from 4000BC to 2300AD (instead of 3000AD of CTP1)"
historical timeline gives players a holistic perspective on their
civilization’s achievements over the centuries, and many units are
presented with new graphics and animations."
MORE WAYS TO WIN
choose to develop an aggressive civilization can achieve victory
through military conquest. Conversely, gamers who prefer a more subtle
approach can achieve dominance through scientific means."
FIRST LOOK ON CTP2!
(13 May 2000, 17:37 EST)
IGN also published the first preview of CTP2.
evident from the new unit types mentioned above, Call to Power II
will place a great deal more emphasis on undersea development. Two new
terrain types, the kelp bed and the coral reef have been added to the
game to make life in the water a little more enticing."
At last, lot's of stuff to discuss
to Paul for providing the link.
REPLAY AT END OF GAME ALA CIV1?
(10 June 2000, 2:41 EST)
It's possible! Activision had already announced a "historical timeline"
feature. It seems that the plan included a record of the bgiest events
of the game(something that did exist in civ1). What was not
included(until now hopefully) was the animated map showing the changes
of the borders through time. Mr Ogre explains:
"Most of the data for a replay
showing events will be collected for what's planned will be collected
anyway. The geographic part of the thing everyone wants wasn't planned,
nor the animated part. But we will at least have a chronological record
of all the big events that happen in the game. Given that, it's
possible we can record the geography too and work the map replay in. It
might be a good learning task for our new programmer when he gets here
in a few weeks, to get him up to speed on several parts of the game.
I'll think about that."
Activision has really showed that it listens, add your
, post: "Just like in Civ1!"
IGN PREVIEW UPDATE
(27 June 2000, 21:16 EST)
It's been six weeks since the first installment, but today IGN updated their
of Call To Power II...
for the game is all new and does not include the space levels
from the original. There's much more of a focus on land and sea warfare
-- especially submarine warfare. There are lots of new undersea units
in the game -- like the Moray and the Kraken -- that are sure to have
your enemies guarding their coasts".
MONUMENT SCREEN GONE
(29 June 2000, 14:14 EST)
It seems that the Monument screen in CTP1 was not very succesfull.
Therefore is Activision is cuting it, without replacing it with
something else. Some said that ever since Civ1 and it's "castle"
feature, the following games(civ2, smac, ctp1) didnt do anything
thoughts on the forums
CLIFFS IN GAMEPLAY
(30 June 2000, 8:34 EST)
Joe Rumsey of Activision, aka Mr. Ogre, responded to a question in our
this morning by Slax regarding recently released screenshots
in several previews on Call To Power II.
"The cliffs don't affect gameplay. I
think our artists are maybe going to tone them down a bit from what you
see in the screenshots, but what do you think?"
To share your views with Mr. Ogre and the rest of the team, all you
have to do is register in our forums. It's free!
EXPANDING CITY RADIUS
(30 June 2000, 8:55 EST)
TGIF! Members of Activision's Call To Power II team, in particular Mr.
Ogre (J. Rumsey) and St. Swithin (W. Lee), have been busy answering a
slew of questions about the game thrown at them in our forums.
about the "expanding city radius" referred to the most
recent previews of CTPII. He asks, and Mr. Ogre explains:
Will players still try to space their
initial cities so that when they grow they won't overlap?
"Cities don't overlap any more,
whichever one of your cities expands to a tile first, keeps it for
itself. So yes, you'll still want to space them out so as to maximize
their potential radius. The ideal distance will be a bit farther than
you're used to".
Will cities have a set radius or a set
number of surrounding tiles?
"There is a maximum size (can be
changed in the text file I'm about to mention)".
Will this be open to SLIC or mods?
"There is a text database that sets
the relation of population to radius".
Will this also extend the PW/vision
radius of the cities?
"PW are buildable anywhere within
your national borders, city borders don't affect it. A city's radius is
also its vision radius".
Thanks (again), Joe, for your clarifications!
