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Apolyton Pack v1.0! CTP2 the way it should be!

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  • The MyDocs Account is no longer public access. Get the files from http://www.geocities.com/hexagonia now.
    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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    • Hej,
      I changed the units.txt - now the Destroyer can bombard the shore as discribed in the manuel.
      Attached Files

      Comment


      • sorry about the spelling...

        Comment


        • Greetings !

          I'm a complete newbie in CTP2. I'm playing the game for less then two months and just came across this excellent website and the Great Man Dale
          I've downloaded and installed the necessary patch, mod swapper and the latest version of Apolyton Pack. It runs perfectly.
          Here is my question;
          I'm interested in Diplomod and FrenzyAI. The reviews were exciting. IIRC, since Diplomod and A.Pack are both created by Dale, does A.Pack boasts the same great diplomacy features as Diplomod ? And would I have any problems if I install FrenzyAI and Diplomod over A.Pack ?

          Thanks in advance,
          Tolga YANASIK
          Istanbul/TURKEY

          Comment


          • does ApolPack boasts the same great diplomacy features as Diplomod ?
            If I remember right diplomod is a part of the apolyton pack. So you do only need to use apolyton pack.

            I do not know about frenzy.
            Jani

            Comment


            • AP and AI's, et all...

              Well After playing the MedMod for most of the summer, I decided to try the Apolyton Pac.

              It's been an interesting time trying to get used to the way the game plays. I have encountered some things that I still dislike about the mechanics of things like upkeep, units movement, and upkeep, but as a whole, the AI is at least keeping close.

              I have discovered on disconcerting problem: you can't save and restart games with 31 AI's on a Gigantic map. At least not in W2k. When I finally get my old W98 machine pieced back together after having the motherboard die, I'll have to test to see if it is the size of the saved game or the way it is save that is screwing it up.

              Playing on a huge map with 7 AI's has been challenging, but the inevitable has happened, where I pull ahead on Advances and then can't afford to mount a half decent defense force. Currently, I am had to convert from Pikemen and Archers to Musketeers and Cannons. I have had to keep 3 standing armies in the field to prevent one of the AI's from getting uppity on one border, so I have only a musketeer and a cannon in each city, with a few spies and some old Ironsides on picket duty.

              As I go over the files for the units, I keep seeing where the upkeep costs are still a little out of line with the production a civilization can create. My largest city is only 21, and that took until the AD 1800's to get there, while the AI has had cities of size 28 for about 800 years...

              I'm hoping that when I go to combine some of the mods into one, that I can make it so that if it is cheap to maintain a sizable army, navy and air force, that the AI will take a chance and go after the player's cities that lack a decent garrison
              "Not the cry, but the flight of the wild duck,
              leads the flock to fly and follow"

              - Chinese Proverb

              Comment


              • bug/weakness in diplomacy?

                hi,
                noticed one bug, not sure if it was around before.
                (U-big,15AIs,Hard) I have a couple AIs in good relationship; whenever I decide to get some cash, just go and ask for it from any of them, threaten to declare war and get it, repeat until they've got 0 (believe it's 0, since they give me less than I ask).
                since I keep on giving some advances (to make use of their research power by trading), they look pretty ok with everything..
                btw, I was thinking for a way to add city trading/selling, advance sale would be nice, no?
                v

                Comment


                • I dont know if it a bug or something that is wanted.
                  My max size of cities is 61. Growth 0 after it.
                  I have every building built that has something to do with overcrowding or max population.
                  (in fact every building is built that is not about defense)
                  If its normal then i dont know how to get populations above 1.000.000 or even 5.000.000 as indicated in the highscore.
                  Goverment is virtual democracy.
                  Current year is 2101.
                  Difficulty is hard.
                  Allready fixed a bug with the hospital.
                  The building wasnt working at all at first but i found the file and fixed it.
                  But i havent found any other mistakes with other buildings yet.

                  Tell me if its intended or a bug and if its a bug maybe you know where the bug is
                  Thx in advance

                  Foro

                  Comment


                  • Hi,

                    I downloaded AP about a few weeks ago and started to play after reading the post. I usually play on very hard, max barbarians, and gigantic map, on medmod, but I got mad that the AI was always going broke and wasn't happy enough, so they lowered production and as result had little pollution, it's 2070 or so and there have never been any dead tiles, I mean come on that is so wrong. I still play medmod, out of loyalty for Wes and the Game is still Ok, just not great, and I like the new stuff. I started a game on hard, marauders, 8 players, and large map, and all I could think was WOW after a couple of turns, about 2000 or so BC.

                    all my AI players have at least one or 2 size 10+ cities and a lot of farms. One question, wasn't the Aqueduct needed before size 7 in the original? What's the point of having it available so early If it's not needed so early? I got Phalanx at about 2500 or so, isn't that unrealistic. I recently started to slave the Orange guy( the only one I have contact with) and as soon as I slaved it declared War. Is slaving considered an act of war(Yes I have never done it before!), and was it an act of war in the original?

                    does the AI pollute a lot in the game and if so do dead tiles appear at a reasonable time, 1950 or before? In the original I remember, the Agressive AI polluted like crazy and had their city's influence almost complete full of dead tiles. I want that Agian, maybe a little less. I also remember they had 200+ units, but never attacked me, even at war, and they could have whooped me bad even though I was more advanced.

