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PROJECT: Playtest (Thread No. 6)

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  • Originally posted by Maquiladora
    Perhaps in future the airbase should upgrade, if it can be made to only upgrade air units, and then the fortification can be to only upgrade land units.
    Well, I added the files to my working copy, however if you want this feature then I should implement it, before I submit the whole bunch of files to the repository.

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

    Comment


    • Originally posted by Martin Gühmann

      Well, I added the files to my working copy, however if you want this feature then I should implement it, before I submit the whole bunch of files to the repository.
      Perhaps in the future, but it's not important right now IMO.
      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 Maquiladora
        Perhaps in the future, but it's not important right now IMO.
        I think the best way to implement would it to change the syntax of the CanUpgrade flag, like:

        CanUpgrade:Land
        CanUpgrade:Sea
        CanUpgrade:ShallowWater

        This would make the bare flag obsolete and then I would have to care about possible mods that use the old CanUpgrade flag.

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

        Comment


        • Originally posted by Martin Gühmann

          I think the best way to implement would it to change the syntax of the CanUpgrade flag, like:

          CanUpgrade:Land
          CanUpgrade:Sea
          CanUpgrade:ShallowWater

          This would make the bare flag obsolete and then I would have to care about possible mods that use the old CanUpgrade flag.
          That is fine by me, it's better to wait. We just need to make sure that people know how they can use upgrading with the current play test.
          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


          • i'm now playing along nicely in a full game - the AI is still to weak but then I probably should have set the difficulty level to impossible to start with. anyway, i'm developping tanks etc. at the moment and I came across the following:

            don't know whether this has been mentioned before but the fact that you can terraform glacier-hills into nice green land while you can't do that with regular glaciers and tundra seems like a mistake to me...

            the other thing I noticed is that due to my power I can force all small AI's to just hand me over their cities... I can see the AI agreeing to one such transfer when a stack of 12 troops is in front of the city and it has limited defense - in any other case I would hope for it to decline... Furthermore, when such a handover occurs, all troops in the city die - I would rather see the AI move them out and then hand over the city as a natural solution - or is the idea that they surrender as well?

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            • I found an error where if you rush buy and then change your government type you lose the rush buy money. I have a savegame if you need it.

              wow, ctr-s is much faster to save games. I should have figured that out since the shortcut is there in the dropdown menu. Ctr-l isnt though.

              In the great library fuel article the link to "airbase" goes to "airport" instead. Also the nuclear power artical historical section says that the us bombing of hiroshima and nagasaki was with two uranium fission bombs which is incorrect. Nagasaki was bombed with a plutonium fission bomb. They should probably change the cruise missle part to just missle, i think the us has alot more nuclear balistic missles than nuclear cruise missle.

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              • I find the the optimize specilst sometime makes things worse. I have a city where the optimize specialist button made food production and science go down, no effect on happiness. I have savegame if you need it.

                Its really strange to see swamps and jungles surrounded by sand dunes and even stranger to see the opossite. Theyre on opossite ends of the precipitation scale, why are they together so much?

                Comment


                • Originally posted by mpt
                  I find the the optimize specilst sometime makes things worse. I have a city where the optimize specialist button made food production and science go down, no effect on happiness. I have savegame if you need it.
                  mapfi reported before that there were some problems with it.

                  Originally posted by mpt
                  In the great library fuel article the link to "airbase" goes to "airport" instead. Also the nuclear power artical historical section says that the us bombing of hiroshima and nagasaki was with two uranium fission bombs which is incorrect. Nagasaki was bombed with a plutonium fission bomb. They should probably change the cruise missle part to just missle, i think the us has alot more nuclear balistic missles than nuclear cruise missle.
                  Well, if you want to edit the Great Library a little bit, then you can do it, the file is called Great_Library.txt and is located in ..\ctp2_data\english\gamedata\.

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

                  Comment


                  • For some reason my previous post, went out before it was finished, so I stop now editing. And continue here.

                    For the optimize sliders button: If you move the sliders manually you can see that crime is only calculated correctly, if you move the gold slider, but not for the others, so you get here your first.

                    The other thing is that it is used by the AI, so you see what would do instead of you, very need for AI testing.

                    For the Great Library, I would suggest that we don't change the name of the Cruise Missile, well probably I don't mind anyway since I use the German version.

                    And another thing: You don't use a browser with a spell checker like SeaMonkey has and probably also Fire Fox. Unfortunately, if I quote you I see it, so at least for the Great Library use a spell checker.

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

                    Comment


                    • Okay, i have few other things to report first.

