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CTP1: Forever Future 1.7 has been released

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  • CTP1: Forever Future 1.7 has been released

    The newest version of the Forever Future mod (v1.7) is already on the Apolyton website! You'll find it in the Downloads section for Call to Power. Or just click this to get straight to the file: http://apolyton.net/local_links/jump/c-mods-182/5776

    Here is the content of the readme (edited for the web):


    WHAT IS FOREVER FUTURE?

    It is a complex mod for the Civilization: Call to Power game (the first one), released by Activision in 1999, which we believe to be the best Civilization-like game that has ever hit the market. It means that you must have a copy of the game in order to play the Forever Future Mod.


    WHAT DOES FOREVER FUTURE MOD DO?

    There are several reasons why we created the Forever Future Mod:

    a. To add more content to the game in order to make it more fun.
    b. To make the game more in accordance with history and logic, without sacrificing gameplay.
    c. To fix what we felt were errors and/or unnecessary simplifications.
    d. To rebalance the game on various levels.


    WHAT KIND OF CHANGES DOES FOREVER FUTURE INTRODUCE TO CIVILIZATION: CALL TO POWER?

    The changes are complex, including but not limited to additions and changes to the units, buildings, wonders and governments, as well as complete overhaul of the Advance tree. In general, the game is longer and richer, with more distinct eras (for example, we actually have Middle Ages now) and with an apropriately complex future. We also made new tactics possible, which means that there are much less no-brainers and more decision making. Finally, we changed some original content that we deemed to be too cheesy or out of place (for example, the Plasmatica description) and expanded the library a little.

    However, one of our objectives was to preserve the general gameplay and core mechanics of the game, as well as the overall feeling of the grand-but-not-too-serious civilization-building game with a slightly leftwing-cynical perspective. Many aspects of the game were changed, but it's still the same Call to Power you know, just better.

    For a detailed list of changes, see Forever_Future_mod_details.txt coming with the download.


    WHY WOULD I PLAY FOREVER FUTURE?

    Because it enhances the original game in many ways, on the one hand giving you more toys to play with, and on the other rebalancing and improving things that were clearly broken or rushed in production (at least in our opinion, but we're pretty sure they damn were). Still, we didn't want to remove any aspects of the vanilla game, so there shouldn't be any significant elements missing in the Forever Future. Sure, some things work differently than before, but it's because we felt they would be more fun like this.


    WHY IS THIS MOD CALLED FOREVER FUTURE?

    Because:
    a. It sounds epic.
    b. It alludes to the attention we gave to both past and future tech.
    c. It's the best title we came up with. Come on people, the title is always the hardest!


    WHAT IS NOCTURNAL PRODUCTIONS?

    It is the name of a creative group that consists of two people, Max Smirnov and Solarius Scorch. The Forever Future Mod is our first release, but we have much more on your mind. If you like it, comment it.

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    • CTP1: Forever Future 1.7 has been released
      by Solarius Scorch

      The newest version of the Forever Future mod (v1.7) is already on the Apolyton website! You'll find it in the Downloads section for Call to Power. Or just click this to get straight to the file: http://apolyton.net/local_links/jump/c-mods-182/5776

      Here is the content of the readme (edited for the web):


      WHAT IS FOREVER FUTURE?

      It is a complex mod for the Civilization: Call to Power game (the first one), released by Activision in 1999, which we believe to be the best Civilization-like game that has ever hit the market. It means that you must have a copy of the game in order to play the Forever Future Mod.


      WHAT DOES FOREVER FUTURE MOD DO?

      There are several reasons why we created the Forever Future Mod:

      a. To add more content to the game in order to make it more fun.
      b. To make the game more in accordance with history and logic, without sacrificing gameplay.
      c. To fix what we felt were errors and/or unnecessary simplifications.
      d. To rebalance the game on various levels.