                    I've got an AI question, does the AI start out knowing who it's going to pick on, or who is going to pick on them, or do they just choose at random during the game. EX: orange guy always fights the purple guy.

                    Edit: 9/22/01

                    well I't's 700 bc now, and I have 5 cities and my largest Is size 11. A clarification about my post, I didn't mean I was in 2000 bc, I meant this is when I said wow. even though It's 700 BC I'm still last in the power chart, but I'm catching up. WOW! As you may recall I started slaving the orange guy(Italy I think). I now have 2 slavers, and they have already taken 5 citizens. One thing I noticed though, he is populist zealot, and he hasn't built any walls. Well I'm starting to love the slaving sound now. Woosh, Woosh, Woosh! (that's the sound right) Didn't the slaver used to say " HA HA! YOU'RE MINE!" or am I remembering CTP1?

                    the barbarians are really good also, they attack me right when they see me. I'ts 700BC and the largest city I've seen is size 16 are there going to be size 20+ cities soon.

                    I noticed something in diffdb in the advance cost line it says:

                    # % amount to multiply advance cost by per age for ai
                    AI_MIN_BEHIND_TECHNOLOGY_COST 1.0 1.0 1.0 1.0 1.0
                    AI_MAX_BEHIND_TECHNOLOGY_COST 0.4 0.5 0.6 0.7 0.8

                    shouldn't it be:

                    # % amount to multiply advance cost by per age for ai
                    AI_MIN_BEHIND_TECHNOLOGY_COST 1.0 1.0 1.0 1.0 1.0
                    AI_MAX_BEHIND_TECHNOLOGY_COST 0.8 0.7 0.6 0.5 0.4

                    this seems to make more sense to me, since the advance cost are so high in the later ages, this might help the AI keep up in science.
                    Last edited by Cube; September 22, 2001, 13:35.

                    Comment


                    • Hey, how the hell do you all manage to get into 'MyDocsOnline'.
                      I type in the ID and password and get rejected.
                      Have the codes been changed, I,ve tried with and without capitals.






                      Comment


                      • MyDocs is no longer a public area since Dave had to start paying for it, but you can get the Apolyton Pack at Hex's website here or maybe here I'm not entirely sure. To be safe, follow the link in his signature
                        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


                        • fix for Aristotles "twin"

                          hi there

                          since i made the fix concerned i will now try to correct the problem

                          the file that needs change: APOL_wonder.txt

                          the first entry of that file should read as follows:
                          Code:
                          WONDER_ZERO_IGNORED {
                             DefaultIcon ICON_WONDER_ARISTOTLES_LYCEUM
                             Description DESCRIPTION_WONDER_ARISTOTLES_LYCEUM
                             Movie MOVIE_WONDER_ARISTOTLES_LYCEUM
                             EnableAdvance ADVANCE_PHILOSOPHY
                          
                             ObsoleteAdvance ADVANCE_AGRICULTURE
                          
                             ProductionCost 1
                          }
                          ##########################################
                          ##################
                          (note: these # should be on one line like in the rest of the file)
                          i havent tested it but it should clear up the mess and still fix the problem with getting notice when AI begins/ends constructing the lyceum

                          hope you can use it

                          Klaus
                          Last edited by kaan; October 15, 2001, 18:28.

                          Comment


                          • Hi, I'm getting an error message in a Multi-player game, that i'm not getting in a single player game..... We're both running v1.11 patch, and Apolyton Pack 1.02 (the same exact files cuz he got them from me )

                            Well anyway the error msg is : DIP_InitDiploState, function _IsHumanPlayer : Wrong number or arguments

                            I took a look at the diplomod.slc and compared it to an old standalone version and it was the same (1 arg, player[#])

                            We change DebugSLIC=No in userprofile.txt as per the readme, and don't get the errors anymore, but i'm afraid it's not executing those lines it thinks are errors....

                            Any help would be appreciated, as Civ 3 won't have multi, so we'll be playing this for awhile

                            thanks.

                            Comment


                            • Originally posted by habitualuser
                              We change DebugSLIC=No in userprofile.txt as per the readme, and don't get the errors anymore, but i'm afraid it's not executing those lines it thinks are errors....
                              It does use the lines, or it would come up with errors over missing brackets and stuff like that. The DeBug line just makes the game less sensitive to non-lethal errors, so if it seems to be working fine, then it is working fine.
                              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


                              • Could not open APOL_const.txt

                                Indeed, the above file doesn't seem to exist.

                                Anyway, to explain what I'm on about, I'm trying to use the Apolyton pack. I've followed the instructions as to how to install it:

                                0. I uninstalled CTP2
                                1. I reinstalled it
                                2. I installed the CTP2 1.11 patch
                                3. I ran the game briefly, creating user-wotsit.txt
                                4. I edited said file so debugslic=No
                                5. I installed modswapper
                                6. I installed pack 1.01 (one file only, unpacked and placed in the top-level folder of the game installation)
                                7. I installed pack 1.02 (replacing the relevant files in the folder of the same name - i.e., merging with the existing folder)
                                8. I ran the game, and as the loading bar appears, I get:

                                "APOLUL_const.txt not found in asset tree"
                                I press OK, then:
                                "Could not open APOL_const.txt"
                                I press OK, then the game crashes and windows tells me it is closing it.

                                Any ideas? I'm using Windows Me.

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