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  • #91
    I'm itching to give you a further history lesson but...

    You are right... it was off topic.. but I was careful to relate back to CIV/CTP2...

    I think you raised the analogy! So where does your last post get us back to CIV/CTP.
    ------------------------------------
    Cheers
    Exeter.
    -------------------------------------

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    • #92
      Originally posted by exeter0
      I'm itching to give you a further history lesson but...
      Oh my. How could I forget. The German tanks were stuck in snowdrifts and stopped by Hitler's order. This whole "Battle for Moscow" thing in Nov/Dec 1941 never happened. The huge anti-tank fortifications, that still exist, were built in spring 1942 and never used. You win.

      Back to CtP2.

      Even if you were right and the forts would have been built in 4-8 months, that does not support your argument, because that's still less than one turn.

      And if you are this way into "reality civing", tell me please, why do I need 4 or 5 years to cross my empire with railroads? In Civ2/3 I do this in zero time. Meaning, that the few hours or days I need, can be neglected and are "zero" in the game's time scale.

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      • #93
        Originally posted by Sir Ralpph
        And if you are this way into "reality civing", tell me please, why do I need 4 or 5 years to cross my empire with railroads? In Civ2/3 I do this in zero time. Meaning, that the few hours or days I need, can be neglected and are "zero" in the game's time scale.
        Yeah reality is always good, we need this element in a game so that we can travel around the world for time in "zero" time. We can do it for two times, for three times, for 10 times, for 100 times, for 10000, for 1000000000000000000000 times. 40000000000000000000000000 kilometers in "zero" time that is reality, yeah.

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

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        • #94
          And your post wants to say what? Your interpretation of the term "neglectable low" is amazing.

          I know, that a game has to have reasonable rules, realistic or not. That's one of the differences between a game and a simulation. It was him, who wanted to convince me, that it's "unrealistic" to build a fortress in just one turn.

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          • #95
            Hmmm, this is taking longer than I expected to code.

            I have it triggering an option to rush everytime you place a tile improvement, but also, for some inexplicable reason at the beginning of every turn...
            Concrete, Abstract, or Squoingy?
            "I don't believe in giving scripting languages because the only additional power they give users is the power to create bugs." - Mike Breitkreutz, Firaxis

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            • #96
              Locutus made an interesting proposal about this. It would be acceptable for all sides if it got implemented, because the lack of opportunity to rush a PW is really the last reason to deny it. In general, PW is a good thing, though the workers in Civ3, representing so many nationalities, are fun too.

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              • #97
                Originally posted by Sir Ralph
                And your post wants to say what? Your interpretation of the term "neglectable low" is amazing.
                I think he was saying its unrealistic to take more than zero turns to fly around the world, yet Civ games insist on putting a 20-30 tile limit on aircraft. But anyway...

                I have improved the coding, so now it works properly, for everything apart from advanced mines Weird things going on here...

                I can do a workaround, but it will mean a modded text file, just altering the position of advanced mines in the tileimp database.
                Concrete, Abstract, or Squoingy?
                "I don't believe in giving scripting languages because the only additional power they give users is the power to create bugs." - Mike Breitkreutz, Firaxis

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                • #98
                  Originally posted by Sir Ralph
                  I'd like to see an Automated-PW-SLIC code though
                  Actually, that's not too difficult. I ended up writing pretty much that for my Mars scenario, Martin made Commerce and fort scripts for helping the AI, it wouldn't be at all difficult to make it work for the human too.
                  Concrete, Abstract, or Squoingy?
                  "I don't believe in giving scripting languages because the only additional power they give users is the power to create bugs." - Mike Breitkreutz, Firaxis

                  Comment


                  • #99
                    Originally posted by Immortal Wombat
                    I think he was saying its unrealistic to take more than zero turns to fly around the world, yet Civ games insist on putting a 20-30 tile limit on aircraft. But anyway...
                    You are right, that's silly, but it's the same in the CtP's though. Air transport of units has no limit, aircraft attacks have. ICBMs have no limit in Civ3, but IIRC have it in Civ2 and the CtP's. But, that's just a matter of balance. It would be boring if all games would be the same.

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                    • CTP2 only $19.99 at Chips&Bits

                      S&H additional $1.50 in U.S. (more outside). Just go to Apolyton's CTP2 home page and click on the "Buy CTP2 at Chips&Bits" link to the right. I might try it soon if real life doesn't intervene...
                      -belchingjester

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                      • Got it. I had to swap tileimpt.txt around a bit, so as a consequence, this will have to be a ModSwapper mod, rather than a SLIC add-on. If you want it merged with another mod, just let me know, and I'll try to sort if for you.

