Wasnt meant to be harsh... but what i pointed out wasnt rocket science.
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Three months is a long time to scratch the civ itch - apply for a copy of CtP2 & AoM
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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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ah, just stumbled over this thread which explains why the one in the ctp2 forum is that quiet
my two cents to a couple of issues:
- king out of hut:
i never encoutered that so far but think of it as a feature rather than a bug. how many tales are there about that young farmerboy who is recognized as the true heir (of course AoM is still missing an "evil-stepmother-unit")
-Dark Ages:
after a couple of more or less successfull testgames i find them rather too predictable, how about in a future version not starting them by a turntimer but by events the player has less control over, the easiest way would be the turn that someone has researched all classic age techs (and if not playing on very ease you can bet its not you)
and a last one, in one of my testgames i had an almost epic event: a full army including a general stationed in a dull town (iirc i got it from a hut and wanted to disband it soon, just using it as a healing base onway to the front) got surprised attacked by 2 full enemy stacks in one turn, the first was dealt with rather easilly though damaging my units seriously) the second slaughtered almost my entire army with only the general surviving killing the last two enemy slingers barehanded.
i really hoped for some slic that promoted him to a hero, since as sure as he is one of whom generations of my people will tell in their songs he was a real bad general loosing a whole army for some dirty pighole
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new diplomatics update downloaded.. have to go now
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I've seen some great AoM stories here. hopefully people will post some stories with screenshots back in the ctp2 thread.
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Originally posted by Maquiladora
If the interface was designed for civ2 it would be horrid, but its not, its designed for CtP2, thats brings me to your next point...
Did you read the manual for civ3 or smac? If you read the CtP2 manual it would tell you the city works the tile under the city and ALL surrounding tiles, in the case of a new city, 8 surrounding tiles.
To be honest, if youve tried CtP2 before and still dont know this, it tells me you gave up pretty quickly.
What were you expecting?
If you understand how Public Works are produced (from the manual again) it should tell you not to waste so many turns on generating Public Works early in the game, when you have hardly no production base to tax from.
I wouldnt be surprised if you built those roads expecting a boost in arrows.
Where you managed to turn on the grid through the graphic options menu (it isnt default), from there you had to move the mouse up a little bit into gameplay options and press "auto-center on". It wouldnt have taken you long to find that if you were looking, or were you expecting it to read your mind?
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Originally posted by E
Maq,
No need to be so harsh. but I'm wondering if Dis downloaded the Apolyton playtest version as well. Oh and cant AoM be downloaded from apoliyton still so he can get it that way.
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AOM is free, but you can buy it to get a CD and support the creators.Poly's version per today is the newest I think.
Do not fear, for I am with you; Do not anxiously look about you, for I am your God.-Isaiah 41:10
I praise you because I am fearfully and wonderfully made - Psalms 139.14a
Also active on WePlayCiv.
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you can get the AoM here as a download (no cost) but its big:
The apolyton platest is code that forum people have put together to fix the bugs that activision had when they sold it. Activision released the source code so we are able to make improvements.
should probably put the apolyton playtest version first than AoM, as I understod it they are compatible and the AI has improved in the playtest version alone and i better with AoM
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Originally posted by Proteus_MST
Well, I think I found the solution.
1. Replace the Folder: \AOM5.5.05\AOM5.5.05\ctp2_program\ctp with the ctp-Folder from the german installation.
2. Add any Files from the AoM-ctp-Foolder which aren´t present in the folder from the german installation into this CtP-Folder
3. Rename the Folder "english" at \AOM5.5.05\AOM5.5.0\ctp2_data\ into "german"
4. Replace the line "english" in the modswap.ini which you can find in AOM5.5.05\AOM5.5.05 with "german" and save.
This seems to work for me
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oh yeah, I didn't read the manual recently, but I did read the manual a few months ago. So yes, I forgot a few things.
one more question. How far does the city radius go (at max population)? Can you see it on the map? Is it like a X radius like civ games?. I'm still not sure how close together to put my cities.
Do you guys go for a compact ICS style? Or go for getting cities to their highest population? or somewhere in between?
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Originally posted by Zaphod Beeblebrox
damn... if i understand that right that means i have to redo all the installing i did last hour? normally the first thing after an install is to make the german version an english by replacing those (dull) german files with the originals
that there seems to be some kind of hardcoded link for thje Great Library, which wants a folder named german.
Ifr you replaced its contents with the english files, it doesn´t matter, as long as the folder is still named german.
But for AoM it doesn´t even matter if the folders contain the german or english Textfiles. Using Modswapper, AoM has its own textfiles (all in english of course) which replace the files the game would normally use.
So I would just follow the steps I described, without taking care, if the folders contain the german or english textfiles
IMHO there shouldn´t be any problems.Tamsin (Lost Girl): "I am the Harbinger of Death. I arrive on winds of blessed air. Air that you no longer deserve."
Tamsin (Lost Girl): "He has fallen in battle and I must take him to the Einherjar in Valhalla"
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Originally posted by Dis
oh yeah, I didn't read the manual recently, but I did read the manual a few months ago. So yes, I forgot a few things.
one more question. How far does the city radius go (at max population)? Can you see it on the map? Is it like a X radius like civ games?. I'm still not sure how close together to put my cities.
Originally posted by Dis
Do you guys go for a compact ICS style? Or go for getting cities to their highest population? or somewhere in between?
Resources play an important role for your civilization, so you should better find a balance between area covered by your Civilization-Borders and closeness of cities.
I often decide to put my cities where they cover a lot of resources within their civilization borders. And often I have gaps within my city placement which I fill later, because there are much moire important spots where I can settle at the moment.
After all, there is no great danger of the Ai filling every possible location with its city (as long as you don´t start too close to the starting location of another civ) as there is a big cap on cities for the initial governments and the AI normally doesn´t build more cities than its current government allowes.
Tamsin (Lost Girl): "I am the Harbinger of Death. I arrive on winds of blessed air. Air that you no longer deserve."
Tamsin (Lost Girl): "He has fallen in battle and I must take him to the Einherjar in Valhalla"
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the max citywith in ctp2 is 4, this means 4 fields orthogonally and 3 diagonally can be worked, this equals the national borders your cities extent, well at least before other civs begin cramming their cities at your borders and you expand your borders by watchtowers, fortresses, naval bases, ...
ics is definitely not a way to go neither in unmodded nor in any mod i know ctp since you have a maximum number of cities you can rule effectively. if you surpass that number (govt dependant) severy unhappiness begins to kick in and at some times if that gets worse you aren't able to hold keep of your border towns (be they conquered or founded by you) because of revolts. an interesting sidenote if this is, that other as in civ3 revolting cities don't merge with another empire but rather found new civs (if you set maxplayer>startingplayers in the userprofile.txt, this is default with aom) this can be frustrating or (at least in vanilla ctp) exploited to create small nations around you. the same way other nations can split (sometimes you can help a little with some unconventional warfare at their bordertowns) and i even saw barbarian cities revolt and call themselves USA
hmm.. maybe i got a bit offtopic..
the cityspacing.. well.... hmm.... i'm gonna play now with the new diplomod and edit in some advise later
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Dis, do not worry about small holes in your territory early on, because a border WILL NOT CHANGE if an opposing city is placed near (or even adjacent) to it. OTOH, the HUNS can appear in an unclaimed space as small as ONE tile -- just happened to me a couple days ago.
The Huns totally faked me out. I was all prepared for them to appear in unclaimed land nearest my capital, so of course they show up on my weak flank, farther away. It's their tunneling under the other civs to get there that upset me.
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