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Thread: PROJECT: AE Mod

  1. #1
    cap601
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    AE Mod

    The latest version of the AE Mod is here:

    http://www.apolyton.net/forums/showt...20#post4914820



    version 0.01

    The AE mod is the combined efforts of the posters at the Apolyton CtP2 sourcecode forum (http://www.apolyton.net/forums/forum...s=&forumid=213) to rebalance, restructure, and generally improve the experience of playing CtP2.

    It focuses on neither military, economic, scientific or diplomatic gameplay, but seeks to balance all styles to be equally effective, but to be played in completely different ways to each other.

    Post any comments on this mod at the forum thread here: http://www.apolyton.net/forums/showt...hreadid=165870

    AE Mod changes:

    GENERAL:
    ========

    fortified bonus +200% defence, was 50%. will perhaps be incremental in future release. 1 turn +50%, 2 turns +75% etc.

    ADVANCES:
    =========

    added:

    Infantry Tactics - requires Gunpowder - gives Musketeer(see units)
    Plasma Engineering - requires Plasma Weaponry - gives Plasma Destroyer(see units)

    changed:

    Fascism - requires Nationalism + Mass Media (was Gunpowder+Theology)

    BUILDINGS:
    ==========

    changed:

    food silo - maxpop +0 > maxpop +8
    arcologies - maxpop +14 > maxpop +10
    aqua filter - maxpop +14 > maxpop +10
    forcefield - now does not require city walls to build
    security monitor - -30% crime -3 happiness > -30% crime -1 happiness

    TERRAIN:
    ========

    food/production/commerce - add/remove advance > changed to

    forest: 10/5/10 - agri.rev./agr.rev. > 5/15/5 - conservation/toolmaking
    plains: toolmaking/toolmaking > toolmaking/agri.rev.
    tundra: 0/5/0 - adv.composites/adv.comp > 5/5/0 - NONE/adv.composites
    glacie: adv.composites/adv.comp > NONE/gaia theory
    grassl: toolmaking/toolm. > agri.rev./agri.rev.
    desert: 0/0/5 - agri.rev./agri.rev. > 0/10/5 - NONE/agri.rev.
    swamp : industrial rev./indus.rev. > NONE/agri.rev.
    jungle: 5/10/5 - agri.rev./agri.rev. > 10/10/5 - conservation/toolmaking
    mounta: 0/15/10 - fusion/fusion > 0/15/5 - NONE/Fusion
    hill : 5/10/10 - explosives/explos. > 5/10/5 - NONE/explosives

    shallo: 10/10/5 > 10/5/10
    deep : 10/10/5 > 10/5/10
    volcan: 0/25/15 > 10/20/10
    beach : 10/10/10 > 10/5/10
    shelf : 5/10/5 > 10/5/10

    d.moun: 0/10/10 - fusion/fusion > 0/15/5 - NONE/fusion
    dunes : explosives/explos. > NONE/explosives
    p.hill: 0/5/5 - explosives/explos. > 0/10/5 - NONE/explosives
    p.moun: 0/10/5 - fusion/fusion > 0/15/5 - NONE/fusion

    kelp : 15/10/0 > 15/5/10
    reef : 10/15/5 > 10/10/10

    rivers: 5/5/5 > 5/0/5

    defence of all terrain doubled. e.g forest 25% > 50%, mountain 100% > 200%.

    UNITS:
    ======

    att/def/ran/damage/armour - tech - catagory

    added:

    legion - 20/10/0/1/1 - Iron Working - attacker
    longbowman - 10/15/25/2/1 - Feudalism - ranged
    musketeer - 40/20/10/3/1 - Infantry Tactics - attacker
    plasmatica - 60/70/40/5/1 - Plasma Weaponry - defence

    changed:

    mounted archer - 10/10/20 - ranged > 15/10/10 - flanker
    samurai - 20/10/0 - Iron Working > 30/10/0 - Bureaucracy
    plasma destroyer - Plasma Weaponry > Plasma Engineering
    war walker - sprite changed
    artillery - sprite changed
    mobile SAM - name changed to mobile missile system

    movement of most units lowered. generally foot=1, mounted=2, wheel=3, future units are greater. see Great Library in game for more details.