      ...
      August 26, 2012, 16:06
    • CALLING #4: THE RISE AND FALL OF THE AUSTRALIANS
      by Martin Gühmann
      By Alexander Trofast Now when I look back upon what I have done I can see my faults. But it's too late now. I will write this book for those who care to read. It all started around the year 1800. The people demanded a new governement and a gave them just that. I had been reading books about communistic ideas and I thought it sounded pretty good. The people became happy and production boosted to max. Since i had this much excess production i thought I would make a little army and conquer the island my capitol was located at. Since the Indians were far below me, I drove them away fairly fast. Now when industrialization was at max and every one of my cities were building facories and oil refineries. This was a large mistake. Since the Indians were defeated that easily I moved my armies to the next island and there the Portugese were living. They to were easily beaten. Now my empire strecthed long from my capital. But not even there my conquering stopped, I sent troops all over the world and when i got tank warfare I were unstoppable. In every city I captured I started building factories, oil refineries and robotic plants....
      April 27, 2012, 18:32
    • CALLING #3: A WAR STORY
      by Martin Gühmann
      By Andreas "Atahualpa" Beham

      This story started in 4,000 BC (like many other stories). The land was dark and only a small area was lightened by brave men - my settlers. They elected me as their leader and I knew from that time on I took over the responsibility for them. It was a great feeling and I swore not to dissapoint them. Quickly, I searched for a good place to settle down. The first city was founded. My men worked hard - 10 hours a day and they only got little money. I decided it was best to expand. The best hunters of my tribe were ordered to explore the surrounding and then I recruited men willing to find other cities not far away from the capital. Some 1,000 years later I controled several cities. My scientists worked for hours and soon men came together to talk about the rain and the flash. They did not know where they came from, so they believed in a being even more powerful than me. I enforced them in their believe and changed my government to Theocracy. People gave me a lot of money, but instead of exploiting them, I used it well. One day, men from different tribes visited me. The called themselves the Russians. We talked a bit, but I did not really get what they wanted from me. After some time, I met the Chinese. They seemed friendly at first and I thought I could trust them. However, I still expanded my empire and young men were still willing to find new cities. I sent them away, but what a terrible thing, my scouts reported that they had been kidnapped. Settlers dissapeared every now and then, I was absolutely helpless. My people demanded to stop this and I did. From that time on, all settlers had an escort, one of my elite phalanx divisions each. Expansion was running again....
      April 27, 2012, 18:30
    • CALLING #2: A RECORD OF ROMAN THEOCRACY
      by Martin Gühmann
      By Merlin

      Recorded by the Monk Cathorix of the Articusian Order in Rome In 4000 B.C. Merlin the First founded the city of Rome on the river Salus in the southern woods. After his death in 4100 B.C. his decendents continued his wishes and expaned the empire. They built Pompii and Antium in the northern plains and these cities grew well. Under Merlin the X the empire changed to a monarchy and began the great exploration of this continent....
      April 27, 2012, 18:26
    • CALLING #1: THE SCOTTISH EMPIRE
      by Martin Gühmann
      By Doubtme OOC Info: My second game of CTP, on a huge size world, difficulty Prince, 4 Civs, as the Scottish. I may detail the latter part of this history - once it has actually occurred! Founded by the great William Wallace, 4000 years before the birth of the Messiah, Allan Donald, the Scottish Empire would one day rule far more than the Earth. The clans grew and spread quickly, till they encompassed the far Eastern portion of the long, L shaped continent, rotated 90 degrees to the right....
      April 27, 2012, 18:23
    • CTP1: Units from Previews
      by Martin Gühmann

      Units images from Gamespot. We see the Space Engineer(first image, left) and the Space Marine(third image, right of course!). Any ideas on the names of the rest?

      Units info from the CG Strategy Plus preview

      Settler These adventurous souls set out with little more than supplies and dreams, founding new cities for your civilization.
      Warrior The prototypical soldier is short on armament and skill, but well-endowed with ferocity.
      Knight Steel-clad and armed to the teeth, these mounted units move swiftly and attack mercilessly.
      Destroyer Speedy and moderately armed, these ships are the last thing a submarine wants to (and usually gets to) see.
      Stealth Submarine Invisible to sonar, this high-tech seawolf provides a very real danger to undersea cities and trade routes.
      Crawler Moving undetected across the ocean floor, these deep-water vehicles carry troops towards conquest and sabotage.
      Space Engineer A brave new breed of settlers, these highly-trained technicians construct grand orbital colonies.
      Space Fighter This well-armed fighter is equally at home in a vacuum or atmosphere, and actively defends against atmosphere-bound craft.
      Space Marine Zero-g grunts in a crunchy shell, they're dangerous in battle and invaluable for defense.
      Swarm Normal ground and air defenses are useless against these space-dropped troopers.
      Battlecruiser Truly the behemoth of space, this armored fortress contains enough firepower to level (?!) an orbital city.
      ...
      April 27, 2012, 18:07
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