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PROJECT: Playtest (Thread No. 6)

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  • Yeah the optimize sliders are really funky moving it left to right and back gives you all sorts of wierd results.
    However, I was reffering to a sitution in the city manager screen where hitting the "optimize specialist" turned a citizen into a farmer lowering gold, production and science. The bread icon number went up slightly but the growth food bar number stays the same so i didnt realize anything increasing only decreasing when i first looked at it, now i do.

    The thing i find most strange is the AI's economic rating in the stat being completely flat for so long.

    Comment


    • Originally posted by mpt
      Yeah the optimize sliders are really funky moving it left to right and back gives you all sorts of wierd results.
      However, I was reffering to the sitution in the city manager screen where hittting the "optimize specialist" will turn a citizen into a farmer lowering gold, production and science. The bread icon goes up slightly but the growth food bar number stays the same so i didnt realize anything increasing only decreasing when i first looked at it.
      Let's say the specialist allocation is an estimation which does not quite fit, because the different collection rings.

      Originally posted by mpt
      The thing i find most strange is the AI's economic rating in the stat being completely flat for so long.
      That's because the AI has to replace all its garrison units first and then it will build new commerce buildings. So it looks like we have not enough production in the game.

      -Martin
      Civ2 military advisor: "No complaints, Sir!"

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      • I checked the empire manager and turning that guy into a farmer does increase the amount of food collected overall too. Why does the growth bar not change when the amount of food increase, it usually does. Also what exactly is the growth bar number and how does it work? Its usually a very big number compared to the food number.

        Comment


        • Originally posted by mpt
          I checked the empire manager and turning that guy into a farmer does increase the amount of food collected overall too. Why does the growth bar not change when the amount of food increase, it usually does. Also what exactly is the growth bar number and how does it work? Its usually a very big number compared to the food number.
          The number above the growth bar, this are the number of people the city will gain next turn. The maximum is 2500. That makes at least 4 turns for one pop.

          -Martin
          Civ2 military advisor: "No complaints, Sir!"

          Comment


          • Originally posted by mpt
            I checked the empire manager and turning that guy into a farmer does increase the amount of food collected overall too. Why does the growth bar not change when the amount of food increase, it usually does. Also what exactly is the growth bar number and how does it work? Its usually a very big number compared to the food number.
            1 food collected (in the city manager) is equal to +75 growth on the green bar. I think you divide the total growth by the current population to get the per turn growth figure.

            So for example a pop 9 city with 150 food collected. 150*75 = 11250 / 9 = +1250 on the growth bar, but sometimes the figure seems a little off, or I've got it wrong.

            Also I think crime is taken into account for the food figure in the city manager so you don't need to deduct it again.
            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.

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            • limerick has a population of 103173. 1 scientist 3 slaves and the the rest workers. 40 food and +300 growth.

              If i change one of those workers to a farmer i get 49 food and +300 growth.

              Comment


              • Originally posted by mpt
                limerick has a population of 103173. 1 scientist 3 slaves and the the rest workers. 40 food and +300 growth.

                If i change one of those workers to a farmer i get 49 food and +300 growth.
                It could be just a weird number rounding somewhere, or the next turn it might jump to the right number. I wouldn't expect it be exact all the time, but it's often close.
                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.

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                • Hello everyone!

                  Just trying the latest playtest, but the game keeps crashing... its very unstable.

                  Version 2008-05-24
                  0x738638dc [__onexitbegin + 0x72e9d6e4]
                  0x004042a3 [?c3debug_ExceptionStackTrace@@YAPADPAU_EXCEPTION_P OINTERS@@@Z + 0x43]
                  0x00406af8 [?main_CivExceptionHandler@@YAJPAU_EXCEPTION_POINTE RS@@@Z + 0x98]
                  0x00406a08 [WinMain@16 + 0x88]
                  0x007ff0dc [WinMainCRTStartup + 0x134]
                  0x7d4e7d2a [__onexitbegin + 0x7cb21b32]

                  EDIT: Nevermind, it does work well. I just had to reinstall.

                  The AI is incredible! It's very challenging. Nice work everyone!
                  Last edited by LemurMadness; August 10, 2008, 02:22.

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                  • Challenging? You must be playing on very hard or impossible.

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                    • still playing - getting into the later ages and I realized the way changing production into capitalisation and public works is set up is annoying.
                      I'm suggesting that it works like a unit, meaning that if your building list is just this, it will repeat "producing" gold or public works but that if you add something to the list, it only does it for one more turn. Currently, no matter what you add to the list, you have to delete the capitalisation/public works or else, nothing on your list will ever get produced.

                      Can you do this? Would make things much easier.

                      I was also thinking, that once your cities have basically everything you want to build, it would be nice to have message pop up when you discover an advance that allows a new building, asking you whether you want to add this new building to each list by default. That's probably something that could easily done via slic. Anyone agrees that this would help in micromanaging?

                      Comment


                      • Originally posted by mpt
                        Challenging? You must be playing on very hard or impossible.
                        Compared with what I've played before, the AI just thinks way better than it used to be.

                        Comment


                        • Originally posted by mapfi
                          changing production into capitalisation and public works is set up is annoying.
                          I'm suggesting that it works like a unit
                          That's how it used to work, and how it should work AFAIK.

                          I was also thinking, that once your cities have basically everything you want to build, it would be nice to have message pop up when you discover an advance that allows a new building, asking you whether you want to add this new building to each list by default. That's probably something that could easily done via slic. Anyone agrees that this would help in micromanaging?
                          You can also do it by selecting all cities in the national manager and appending the new building to all lists, but if this is too difficult for someone then it could be useful.

                          Also perhaps this should be integrated into the custom queue somehow.

                          For example at the moment if my custom queue is:

                          Granary
                          Mill

                          I save the queue and load it into my city. My city is building a granary and I discover mills, when my granary is complete the city won't start building a mill, because when the queue was loaded into the city I hadn't researched mills yet. So you have to reload your custom queue every time something is researched that was in your custom queue.

                          BTW there is a bug when you name your queue to save it, if it has the same name as a previous saved queue you can't exit the save window, and you get stuck there.
                          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.

                          Comment


                          • Originally posted by LemurMadness


                            Compared with what I've played before, the AI just thinks way better than it used to be.
                            I used to play ctp1 and i got nostalgic so i came here and just recently discovered ctp2 AE. I dont really want to know how bad the AI was originally lol. I don't think the the AI plays really smart, but i dont think it plays really stupid either.

                            Comment


                            • One thing i dont think the ai is so good at is city placement. Theyre rarely space cities far enough apart, even the important ones that are going to grow like the capital, and also the will build cities on crapy tiles i never would.

                              Comment


                              • Originally posted by mpt

                                I used to play ctp1 and i got nostalgic so i came here and just recently discovered ctp2 AE. I dont really want to know how bad the AI was originally lol. I don't think the the AI plays really smart, but i dont think it plays really stupid either.
                                The AI is far from tweaked in the AE though. For example there is only some minor tweaks to the text files involving AI, the rest is improvements at the source, which is what the AE is about.

                                But for example if you play a mod like Cradle 2.0 or Ages of Man the AI is heavily tweaked in the text files, and it uses other scripts to perform very specific tasks, like constantly attacking the human with big armies, this makes the AI appear a lot "smarter" and covers up any other deficiencies like diplomacy, or city management. That can easily be done with the AE too but you need to include those SLIC scripts in your game. But one of the goals (I guess) of the AE, is to make the AI perform well without those additional scripts.
                                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.

                                Comment

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