LT JOHN DAY
(19 September 2000, 20:41 EST)
It was "Lt John" day today on the CTP2-General forum.
On the tech
"We will be including another tech
tree poster. We won't be including two charts. I'll look into finding
another way to present the data charts, but I think that there are too
many stats to fit into the back of the manual in a readily accessible
"The game is already undergoing beta
testing with a closed group, by the time we are scheduled to go gold,
we will have been in beta testing for about four months. This is one of
the benefits of building the game off of the Civ:CTP engine- the game
has been playable for quite a while now.
We will not be holding an open beta for CTP II."
MORE FORUM POSTS
(27 September 2000, 1:16 EST)
Yeah, it was one of those days...
Lt John with an update about the tech tree
"We could probably release the charts
in a PDF format through our web page.
I'm still trying to get the data
tables in a booklet format- making some progress- I'll keep you posted."
THE DAVE WHITE SHOW
(29 September 2000, 17:11 EST)
Interesting title, no? Here are some more posts from Dave White, CTP2
savegames/scenarios work on ctp2?
"Unfortunately, no, CTP1 save games
and scenarios will not work in CTP2.
While the graphics engine is mostly
the same lending to the perception that the game is basically the same,
it's not. We've changed/rewritten huge sections of the game including
AI, Diplomacy, Combat, Trade, City Growth, and many others. This has
caused the save file format to change.
Scenario editing and scripting has
undergone a major overhaul as well and coupled with the fact that
scenarios are dependant on the savegame format as well makes them no
longer compatible. We're hoping that old CTP1 scenarios can be
converted relatively easily, but we felt that the additional
flexibility and power that the new scenarios have was worth the
sacrifice of compatibility."
PROBLEMS IN CTP2? PYARY ANSWERS
(28 October 2000, 19:17 EST)
The newest addition to the list of Activisioners browsing our forums,
to parts of the GameSpot preview where problems were
noted(kindly gathered by Atahualpa). It's simply to much stuff to
include in a news item, I'll just guote the last part of the post:
"I assure you all, we are very close.
There are no major issues left as far as I know. Obviously there could
be issues I'm unaware of, but the game is coming along very nicely.
This team is very dedicated to delivering a quality product. I don't
know what else I can say to try and address your concerns. If you have
any other specific concerns, I would be happy to try and address them
IGN PREVIEW UPDATED
(31 October 2000, 10:58 EST)
It's been a while coming, but IGN has updated their preview of CTPII.
IGN's team has spent the weekend playing the beta, and on behalf of the
team Stephen Butts relays their thoughts on the game.
... "the main changes to the sequel
are matters of utility. Still there have been some neat conceptual
changes in this latest version", Butts writes.
After going through the issues of micromanagement, interface, the
combat system, diplomacy, and AI, IGN concludes with this:
"The game is due out shortly, so
there probably won't be too many functional changes in the final
version compared to the build we currently have. Still there are a few
things that can still be improved with this game. Even so, Call to
Power 2 is much improved over the previous game."
TURNS, TURNS, TURNS
(1 November 2000, 18:27 EST)
If you didn't get enough of CTP, you will likely find some satisfaction
in the sequel. Pyaray, a software engineer at Activision and a member
of the CTPII team, confirmed what had been first reported in a
PowerPlay.de preview of the game [see story below] regarding the number
of turns of gameplay.
"The number of turns has been
increased, the exact number is based upon your difficulty level"
stated late this afternoon. "It's
somewhere between 800 and 1000 turns."
This is a significant increase from the 350 to 500 turns, also
depending on the level of difficulty, that was offered players in CTP. Initial
reaction to the confirmation
from visitors who responded to the
notice in our forums was overwhelmingly positive, and that trend is
(1 November 2000, 19:17 EST)
Ask a simple question, get a simple answer. This is what PeterVDP found
out yesterday in our forums. He asked Activision about CTPII's
compatability under Win2000. The 'unofficial' response:
"Works fine under Win2k, not sure if
it's officially supported or not though", Activision's Pyaray