    WONDERS:
    ========

    Aristotle's Lyceum - +20% science > +10% science, obsolete at Classical Education.
    Central Matter Decompiler - "building everywhere"(Matter Decompiler), costs 20,000 > costs 30,000. (better solution at soem point)
    Chichen Itza - -30% crime > -30% crime, obsolete at Theology
    Field Dynamics Lab - +35% science > +10% science
    Genome Project - +10% prod., +10% health (+1HP) for units. > only +10% Health for units.
    Globe Sat - full radar coverage, costs 12,400 > costs 18,600 (better solution at some point)
    Gutenberg's Bible - +2 happiness, eliminates conversion > only gives "Eliminates conversion"
    Internet - "building everywhere" (Computer Center) > +20% science, obsolete at Space Flight(Orbital Laboratories)
    Pyramids - +100 gold per turn > +300 gold per turn
    Ramayana - +3 happiness > +1 happiness, obsolete Age of Reason
    Zero Crime Bill - -60% crime > -30% crime, obsolete at Neural Reprogramming
    Original Post:


    Has anyone got a list of the changes made in the AE Mod?
    Last edited by Ekmek; May 21, 2007 at 15:45.

  2. #2
    Maquiladora
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    I'm compiling a list that'll go in the AE Mod folder.
    Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
    CtP2 AE Wiki & Modding Reference
    One way to compile the CtP2 Source Code.

  3. #3
    Maquiladora
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    This is what i've got so far. Tell me if there's anything wrong.

    version 0.01

    The AE mod is the combined efforts of the posters at the Apolyton CtP2 sourcecode forum (http://www.apolyton.net/forums/forum...s=&forumid=213) to rebalance, restructure, and generally improve the experience of playing CtP2.

    It focuses on neither military, economic, scientific or diplomatic gameplay, but seeks to balance all styles to be equally effective, but to be played in completely different ways to each other.

    Post any comments on this mod at the forum thread here: http://www.apolyton.net/forums/showt...hreadid=165870

    AE Mod changes:

    GENERAL:
    ========

    fortified bonus +200% defence, was 50%. will perhaps be incremental in future release. 1 turn +50%, 2 turns +75% etc.

    ADVANCES:
    =========

    added:

    Infantry Tactics - requires Gunpowder - gives Musketeer(see units)
    Plasma Engineering - requires Plasma Weaponry - gives Plasma Destroyer(see units)

    changed:

    Fascism - requires Nationalism + Mass Media (was Gunpowder+Theology)

    BUILDINGS:
    ==========

    changed:

    food silo - maxpop +0 > maxpop +8
    arcologies - maxpop +14 > maxpop +10
    aqua filter - maxpop +14 > maxpop +10
    forcefield - now does not require city walls to build
    security monitor - -30% crime -3 happiness > -30% crime -1 happiness

    TERRAIN:
    ========

    food/production/commerce - add/remove advance > changed to

    forest: 10/5/10 - agri.rev./agr.rev. > 5/15/5 - conservation/toolmaking
    plains: toolmaking/toolmaking > toolmaking/agri.rev.
    tundra: 0/5/0 - adv.composites/adv.comp > 5/5/0 - NONE/adv.composites
    glacie: adv.composites/adv.comp > NONE/gaia theory
    grassl: toolmaking/toolm. > agri.rev./agri.rev.
    desert: 0/0/5 - agri.rev./agri.rev. > 0/10/5 - NONE/agri.rev.
    swamp : industrial rev./indus.rev. > NONE/agri.rev.
    jungle: 5/10/5 - agri.rev./agri.rev. > 10/10/5 - conservation/toolmaking
    mounta: 0/15/10 - fusion/fusion > 0/15/5 - NONE/Fusion
    hill : 5/10/10 - explosives/explos. > 5/10/5 - NONE/explosives

    shallo: 10/10/5 > 10/5/10
    deep : 10/10/5 > 10/5/10
    volcan: 0/25/15 > 10/20/10
    beach : 10/10/10 > 10/5/10
    shelf : 5/10/5 > 10/5/10

    d.moun: 0/10/10 - fusion/fusion > 0/15/5 - NONE/fusion
    dunes : explosives/explos. > NONE/explosives
    p.hill: 0/5/5 - explosives/explos. > 0/10/5 - NONE/explosives
    p.moun: 0/10/5 - fusion/fusion > 0/15/5 - NONE/fusion

    kelp : 15/10/0 > 15/5/10
    reef : 10/15/5 > 10/10/10

    rivers: 5/5/5 > 5/0/5

    defence of all terrain doubled. e.g forest 25% > 50%, mountain 100% > 200%.

