. This means that after building too many settlers you can get cities with citizens and no workers which then happily starve to death.
Any explanations?
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April 9, 2007, 10:02
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#196
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Warlord
Local Time: 05:47
Local Date: November 21, 2009
Join Date: May 2006
Location: Southernlands
Posts: 126
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Quote:
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Originally posted by cap601
I've done some research into my above problem. It seems that every time I build a settler my city's population falls by 1 (I believe this is a feature)
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Yup, it is normal
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Quote:
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Originally posted by cap601
but the number of workers+specialists falls by 2.
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This is wrong
Ill have to check it out, are you using 716?
E: I liked the old interface because I used to interact with the AI to buy cities with it, but this new one covers most of the screen
Edit: Removed image, since it is no longer on its original server.
PS: The Fog-Of-War terrain bonuses bug still shows up
Last edited by Martin Gühmann; May 22, 2008 at 17:12.
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April 9, 2007, 10:32
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#197
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Chieftain
Local Time: 05:47
Local Date: November 21, 2009
Join Date: Jan 2006
Posts: 98
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I believe I am using the 716 version although the readme claims to v. 715 (probably an accident).
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April 9, 2007, 11:47
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#198
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Emperor
Local Time: 21:47
Local Date: November 20, 2009
Join Date: May 1999
Posts: 3,154
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@cap: yeah your using 716, we didnt update the readme for that one (stoll working it).
I was never aware of this settler/worker thing. I'll check out the code to see if i can narro wthe connection down (but I never noticed anything when i worked with code that removed a pop when it built something)
@Lemur: Did you see the new interface? its smaller and should be easier to use. plus its modal so you should be able to move it around once you click on the title bar
FoW bonus bug...I think Martin worked with tha before so hopefully he's looking into it.
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April 10, 2007, 15:55
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#199
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Warlord
Local Time: 05:47
Local Date: November 21, 2009
Join Date: Apr 2005
Posts: 217
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Hi,
I'm at turn 84 now, playing AOM on AE, and what strikes me - and Walter told me the same only a few days ago - is the time it takes to process a turn. I'm talking about the pace of an artritis infested snail here, minutes of waiting. Is this normal for now (non-optimized code or something like that) or a serious problem?
No other problems though, the two seem to work together.
Tellius
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April 10, 2007, 16:01
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#200
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Emperor
Local Time: 21:47
Local Date: November 20, 2009
Join Date: May 1999
Posts: 3,154
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I think thats AoM with AE. Since the AE actually uses naval code there might be an issue with AoM's own slic naval code (and frenzy).
Maybe in AoM V we can cut out a lot of the frenzy slic and other AI stuff since the AE code has good code now.
But that means we have to make AoM V
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April 10, 2007, 17:27
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#201
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Emperor
Local Time: 21:47
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Join Date: May 1999
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Re: Revision Build 719
These files need to be installed first
LATEST PLAYTEST: September 9th 2006
2006.09.09.CTP2.Playtest.1of3.rar
2006.08.26.CTP2.Playtest.2of3.rar
2006.08.26.CTP2.Playtest.3of3.rar
Then install this
LATEST BUILD REV 719: April 10th 2007
Rev719[/b]
- features a resized Diplomacy screen (for Lemur)
- added diplomacy flags that match the unit flags
- added Maq's capitol star icon
- Fixes the disband in neutral territory bug
- BarabarianSpawnBarbarian option works
- SectarianHappiness rules option DOES NOT - it will crash :doitnow:
- Repaired crash when disbanding armies at the main screen while the unit manager was shown.
- Corrected ranking tab to open more than once.
- Restored scenario loadability and modified the German translation
- changed the addressing of a player from an ordinary stranger to a kings and queens [German Only]
Edit: Removed links. For an up to date version of the Apolyton edition click here.
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Last edited by Martin Gühmann; May 22, 2008 at 17:13.
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April 11, 2007, 12:17
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#202
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Warlord
Local Time: 05:47
Local Date: November 21, 2009
Join Date: May 2006
Location: Southernlands
Posts: 126
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Rev719 here
The Diplomacy flags are very nice, and I can confirm the Ranking tab working, however, I see cap601's problem, after making a few Settlers the city seems to have no specialists, probably it's taking 2 Specialists instead of 1 when the population gets reduced (by making the Settler).
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April 11, 2007, 12:53
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#203
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Emperor
Local Time: 21:47
Local Date: November 20, 2009
Join Date: May 1999
Posts: 3,154
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that is a weird one. not ure how it "popped" up either. I admit I'm not much of a specialist guy, but i'm guessing maybe its deducting people twice?
