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  • Does this mod exist?

    Is there a mod that improves the game AI without adding alot of extra stuff like new techs and buildings and etc ? I notice alot of people like how the AI is improved with the Apolyton Pack and whatnot but I dont like the other ways that it changes the game.

  • #2
    Sorry, not really. FrenzyAI was an early attempt to do this but it doesn't work very well.

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    • #3
      Re: Does this mod exist?

      Originally posted by RolandtheMad
      Is there a mod that improves the game AI without adding alot of extra stuff like new techs and buildings and etc ? I notice alot of people like how the AI is improved with the Apolyton Pack and whatnot but I dont like the other ways that it changes the game.
      The Super Apolyton Pack improves the AI but does not change the features of the original game, it is really CtP2 as it should be.
      "Democracy is the worst form of government there is, except for all the others that have been tried." Sir Winston Churchill

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      • #4
        He said he doesnt like the other ways it changes the game in Apol Pack, the only other changes i can think of are, city razing and maybe terrain values........
        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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        • #5
          The biggest change, IMO, lies in the cost of the advances which slows down the pace of the game and makes the science victory almost impossible to reach before the 2200 AD limit of the SAP2.

          I have reduced the science costs (they are still far higher than the costs of the original game, perhaps will I reduce them a bit again) and increased the time limit to 2300 AD as in the original game.
          "Democracy is the worst form of government there is, except for all the others that have been tried." Sir Winston Churchill

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          • #6
            Hmm i never had trouble in SAP2 getting the science victory, admittedly i did it only once because thats what i aimed for, it was very long but its definately possible. Maybe its also the removal of commerce for forest tiles would also affect it a little.... I think it makes more sense that forest tiles give mainly production and not commerce, production is probably the most important resource so it makes forests useful and not just terraform them to plains as soon as you can.
            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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            • #7
              Hrmm.. well doesnt it change the game alot? I never played Apolyton Pack by itself, always in conjunction with the City Expansion mod. I think it is the City Expansion mod that is screwed up. Earlier I thought Apolyton Pack was responsible for something but later I fingered it to the City Expansion mod.

              I only tried to play under Apolyton Pack once. My units kept wanting to move around by themselves, especially the settlers. I was like 'wtf?!'.. cant have that lol. I also know it screws around with thte techs and the library. Id like to keep it the way it is if at all possible unit Im real familiar with the game.

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              • #8
                The settlers moving on their own is a known bug with Apol Pack and you just have to put them in sleep mode if i recall correctly.... although i never encounted this myself.

                Ive never played with the city expansion mod except for early beta test so i dont know there.

                I also know it screws around with thte techs and the library.
                Yes it increases the tech costs to slow it down into the timeline so it can be a long game, but the Great Library should be the same.
                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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                • #9
                  As far as I remember two entries of the great library has been changed to reflect two minor changes in the game. The SAP2 is the only mod I am playing thus far and the only bug I know is the "Independent Settler" moving by itself (it only happens at the beginning of the game with the second settler when you have built your first city. As Maquiladora wrote it, put it asleep after you moved it until you create your second city). The other bugs are either common to all the mods (diplomod 3.6 or the AI frenzy, Peter Triggs even recommend to remove the later one) or are coming from the vanilla game.

                  About the Science Victory, I don't remember having reached it before the 2200 AD game limit until I tweaked the advances' science costs to speed up the end of the game which is a bit tedious IMO.
                  Last edited by Tamerlin; December 8, 2003, 21:58.
                  "Democracy is the worst form of government there is, except for all the others that have been tried." Sir Winston Churchill

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                  • #10
                    I've had no problems reaching science victory b4 2200AD in SAP2 a few times. Just remember to change any specialists to scientists whenever you can, especially if you capture AI cities as they love to jack up the farmers/entertainers.

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