    UNITS:
    ======

    att/def/ran/damage/armour - tech - catagory

    added:

    legion - 20/10/0/1/1 - Iron Working - attacker
    longbowman - 10/15/25/2/1 - Feudalism - ranged
    musketeer - 40/20/10/3/1 - Infantry Tactics - attacker
    plasmatica - 60/70/40/5/1 - Plasma Weaponry - defence

    changed:

    mounted archer - 10/10/20 - ranged > 15/10/10 - flanker
    samurai - 20/10/0 - Iron Working > 30/10/0 - Bureaucracy
    plasma destroyer - Plasma Weaponry > Plasma Engineering
    war walker - sprite changed
    artillery - sprite changed
    mobile SAM - name changed to mobile missile system

    movement of most units lowered. generally foot=1, mounted=2, wheel=3, future units are greater. see Great Library in game for more details.

    WONDERS:
    ========

    Aristotle's Lyceum - +20% science > +10% science, obsolete at Classical Education.
    Central Matter Decompiler - "building everywhere"(Matter Decompiler), costs 20,000 > costs 30,000. (better solution at soem point)
    Chichen Itza - -30% crime > -30% crime, obsolete at Theology
    Field Dynamics Lab - +35% science > +10% science
    Genome Project - +10% prod., +10% health (+1HP) for units. > only +10% Health for units.
    Globe Sat - full radar coverage, costs 12,400 > costs 18,600 (better solution at some point)
    Gutenberg's Bible - +2 happiness, eliminates conversion > only gives "Eliminates conversion"
    Internet - "building everywhere" (Computer Center) > +20% science, obsolete at Space Flight(Orbital Laboratories)
    Pyramids - +100 gold per turn > +300 gold per turn
    Ramayana - +3 happiness > +1 happiness, obsolete Age of Reason
    Zero Crime Bill - -60% crime > -30% crime, obsolete at Neural Reprogramming
    Last edited by Maquiladora; May 15, 2007 at 01:22.
    Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
    CtP2 AE Wiki & Modding Reference
    One way to compile the CtP2 Source Code.

  4. #4
    cap601
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    You missed the Scout - 0/10/0/1/1. Don't know if there's anything else (haven't played far enough).

  5. #5
    Maquiladora
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    We haven't decided in the units thread to include the scout yet, so that's why it's not there. I wouldn't mind a scout unit though.

    BTW all those changes won't be in the current AE mod, because there hasn't been a new playtest build since I compiled all the changes. But it is ready to go. I should upload it soon.
    Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
    CtP2 AE Wiki & Modding Reference
    One way to compile the CtP2 Source Code.

  6. #6
    Ekmek
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    I'll add it to the new build once I compile Martin's 730 changes
    Formerly known as "E" on Apolyton

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  7. #7
    Maquiladora
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    I haven't done the wonders yet either.

    E, I'll upload a rar of the AE mod folder and put a link here once it's ready. Then it can be distributed separately in case of recent updates, and included with a playtest build when someone has the time to include it.
    Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
    CtP2 AE Wiki & Modding Reference
    One way to compile the CtP2 Source Code.

  8. #8
    Ekmek
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    Maq,

    That sounds like a good idea, then I'll update the svn periodically and we'll have a readily available AE_mod more often
    Formerly known as "E" on Apolyton

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  9. #9
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    http://apolyton.net/upload/view.php?...aemodv0_01.rar

    I'll update the readme above shortly.
    Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
    CtP2 AE Wiki & Modding Reference
    One way to compile the CtP2 Source Code.

  10. #10
    Maquiladora
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    Hmm it seems at some point forest, tundra, glacier, swamp, jungle and hills got changed to mountain movement types. I think it was a leftover from the previous AE mod, E why was this? Anyway I've put them back to original settings for now. Updated the rar in 10 mins or so.