                      The city cap is way too low for bigger maps. I'm playing a huge map with seven AI's. In the middle of conquering my third AI i had to stop even though i was disbanding bad AI cities and turn most of my population into scientists to i could get to fascism. Now theres 3 AI's left, and between them and me i beilve theres around 95 cities in the world.
                      If i want to conquer the world what can i do besides disbanding half of the cities out there or waiting for nukes?

                      I think advanced farms and advanced nets should be cheaper to build on squares that already have farms or nets, they should be upgraded somewhat not lose all of the original pw.

                      Comment


                      • For some reason the AI's production rank plateus. While mine has gone up continously they seem to be flat lines for the last 80 or 100 turns.

                        One really stupid thing the AI does is build way too many fascist then upgrade to a different governent and lose a third of their military. In one instance i helped the timing by creating an embassy and giving them democracy a turn before i invaded lol.
                        Fascists are stronger than infantry so theyre great offensive units or defensive units in cities on the front line of a war or maybe a few here and there to defend against spies, but letting them get to be a large percentage of units or have a large number at any one time is a bad idea.

                        Lastly i think the AI is really bad at counterattacks. In one instance i use a slaver to map out an AI's cities. They didnt know I existed till the turn I captured their capitol, I sent a bunch of fast units around the edge of their territory up a blind spot for a few turns and then I attacked it. Their military ranking was 60% higher than mine and they had close together cities connected with roads. They could have easily massed they're units and retook the capitol and the next two cities i took over and kicked me out. Instead they did nothing. I would build a few units to replace losses and leave maybe one or two behind and send my big armies to take the next city.
                        Last edited by mpt; August 6, 2008, 18:03.

                        Comment


                        • I also see something weird in the dimplomatic screens. Each emipire has a strength ranking number, but sometimes when i click on intelligence and see that AI's relationships with other AI"s the strength number for the other AI's will be a different in that intelligence than than back in the main screen. How can the same AI have two different ratings?


                          I wasnt recomending changing the name of the cruise missile unit, the historical backround article in the nuclear power talks about nuclear weapons and reactors etc and say the combine nuclear weapons with cruise missles,but doesnt mention that anything about the history of balistic missles i would change that to combine with missles(- cruise) and leave out specific missle types . ICBM's arent cruise missles and theres more of those than cruise with nukes on them (here). Both cruise missles such as the german V1 and balistic missiles such as the german v2 predate nukes. For the units in this game cruise missile is probably the correct type since they have shorter range than balistic which can be global range. Cruise missles are more stealthy. In this game can nukes be sent on a bombers? usually those are cruise missles since theyre much smaller. Only the really huge submarines can launch the balistic type.

                          Comment


                          • Originally posted by mpt
                            One really stupid thing the AI does is build way too many fascist then upgrade to a different governent and lose a third of their military. In one instance i helped the timing by creating an embassy and giving them democracy a turn before i invaded lol.
                            Fascists are stronger than infantry so theyre great offensive units or defensive units in cities on the front line of a war or maybe a few here and there to defend against spies, but letting them get to be a large percentage of units or have a large number at any one time is a bad idea.
                            So you mean that if you change government you should keep all the Fascists.

                            Originally posted by mpt
                            Lastly i think the AI is really bad at counterattacks. In one instance i use a slaver to map out an AI's cities. They didnt know I existed till the turn I captured their capitol, I sent a bunch of fast units around the edge of their territory up a blind spot for a few turns and then I attacked it. Their military ranking was 60% higher than mine and they had close together cities connected with roads. They could have easily massed they're units and retook the capitol and the next two cities i took over and kicked me out. Instead they did nothing. I would build a few units to replace losses and leave maybe one or two behind and send my big armies to take the next city.
                            Well, I am working on that, and I think the AI can't rebuild a capitol, either.

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

                            Comment


                            • In the really early game my military ranking is much higher since i build warriors and send them everywhere to explore the map and get ruins. In the last huge map game maybe turn 20 or so i found an AI, i got two of my warriors and some mercenaries from a nearby ruin and just barely took theyre capital lol. Then i sent alot of troops and took theyre remaining two cities maybe 15 turns later.

                              If my capitol gets taken can i rebuild it before feudalism?
                              Ive never lost my capitol. In theyre case they could have sent units from other cities and retaken their capitol city if they were smarter and if i hadn't disbanded the capitol and moved if over a few squares to better terain.

                              Comment


                              • Originally posted by mpt
                                If my capitol gets taken can i rebuild it before feudalism?
                                No, you can't.

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

                                Comment

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