Dutcheese accelerate start will not work with Apolyton Pack. That's why I wrote a Quickstart more than one year ago.
My QuickStart is not included in Apolyton Pack but it's only 2 scenarios and you will have nothing to change except the number of scenarios in "packlist.txt"
Saddam, before installing apolyton pack backup your ctp_data folder.
Keygen, I'm fine
I prefer 10 settlers but I will not play here Take a look on "APQS" thread.
> You start this game with:
> - 10 super settlers (20 movement, vision range increase by one)
> - 25 advances (the first 20 advances(0-19) + stirrup (20), engineering (21), hull making (24), agricultural revolution (26) and ocean faring (29)
> - 20000 Gold, 20000 PW
> - 1 Super Horse Archer (25 movemnt, vision range 2), replace by a normal one at turn 3
> - 1 Super Transport (25 movement, vision range 3, can carry 5 units), replace by a normal one at turn 4
> Moreover, the first 10 cities created by each player autogrow to size 3 if build before turn 3 and have a new good at the build location.
> The first 10 cities autogrow by one pop on turn 3 AND one other pop on turn 5
> Bonus: 5 caravans at turn 3
A huge map for 5 players is great.
[This message has been edited by slamp (edited May 09, 2001).]
My QuickStart is not included in Apolyton Pack but it's only 2 scenarios and you will have nothing to change except the number of scenarios in "packlist.txt"
Saddam, before installing apolyton pack backup your ctp_data folder.
Keygen, I'm fine
I prefer 10 settlers but I will not play here Take a look on "APQS" thread.
> You start this game with:
> - 10 super settlers (20 movement, vision range increase by one)
> - 25 advances (the first 20 advances(0-19) + stirrup (20), engineering (21), hull making (24), agricultural revolution (26) and ocean faring (29)
> - 20000 Gold, 20000 PW
> - 1 Super Horse Archer (25 movemnt, vision range 2), replace by a normal one at turn 3
> - 1 Super Transport (25 movement, vision range 3, can carry 5 units), replace by a normal one at turn 4
> Moreover, the first 10 cities created by each player autogrow to size 3 if build before turn 3 and have a new good at the build location.
> The first 10 cities autogrow by one pop on turn 3 AND one other pop on turn 5
> Bonus: 5 caravans at turn 3
A huge map for 5 players is great.
[This message has been edited by slamp (edited May 09, 2001).]
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