    Edit: now updated.
    Last edited by Maquiladora; May 20, 2007 at 22:03.
    Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
    CtP2 AE Wiki & Modding Reference
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  11. #11
    Ekmek
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    I had those changed to prevent tanks and other units from driving into the moutains or forest or jungles and stuff. they really should go over plains, grassland, and desert only. this added value back to infantry.
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  12. #12
    Maquiladora
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    Originally posted by E
    I had those changed to prevent tanks and other units from driving into the moutains or forest or jungles and stuff. they really should go over plains, grassland, and desert only. this added value back to infantry.
    Well I noticed this right at the start of the game when my M. Archer wouldn't move into forest.

    It can be more realistic in some cases but it's quite strict, you could end up with no route out, unless roads could be built outside your borders. Then you end up with lots of roads in neutral territory built towards your enemy, which I don't like as the AI can't do it. It also won't know that its supposed to just send foot units over.

    We do still need to make Infantry units useful after Tanks so I'll put it in the units thread anyway.
    Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
    CtP2 AE Wiki & Modding Reference
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  13. #13
    Ekmek
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    Maq

    Once we get the AE mod in a playable state and its confirmed that the playtest is fairly stable, are up to starting a succession game?
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  14. #14
    Maquiladora
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    Of course. I don't know how long that will be though.

    The AI's unit movement (defence and offence) and grouping is my main worry, which I don't have any knowledge of.

    City development (tileimps/buildings/wonders) can be easily improved to get the best cities.

    Anything else needed can be borrowed from other mods, as long as its compatible.
    Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
    CtP2 AE Wiki & Modding Reference
    One way to compile the CtP2 Source Code.

  15. #15
    Ekmek
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    Maq,

    my religion code appears to be working in my next playtest. You think we should add it to the AE? In its current state we'll have to make duplicate units of each religion (I guess for now we could reuse the sprite). but the holy city wonders will need to be added as well.
    Formerly known as "E" on Apolyton

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  16. #16
    Maquiladora
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    TBH I don't know how it works.

    If it adds something different and the AI can use it (or at least deal with it) then we should at least put it in to be tested.
    Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
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  17. #17
    Ekmek
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    ok, but it may take me a bit to put it in. RL is a bit busy and it is summer in San Diego after all


    How it works:

    1) religious unit has convert city flag and settle building flag

    2) religious unit converts city, the rreligion building in 'settlebuilding' flag is then added to the city

    3) the religion building has ReligionIcon flag

    4) city displays icon in religion icon code

    5) if the player has the holy city wonder thereis a flag to collect gold from the listed building in any city

    6)player gets that gold per turn

    I wish I could figure out how to set your state religion and have it impact diploacy but no luck yet
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  18. #18
    Maquiladora
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    What would be the religious unit to do the converting? The Cleric? Meaning you could only spread a religion under Theocracy.

    Televangelist could be the late game equivalent but not dependent on Theocracy.

    Also how do you get a holy city/start a religion?
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  19. #19
    Ekmek
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    we would have to change the cleric from govt only..or make a missionary unit.

    how do you get a religion...

    I forgot. I have code that specifies whether a unit, wonder, or building, can be built if you have achieved a feat or if ANY player has achieved a feat.

    so...

    1) the player [or if we choose any player] has discovered a technology

    2) that technology enables a holy city wonder

    3) who ever builds the wonder first founds the new religion

    4) holy city wonder has ActualBuildingeverwhere that builds the eligious buildings

    5) the missionary unit can only be built if you have that religious building in a city

    then go to my steps above
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  20. #20
    Maquiladora
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    Originally posted by E

    how do you get a religion...

    I forgot.
    You don't fill me with confidence E.

    I have code that specifies whether a unit, wonder, or building, can be built if you have achieved a feat or if ANY player has achieved a feat.
    So we have lots of options. Do we copy Civ4 or do we go for something completely different?

    My preference is something playable, but different to Civ4, and somewhat realistic. In that order.

