Dale, thanks! I'll test those instructions soon. (And come back whining if those won't work )
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Apolyton Pack v1.0! CTP2 the way it should be!
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Am loving the Apolyton Pack, thanks so much for everyone's efforts.
Having some issues perhaps some can elucidate...
Playing on Gigantic Maps
1) After I hit End Turn and just prior to the AIs' turns (as indicated by the color turn bar), periodically the system takes FOREVER to advance to the AI turns. The turn bar is black, the End Turn button has stopped blinking, nothin I do has any effect until the first AI's turn starts. Sometimes its just a few seconds, but at times, the wait can be up to 3-5 minutes!!! Will the 1.01 update help? Has anyone else seen this?
2) Same game, I am very far into this game. The saved game loads fine, but when I hit end turn, as soon as the first AI's turn starts, the game crashes and unloads. Worked fine until this turn (2568?). I can't get around this and its pretty much killing me. Have I played too long? Is there a maximum year I can play to? How do I get around this?!?
Any ideas appreciated.
Thanks in advance.
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Morr-go:
Good luck mate.
Oddible:
Thanks. Now to your questions:
1 - Gigantic and the Ultra-gigantic maps take a LOT out of your PC. I have a P3-666 with 256 RAM and I get long slowdowns after a few hundred turns. This is probably what's happening.
2 - End game year in Apolyton Pack = 2200AD. Anything after that is lucky.
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City Walls
This mod is great. Very challenging. I am by no means an expert, so I am getting my butt whipped!
Question though. I am being attacked (frequently!) at my cities. Anytime I defend a city with a City wall I loose the wall. Is this intentional?!? I often loose pop too, but I kinda expect that. Loosing the wall really hurts. It is a one shot deal?!?
Just let me know if that is the way it should be or not. And thanks for making this great MOD.
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2) Same game, I am very far into this game. The saved game loads fine, but when I hit end turn, as soon as the first AI's turn starts, the game crashes and unloads. Worked fine until this turn (2568?). I can't get around this and its pretty much killing me. Have I played too long? Is there a maximum year I can play to? How do I get around this?!?
So you will see what will happen.
-MartinCiv2 military advisor: "No complaints, Sir!"
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Apolyton Pack update v1.02!
Here it is guys, the final update. I can now breath easy.
Fixes:
- Aqueduct bug where it didn't appear for some people.
- Air unit SLIC error. Slight modification to airunit.slc file.
- Terraforming. Hills now terraformable with Advance: Explosives.
Available from:
Secure Professional Online File Sharing, Storage, Editing for professionals. We offer a fast yet easy way to deliver and receive any file size in the cloud. Begin receiving financial, tax, QuickBook, loan applications through your secure CUSTOMER UPLOAD page . Flexible Plans makes it cost effective for all businesses.
Login name: hexagonia
password: hextapul
Go to folder Apolyton Pack and download the file apolyton_update_1.02.zip
Unzip the file to your base Call to Power 2 directory (default: C:\PROGRAM FILES\ACTIVISION\CALL TO POWER 2\ or C:\PROGRAM FILES\CALL TO POWER 2\).
IMPORTANT:
1. Read the readme.txt in the Apolyton Readmes folder. Has been updated!
2. You MUST start a new game and reload the Apolyton Pack through the Modswapper. The Great Library has been changed and must be updated.
Well, that's it for me. It's been fun modding for CTP2 and I thank everyone for their help/suggestions/compliments.
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As you might know I have tried to get a "perfect" gaming enjoyment a long time with MedPack. But I think I did not
got as many wars or city captures as other players. So what did I do?
I burned Apolyton pack and took that home.
My first game:
Normal size map, 8 players. Impossible and hardest barbarians(first time ever the hardest barbarians).
Weird things:
1. AI started to build wonder(pyramids) in second turn. And in turn three or four pyramids was ready. That was quite
fast wasn't that
2. Many AIs started to build wonders very early. That is ok if AIs are so much powerful than I and they get many
cities quite fast in the beginning of the game.
Barbarians:
I saw barbarians with catapults at the beginning of the game. I did not see one catapult unit but many. That felt so
unrealistic that I ended my game and started new one.
My second game:
Normal size map, 8 players. Impossible and level 2 barbarians(normal).
In first 50 turns I saw two wars!!! I was not in those but there were wars(there were only few wars in MedPack). In
turn 75 I gt third war. And in 86 I got the fourth. And in this point I really thought that this is CTP2 the way
it should be! I have not heared city capture sounds but from CTRL-K dialog I saw that at least one AI have been
beated quite badly.
I offered 100 money to my neighbor and he accepted that. But that fu**ing bastard did ask for another 100 money in
next turn(and he was angry)! I loved that! This is an another thing that I did not see with MedPack.
I will hear often slaver voice when someone gets slavers(but actually I am quite sure those slavers are taken from
orange player(than god ). So this means that slavers are used a lot in the beginning of the game. Good!
About in turn 90 I went to sleep but I checked CTRL-K dialog and saw that I suck a lot. I was totally a piece of
****. The number one was about ten times "bigger" than I. And if I remember right the number 7 was about 5-7 times
as "big" as I am. So I am really a sucker. This means that AIs will get more helps in the beginning of the game than
in MedPack but I do not think that this is a bad thing. Maybe this just means that impossible really is impossible
and usually players should play in second hardest level(not the hardest(impossible)).