                        But then, if you're never going to play CtP2 again, I've wasted my lunchtime
                        Oh well.

                        Note to any Civ3 players reading this: That's modding.

                        Oh, there's no readme, but just unzip it into the CtP2 main folder for it to work, and then select it from the ModSwapper list.
                        Attached Files
                        Concrete, Abstract, or Squoingy?
                        "I don't believe in giving scripting languages because the only additional power they give users is the power to create bugs." - Mike Breitkreutz, Firaxis

                        Comment


                        • You made it? Wow, that was quick . I will not miss to take a look at it, promised! But I probably won't be able before weekend.

                          again!

                          Comment


                          • After testing all three major mods (Apolyton Pack, MedMod II, and Cradle 1.2), if you want a game of CTP2 where you are in the fight of your life (even on medium difficulty setting), then install Cradle v1.2 which can be upgraded to v1.3 (beta).

                            Recap:

                            1) Apolyton Mod - Very good mod that doesn't add much in the way of "extras" but fixes almost all of the gameplay bugs in CTP2. This is the patch that Activision SHOULD have made.

                            2) Med Mod II - Very fun and interesting. Lots of extras including more techs, wonders, gov'ts, units, buildings, etc. If you are not a warmonger, but want to build a civ in relative harmony with others, and want to go to war on your terms (ie WHEN you want to wage war), then this is the mod for you. There are several ways to win in the game besides conquest. BTW, when you do start a war, the AI can be very clever in its actions to help thwart your global ambitions

                            3) Cradle Mod v1.2 - The AI in this mod is almost equivalent to, or harder than, the tough AI in Civ 3. This mod is still being up-dated, with v1.3 now in the works. The AI is extremely aggressive. It will attack your units in the open, and it will besiege and take your cities. If you want an extreme challenge, even on the lower difficulty settings, then this is the mod for you. The game has a very long ancient time setting (starting in 7000 BC rather than 4000BC and the game runs until 2300 AD, although even this setting can be adjusted to last longer). There are many new units, wonders, triggers, disasters, hero units, etc.

                            Here is a post by one player who has played the Cradle Mod:

                            "Currently playing Cradle 1.3, 11Civs, and about medium everything else, and Impossible setting...

                            And I'm getting my @rse kicked!!!

                            I've tried everything I can think of! I'm on the bottom of the graph for everything except military, and then I'm second last. The problem there is that the last place civ has MUCH more advanced units. Not sure if that's factored into the graph or not.

                            I've got 12 stacks from 3 different civs sitting around most of my cities, and unless I give them something nearly every turn they'll pick a city off. There's just nothing I can do about it...

                            It's great!!! I'm losing!

                            I've lost about a third of my cities, although have been able to send nomads off to the nooks and crannies around the globe to start elsewhere. Relying on stealth attacks heavily, as nothing else is effective.

                            Oh ,I'd like to see the AIs making Peace Treaties, Alliances, Pacts, etc... but not a huge issue at this point as I'm drowning as it is.

                            Actually, the Barbs have taken about 6 cities (of the map I can see), and are starting to send their own nomads out to settle. Pity they don't get a look in on the graph. Wonder if they're ever gunna build Wonders...

                            Anyway, even though I'm struggling just to stay alive, let alone thrive, I'm having the best game of all time...!

                            Cradle Rocks!

                            Cheers,
                            Shadow."

                            All of the above mods can be played on GIGANTIC maps that can be circum-navigated from North to South and from East to West (just like a real world - who would have thought?). And you can play with up to 28 other civilizations!

                            Imagine being in the 20th Century with two dozen other civilizations that are led by "Evil Geniuses" who all have their fingers on the nuclear button. . .


                            So, fellow civers, there are still many more challenges that await you, thanks to the supreme efforts of many great modders.

                            Have fun!
                            Last edited by Leonidas; February 21, 2002, 16:50.

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                            • Is anyone else struck by the irony in that this thread has more replies than the "Ideas for v1.18f" thread, despite being 4 days younger?
                              Concrete, Abstract, or Squoingy?
                              "I don't believe in giving scripting languages because the only additional power they give users is the power to create bugs." - Mike Breitkreutz, Firaxis

                              Comment


                              • Originally posted by Immortal Wombat
                                Is anyone else struck by the irony in that this thread has more replies than the "Ideas for v1.18f" thread, despite being 4 days younger?
                                That depends on how you look at it. Since the majority of the repies are from you, Leonidas, and Exeter, one could say this thread has become the new home for three ctp2 fans.

                                Any Irony in that?
                                ...gonna shoot me some lobster-backs

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