    First how many religions will there be? I've seen some text somewhere that looked like many more than Civ4. This might restrict our options for giving them out if we have say 10 religions, you can't have 10 advances giving them out, just too many for the current tree IMO. There would be cramped areas, and civs picking up many religions.

    If it's many religions then maybe it should be chosen randomly when a civ discovers the Religion advance. Tell the game to assign only half the possible religions as the total number of players (or something), so we get guaranteed conflicts, as that's what makes it interesting.

    Tell me if I'm on the right track or not. Perhaps I don't fully understand the system.
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  21. #21
    Maquiladora
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    I noticed the TradeFood and TradeProduction flags being used in goods.txt, for example here:

    Code:
    # Wheat #30
    TERRAIN_PLAINS_GOOD_THREE {
       SpriteID 54
       Sound SOUND_ID_WHEAT
       Gold 5
       Food 0
       Production 0
       Probability 0.25
       TradeFood 20
       AvailableAdvance ADVANCE_AGRICULTURAL_REVOLUTION
       Icon ICON_GOOD_PLAINS_THREE
    }
    According to the description of how TradeFood works here the tile still gets the 20 food (until you trade it away), but when you check the terrain with right-click it only shows +5 gold for the wheat.

    I haven't actually checked if the city does get +20 food, but I assume it works.

    The feature also needs some more feedback in-game too, to let the player know they can transfer the bonus by trading it to another city. At least a GL entry or something.
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  22. #22
    EPW
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    I have mixed feelings about the terraforming changes, obviously it could be abused, but its also fun to build super-production cities. Perhaps increasing the PW cost to build a hill or a mountain may be a better solution.

    On the other hand, the AI can't use it and probably will never be able to use it effectively. And its not very realistic to build a hill and then mine it...

    "

  23. #23
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    Yeah I know, it gave more options to customise your city, terraforming mega-production rings.

    I think the game needs more ways to specialise cities, but it's got to be somewhat realistic and the AI needs to keep up with it.

    For example:

    The science city:

    Specialist style: early in the game you use scientist specialists

    Commerce style: then later as better commerce tile imps become available and governments with a higher science tax are discovered its all about the commerce collected...

    I like this because it uses both styles of play, but it's usually the end of scientists in ALL your cities once you get Democracy and shopping malls, which is a shame.

    The AI is also totally clueless about maxing it's science. It adds a scientist or two but not actually realising how much it's losing in growth and production, and it's science comes mostly from commerce it collects.

    You could allow both styles of play near the beginning of the game (Republic being the first high science tax government, trading posts also become useful!), and tell the AI to stick purely to commerce style all the way through the game, using only farmer specialists (to meet growth minimums).

    The hard part is making neither style the best style for EVERY type of city.
    Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
    CtP2 AE Wiki & Modding Reference
    One way to compile the CtP2 Source Code.

  24. #24
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    Improvements that amplify Specialist effects maybe?
    "

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    Improvements as in city buildings? It would help sustain the specialist style throughout the game, probably be more the route the "builder" would take, say if you needed a University (which itself requires an Academy) to get better scientist specialists.

    While the warmonger gets advances from capture, and the economic player uses commerce improvements (science tax) for science, interesting.
    Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
    CtP2 AE Wiki & Modding Reference
    One way to compile the CtP2 Source Code.

  26. #26
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    Post

    OK for the moment I removed the experimental TradeFood stuff (see post above) until it works properly. I will test it again at some point, and I also want to fully test the religion stuff.

    I removed the flags in diffDB now that they are in the rules window anyway (AI production/gold deficit stuff and increased barbs).

    There is some other stuff like the elephant warrior and scout etc that I might remove now we aren't using it either, but for the moment it stays unused.

    And finally I need to fix some of the GL unit icons, because I made some poor ones last time, but I don't have time for it yet.

    Martin, could you please replace these two files with the two attached? Both in ...\Scenarios\AE_Mod\scen0000\default\gamedata.
    Attached Files Attached Files
    Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
    CtP2 AE Wiki & Modding Reference
    One way to compile the CtP2 Source Code.

  27. #27
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    Arrow

    I've been playing with a modified version of the AE Mod/SAP2.