Glad you liked the diplomacy flags, I hope the size is more to your liking
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April 11, 2007, 13:09
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#204
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Warlord
Local Time: 05:47
Local Date: November 21, 2009
Join Date: May 2006
Location: Southernlands
Posts: 126
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Quote:
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Originally posted by E
that is a weird one. not ure how it "popped" up either. I admit I'm not much of a specialist guy, but i'm guessing maybe its deducting people twice?
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It's worse: it's deducting resources (negative specialists?)
Edit: Removed image, since it is no longer available on its original server.
Last edited by Martin Gühmann; May 22, 2008 at 17:14.
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April 11, 2007, 23:40
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#205
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King
Local Time: 21:47
Local Date: November 20, 2009
Join Date: Jul 2002
Location: Berkeley
Posts: 1,375
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Its not negative specialists, but just not having workers will kill you. It's weird how it doesn't force the population to add up correctly.
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April 12, 2007, 14:27
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#206
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Emperor
Local Time: 21:47
Local Date: November 20, 2009
Join Date: May 1999
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Thanks for the playtesting and reporting guys. As part of our CTP2 Customer service (we should send a big bill to Activision  ) this thread has been open for a few days but I'm now going to consolidate the issues in the first post of each page as you guys report them. You guys have been quite active so we've gotten good feedback. Overall its looks "fairly" stable too.
Here's the PAGE
let me know if I missed any of course
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April 14, 2007, 19:24
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#207
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Moderator
Local Time: 06:47
Local Date: November 21, 2009
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Location: Tübingen, Germany
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Quote:
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Originally posted by LemurMadness
E: I liked the old interface because I used to interact with the AI to buy cities with it, but this new one covers most of the screen
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Actual it is still ugly. The columns are too long. And now we have a flag there where the leader image should be. One problem with the original game was that those leader images were missing that were part of every civ game before.
So E if you have to use flags put them at the side of the leader images and by the way we have from CTP1 nice imgaes.
-Martin
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Civ2 military advisor: "No complaints, Sir!"
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April 15, 2007, 00:00
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#208
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Emperor
Local Time: 21:47
Local Date: November 20, 2009
Join Date: May 1999
Posts: 3,154
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Quote:
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Originally posted by Martin Gühmann
Actual it is still ugly. The columns are too long. And now we have a flag there where the leader image should be. One problem with the original game was that those leader images were missing that were part of every civ game before.
So E if you have to use flags put them at the side of the leader images and by the way we have from CTP1 nice imgaes.
-Martin
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the coulmns fill that ugly void that existed before. I'd like to add leader images but the CTP1 don't cover all the civs we have. I think it will be better to atleast paste the leader images over the flag because the plain ctp1 back grounds are a waste of space.
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April 15, 2007, 04:53
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#209
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Prince
Local Time: 05:47
Local Date: November 21, 2009
Join Date: Jun 2003
Posts: 522
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Just finished up a game with the 716 build.Other than the one bug I alreaddy reported it seemed ok.Didnt have any slow downs or CTD,s.Im now moving on to 719 build
Won the game(716) by high score on hard level Didnt have command of the game till around early part of the modern age,But once I had a lead it seemed too easy and I didnt play past 2000.If I play above Hard level the AI can stay ahead of me for most of the game.
The AI was very active in sea battles.Two and three stacked subs and battle ships were common.Had to build many sea units before I could plan a cross water invasion force .
The end game is still in need of changes.We can win by more than one option.The AI is limited to just high score.What about special wonders like United Nations and space flight that only the AI could build around the modern age vs humand players winning by diplomacy-science -conquest also wonders.
On to build 719.Very hard level this time.10 civsThinking of tweaking the map size from 70 by 140 to 90 by 180,should make for a intresting game.
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April 15, 2007, 16:19
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#210
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Moderator
Local Time: 06:47
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Join Date: Mar 2001
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Posts: 6,063
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Quote:
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Originally posted by E
the coulmns fill that ugly void that existed before.
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But now the columns don't have a base any more and are disconnected from the bottom edge of the window.
And by the way actually you should use standard dimensions, my monitor has a ratio of 4 to 3 and that is also the ratio of windows you use in CTP2. And therefore this are the expectations of a user. And to violate the expectations of a user, reader or listener is a bad idea. Maybe you should stick to the size of the Great Library.
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Quote:
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Originally posted by E
I'd like to add leader images but the CTP1 don't cover all the civs we have.
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Which holds also for the original mini-diplo-photos. And actually this holds also true for the flags. Ancient egypt wasn't an Arabian country, it had its own culture and its own religion. A modern flag here is just inapropiate.
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Quote:
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Originally posted by E
I think it will be better to atleast paste the leader images over the flag because the plain ctp1 back grounds are a waste of space.
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That's true, at least for the original images, but there are also fan made images. And you can also put the flag on the sides of the leader images, one flag on the left and another flag on the right.
-Martin
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