I think that CTP2 could after all be a game worth to play!
Thanks modders!
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Day2.
I did not got my post sent yesterday(that post is above). So I played more yesterday evening. I saw one more war and
I saw one citycapture. There might have been more city captures but now I have confirmed one.
The game is still great and very hard I saw another AI. He had 10 cities and you can guess how many I had... I
had three cities in that point My starting point was too bad. There were only room for three cities. But now I
have expanded a little and I have 7 cities. And I am very slowly getting higher in CTRL-K list
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Day3.
Again... I couldn't send my post yesterday. I hope Apolyton works fine now.
Now I have seen almost 10 citycaptures. The game seems to be very good. There is only few questions. Does AI's make peace with other AI ever(with whom he is at war)? And what does it mean that AI's diplomat is meeting mine in even ground(or something like that it was(message popped))?
And I finally got my possibility to suggeeed in the game. In turn 207 I got monarcy. Now it is time to get those older advances(like slaverly etc).Jani
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Hey Janilxx
CTP2 does have potential, doesn't it!!!! That's what we been trying to say. (for all of you lurkers out there who are skeptical of the whole CTP series)
The settings in DiffDb do give the AI a lot of benefits. Some people may think this is unfair, but the fact is all of the civ-style games (CIV2, SMAC and I suspect CIV3) use this principle to help the AI - The settings in the out-of-the-box CTP2 game did not push the envelope enough, and actually made it easier for the human player to catch the AI when the AI had a lead.
That's no longer the case now...
As for the barbarians/catapult setup, the barbs are released as the most advanced unit available to any of the civs - it is entirely possible that one of the other civs has the ability to build catapults already.
But that can also be due to the fact that you are playing on the hardest settings. I do know that the Apolyton Pack settings are harder than MedMod (since those settings are from Cradle)
Good luckYes, let's be optimistic until we have reason to be otherwise...No, let's be pessimistic until we are forced to do otherwise...Maybe, let's be balanced until we are convinced to do otherwise. -- DrSpike, Skanky Burns, Shogun Gunner
...aisdhieort...dticcok...
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Originally posted by hexagonian
CTP2 does have potential, doesn't it!!!! That's what we been trying to say. (for all of you lurkers out there who are skeptical of the whole CTP series)
But when I tried Apol Pack I got the aggressive AI that I wanted. Now I have had many city captures and wars.
BTW does AI vs AI wars ever end?
As for the barbarians/catapult setup, the barbs are released as the most advanced unit available to any of the civs - it is entirely possible that one of the other civs has the ability to build catapults already.
But that can also be due to the fact that you are playing on the hardest settings. I do know that the Apolyton Pack settings are harder than MedMod (since those settings are from Cradle)
I have not been in wars because I have tried to be a nice guy to all AIs.Jani
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Well I'm back, but hold that curse word there...IT DOES WORK!
The instructions made me see the big picture and then after some thinking I tried something new and it it works!
Thanks a dozen for that, but say...do you know if there's any way to move back the "dead-line" (the game ends normally 2200 A.D if I remember right)?
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Originally posted by janilxx
BTW does AI vs AI wars ever end?
Needless to say, I prefer 3.5, and am happy with a more unpredictable and backstabbing AI.
Originally posted by janilxx
Yes I am playing hardest(impossible). And the start was hard. In fact it was not hard but I was just a really badly the worst player. Ten times worse than the number one. But I headed right to the monarcy and after that I got a good boost. And then I headed to the Diplomatic and recognized that I got republic with diplomatics too So my nation is republic and the year is 1AD. Now I am really getting upper in CTRL-K list. I suppose I am number 5 or 6(total 8) in rank.
If you want to try an experiment, go into the DiffDb.txt files for both ApolytonPack and MedMod and compare the numbers. You could boost the numbers in MedMod, so that the AI will get more advances/settlers/gold/PW at the beginning of the game.
Same with the risks.txt (goody hut and barb settings). Compare the two and see what you want to change in MedMod. My preference is to remove the ability to get free advances, and severely limit getting new cities/settlers, because those will greatly close the gap between the human player and the AI in the early going. The consequence is that you catch and overtake the AI a lot sooner, and then complain that the game is too easy I believe that adjusting those two files in MedMod will change the nature of a MedMod game.
If you want to take it further, compare MedMod's strategies.txt and Goals.txt files with the ones in Cradle/ApolytonPack. Those numbers will dictate the priorities for the AI including attacking, pillaging, exploring goody huts and so forth.
Morr-go
Locate the APOL.const.txt file (or whatever Dale used for his file prefix) - there is a line of text in there that determines the ending year of the game. Change it to whatever you want.
You will know it when you see itLast edited by hexagonian; August 20, 2001, 15:37.Yes, let's be optimistic until we have reason to be otherwise...No, let's be pessimistic until we are forced to do otherwise...Maybe, let's be balanced until we are convinced to do otherwise. -- DrSpike, Skanky Burns, Shogun Gunner
...aisdhieort...dticcok...
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Originally posted by hexagonian
If you want to try an experiment, go into the ...Jani
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