    After a lot of test games it appeared a lot of the new stuff didn't really add anything, and actually made the game more complicated for no reason. Like the new units (Musketeer, Legion etc), there wasn't enough time to build them all, and I didn't want to adjust the length of the game just to accommodate them.

    This AE mod is more similar to Super Apolyton Pack 2.0, especially in diplomacy, upgrade paths, and lots of other little things from const.txt.

    Things that remain different from SAP2 are the wonders, because the original wonders really unbalance the game, I found no way around this. If you don't want to use these new wonders just delete wonder.txt from \AE_Mod\scen0000\default\gamedata.

    I didn't use the increased advance costs from SAP2. I thought the game was far too long at 600-700 turns. It's now more like the original game around 500 turns.

    Some terrain values I didn't use from SAP2 either, like no production on beaches, as this was quite damaging to the AI. I also increased production on grassland slightly like Call to Conquest mod.

    There is some SLIC included to help the AI build tile imps better, some of them might be quite slow (and need improving perhaps) on old computers, but it was fine on an AthlonXP 2000 (1.6ghz) with 8 AI's on a gigantic map.

    version 0.02

    The "Apolyton Edition Mod" is the combined efforts of the posters at the Apolyton CtP2 sourcecode forum (http://www.apolyton.net/forums/forum...s=&forumid=213) to rebalance the game and improve the AI, while keeping as close to the original gameplay of CtP2 as possible.

    AE Mod is based on the orignal Super Apolyton Pack 2.0 mod with some other tweaks mainly to wonders, and with all the improvements from the Apolyton source code project.

    You can post any comments regarding this mod on the forum thread here: http://www.apolyton.net/forums/showt...hreadid=165870

    REQUIREMENTS:
    =============

    Call to Power 2
    "Apolyton Edition" (AE) patch

    INSTALLATION:
    =============

    Extract the "AE_Mod" folder to your CtP2 "Scenarios" folder.

    GENERAL CHANGES:
    ================

    modified turn lengths to match scientific timeline better.
    diplomacy has been made slightly harder for human-to-AI, and slightly easier between AI's.
    AI now builds more commerce improvements and farms, and no mines on flat land.
    trade is slightly more profitable and less caravans are required, like SAP2.

    ADVANCES:
    =========

    changed:

    Fascism - requires Nationalism + Mass Media (was Gunpowder + Theology)
    Nationalism - removed Fascism as prerequisite

    BUILDINGS:
    ==========

    changed:

    aqua filter - maxpop +14 > maxpop +6
    hospital - maxpop +0 > maxpop +8
    forcefield - now does not require city walls to build

    ---
    the following are the maximum city sizes where there is NO overcrowding effects:

    no buildings = size 4
    with aqueduct +6
    with drug store +4
    with hospital (requires drug store) +8
    with arcologies (requires aqueduct) +8
    with aqua filter (requires aqueduct and arcologies) +6
    with incubation center (requires drug store and hospital) +12
    with body exchange (requires drug store, hospital and incubation center) +12
    *** with all above buildings the maximum size with no overcrowding is 60.

    the following are the maximum sizes for cities, this is where growth STOPS completely, with or without overcrowding:

    no buildings = size 18
    with aqueduct +14
    with hospital (requires drug store) +8
    with arcologies (requires aqueduct) +14
    with aqua filter (requires aqueduct and arcologies) +6
    *** with all above buildings maximum city size is 60.
    ---

    TERRAIN:
    ========

    type : food/production/commerce - terraform add/remove advance > changed to

    for example, to terraform a terrain TO forest it now requires conservation (was agricultural revolution).
    and to REMOVE a forest it now requires toolmaking (was agricultural revolution).

    forest: 10/5/10 - agri.rev./agr.rev. > 5/15/5 - conservation/toolmaking
    plains: toolmaking/toolmaking > toolmaking/agri.rev.
    tundra: adv.composites/adv.comp > NONE/adv.composites
    glacie: adv.composites/adv.comp > NONE/adv.composites
    grassl: 15/5/5 - toolmaking/toolm. > 15/7/5 - agri.rev./agri.rev.
    desert: agri.rev./agri.rev. > NONE/agri.rev.
    swamp : industrial rev./indus.rev. > NONE/agri.rev.
    jungle: agri.rev./agri.rev. > conservation/toolmaking
    mounta: fusion/fusion > NONE/Fusion
    hill : explosives/explos. > NONE/explosives

    d.moun: fusion/fusion > NONE/fusion
    dunes : explosives/explos. > NONE/explosives
    p.hill: explosives/explos. > NONE/explosives
    p.moun: fusion/fusion > NONE/fusion

