IMPROVED COMBAT
FIRST LOOK ON CTP2!
On the Combat model
"We've changed the entire combat model," says White. The first (and in my opinion most important) of those changes is the addition of an armor attribute to each unit. This means that the phalanx will no longer be able to stand toe to toe with a tank – it simply won't be able to do much damage even if it hits."
"We've done a lot to simplify the stealth aspect of units," White explains. "Spies will let you see any approaching hidden units." While you'll still need the appropriate defense team to stop the approaching stealth unit (legal team to combat legal team and so on), just knowing why your city has suddenly stopped production will go a long way towards eliminating some of the frustration associated with Call to Power's end game."
"...city planner, an advanced settler option that allows users to build cities that come with basic buildings already included and that have a higher population, the game will also have loads of new sea units for player to choose from. We managed to catch a glimpse of the Moray, a super fast and agile defensive vehicle, the Kraken, a slower offensive unit and the Scout Sub, a weak unit that enables the player to see hidden units in a very wide radius."
Source: IGN Preview
IGN PREVIEW UPDATE
"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. You can look at the individual units with the unit tab. All sorts of tactical hinkfo is displayed here from current orders to health to location. You can also rename your armies to make things a little more personal.
Once the battle is joined, you're treated to a tasteful isometric view of the battlefield. If you're fighting for control of a city, that city is displayed in the background. Your close in fighters take the front rank, while your ranged attackers stand behind. The combat system has been totally rewritten to eliminate the whole chariot-beats-stealth bomber phenomenon from the earlier game. We all know that this same sort of promise was offered the first time around, but it looks like we're finally going to get a much more realistic balance in the combats in CTP2. The attackers will also have the option of retreating from a battle if things start to go wrong."
GAMESPOT PREVIEW
While much of the information detailed in the news report are apart of the IGN preview we reported on yesterday, GameSpot's first look does contain some interesting tidbits making it well worth the visit.
"Unconventional warfare units - the ecoterrorists, slavers, and lawyers that so harassed players of Call to Power - are very much a part of the sequel, but any type of unconventional unit can now spot another. This means players won't be forced to spread their research across all branches of the tech tree just to detect and counteract these pesky threats. "
Our thanks to Yohan Pamudji for the news tip. CTPII is due out this coming holiday season.
M.A.D.!!
"We now have a system for targeting and then auto-launching nukes when you get nuked in the main game. I had said we weren't doing anything new for nukes, but I was wrong, we are, it's in and working.
There's still a whole lot more in that monster Nuke thread that we're not doing, but this one 'little' thing is pretty cool."
If only we had one of those alpha(?) builds to see this in action...
Source: IGN
IGN DESIGNER DIARY, ENTRY #1
....
Next, the feature story covers the new combat and diplomacy systems in the game.
"The combat system has been completed replaced... We still have a weighted system of unit offense and defensive abilities, however there is a class system in place as well. This system lists which units can cause damage to other units. We have also been adding additional defensive and offensive advances, which will make taking over cities more difficult.
... there are three different victory conditions for the game. You can still win by eliminating all other civilizations by conquest. This time around you can also win by either a diplomatic victory or by a science victory."
CGO PREVIEW
(1 September 2000, 1:46 EST) Another recent preview for CTPII: this time, it's Computer Games Online's turn.On battles:
Source: Apolyton
INFO FROM LT JOHN
"The V next to a unit stands for Veteran.
The A next to a unit indicates that it is an army.
There are a lot of new trade goods - you guys have figured out many of them: cotton, tea, lumber, glass, (medicinal) herbs.
Stacks can have up to 12 units now.
Little buildings outside of a city are tile improvements- tradingposts- that increase the city's trade income."
Related forum thread
Source: Apolyton
MORE DIARY Q&A
On the stealth fighter shot: "... the crossed swords are an attack icon. The screenshot shows a stack of 9 blue units including a stealth bomber attacking a stack of 5 orange units northeast of the bombers position. The red line is the movement line to the defender's tile; looks like the defender art is covered up by the attack icon".
And on repercussions of a retreat: "First off, only attackers are permitted to retreat. Once the retreat button is pushed the defenders will get one additional round of combat. If the attackers are too close to death they may die before being able to retreat".
Source: Apolyton
MORE FORUM POSTS
Dave White on the space plane unit:
"Actually, we do have a Space Plane unit. The unit is a transport that can do a quick (3 turn) sub-orbital flight between any two cities."
Source: Apolyton
THE DAVE WHITE SHOW
How many units can the Space Plane carry?
"It can carry 5 units. Enough to be useful in mobilizing large armies without being so many that you can freely move everything anywhere on the map. It's best used to move units from deep within your empire to the front lines, or from one continent to another."
Source: Apolyton
UNIT MANAGER: CYCLING
VinceP asks in our forums: "Is there going to be a way of cycling through a specific class of units?" The answer:
"The Unit Manager lists all units individually, and can be sorted by any of its fields (of which type is one, of course). So you can see all your units of one type together, and double clicking on one will select it and take you to it on the map. You can also disband units directly from the window, and the list shows the city the unit is in, if any, so you can also sort by city to make sure something else is there without having to exit the window."
GAMESPOT FIVE-PAGE PREVIEW
On Units: "Although you'll still see the same types of units from all empires early on in the game -- archers, hoplites, and so on -- later scientific developments open up all manner of possibilities. In fact, the game's developer seems particularly keen on submarines and naval units, with funky futuristic designs for sea units that pop up left and right once you reach the modern technological age."