    UNITS:
    ======

    att/def/ran/damage/armour - moves/vision(cost/support) - advance - catagory

    changed:

    fascist - 25/35/15 > 35/40/20
    mobile SAM - bombards land, sea and air (not just air).
    sea engineer - settle size 1 > 3, now creates the buildings in a new city (like urban planner).
    Televangelist - can be built by any government (before was just in Theocracy, and never got built).

    Upgrade paths:
    --------------

    Land:

    - Knight > Cavalry > Tank > Fusion Tank
    - Hoplite > Pikemen > Infantryman > Machine Gunner > Marine > Hover Infantry
    - Archer > Mounted Archer > Cavalry
    - Catapult > Cannon > Artillery > Mobile SAM > War Walker
    - Fascist > Marine > Hover Infantry
    - Paratrooper > Hover Infantry

    Sea:

    - Coracle > Longship > Carrack > Troop Ship
    - Fire Trireme > Ship of the Line > Ironclad > Battleship > Plasma Destroyer
    - Destroyer > Plasma Destroyer
    - Sub > Nuclear Sub > Morey Striker
    - Kraken > Dreadnaught

    Air:

    - Bomber > Stealth Bomber
    - Fighter > Interceptor > Stealth Fighter

    Special:

    - Cleric > Televangelist
    - Diplomat > Empathic Diplomat
    - Spy > Cyber Ninja

    No upgrade:

    Abolitionist
    Aircraft Carrier
    Cargo Helicopter
    Corporate Branch
    Crawler
    Cruise Missile
    Eco Ranger
    Eco Terrorist
    Infector
    Lawyer
    Leviathan
    Nuke
    PT Boat
    Samurai
    Scout Sub
    Sea Engineer
    Settler
    Slaver
    Space Plane
    Spy Plane
    Urban Planner
    Warrior

    WONDERS:
    ========

    Aristotle's Lyceum - does not obsolete > obsolete at Classical Education.
    Central Matter Decompiler - "building everywhere"(Matter Decompiler), costs 20,000 > costs 30,000. (still needs better fix)
    Chichen Itza - does not obsolete > obsolete at Theology
    Field Dynamics Lab - +35% science > +10% science
    Genome Project - +10% prod., +10% health (+1HP) for units. > only +10% health for units.
    Globe Sat - costs 12,400, does not obsolete > costs 18,600, obsolete at Nano Machines.
    Gutenberg's Bible - +2 happiness, eliminates conversion > only gives "Eliminates conversion"
    Internet - "building everywhere" (Computer Center) > +20% science, obsolete at Space Flight(Orbital Laboratories)
    Penicillin - does not obsolete > obsolete at Gene Therapy.
    Ramayana - +3 happiness > +1 happiness, obsolete Age of Reason
    The Agency - does not obsolete > obsolete at Neural Interface (Cyber Ninjas).
    The Appian Way - obsolete at Age of Reason > obsolete at Railroad
    The Eden Project - destroy 3 most polluting cities > destroy only 1.
    World Peace Center - added increase regard (+50%), as it says in GL. ("embassies even in war" may still be overpowered though)
    Zero Crime Bill - -60% crime > -30% crime, obsolete at Neural Reprogramming
    Attached Files Attached Files
    Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
    CtP2 AE Wiki & Modding Reference
    One way to compile the CtP2 Source Code.

  28. #28
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    Are the upgrades done through SLIC or have upgrades been implemented in the source code?

  29. #29
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    SLIC error
    Attached Images Attached Images

  30. #30
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    And the game crashed, 645BC while I was invading a neighbor. I believe it crashed during the neighbors turn, though it is hard to tell with 31 civs. I Added .txt extension so I could upload it without zipping.

    whhopps wrong file
    Attached Files Attached Files
    Last edited by EPW; March 4, 2009 at 07:45.

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