Drilling platforms certainly on tundra but only nature preserves on swamps and perhaps even increase the defence bonus to 50% for swamps to make them more useful.
Announcement
Collapse
No announcement yet.
Super Apolyton Pack! The Fan's Unofficial Patch.
Collapse
X
-
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.
-
Drilling platforms make sence, but that only makes swamps usefull in the later ages.
But take rice. This important grain only grows naturally in swamps, and as a crop only in man-made "swamps".
When, according to the people of Bangladesh, the area today known as Bangladesh was settled is was mainly swamp and was settled for two reasons. First it was firtile land, and secondly it was easy to defend.
Today many areas in Bangladesh yields three crops/year, and the land is able to sustain more than 100 million people. If you fly over Bangladesh, most of the year you'd think it was all flodded, but in reality it's farmed. Farming swamps require different technologies than farming drier land, but it can be extremely efficient seen from a yield/area perspective.
I recognices that many will not agree with me, so how do I make the AI use farms on swamps?Visit my CTP-page and get TileEdit and a few other CTP related programs.
Download and test SpriteEdit development build.
Comment
-
how do I make the AI use farms on swamps?
Code:TerrainEffect { Terrain TERRAIN_SWAMP Terrain TERRAIN_DESERT Terrain TERRAIN_GRASSLAND Terrain TERRAIN_PLAINS BonusFood 10 EnableAdvance ADVANCE_AGRICULTURE ProductionCost 200 ProductionTime 2 TilesetIndex 5 }
As a mater of fact I believe farms on swamps should yeld a little mor than farms on grassland, I would suggest +15 units of food, on swamps compared to the +10 for grassland, this will still leave grasslang better than swamps but not by so much.
Maybe farming swamps should requre som additional technology beside farming.
Code:TerrainEffect { Terrain TERRAIN_SWAMP BonusFood 15 EnableAdvance ADVANCE_AGRICULTURE ProductionCost 200 ProductionTime 2 TilesetIndex 5 }
That should do it. The AI does everything by priorities, and food is it's highest priority.
Comment
-
Originally posted by Peter Triggs
The AI does everything by priorities, and food is it's highest priority.
By the way if you haven't voted for CTP in the Top Games Series poll. Then you cvan vote until the end of this year. And don't forget to vote in the Top Single Game poll (not series), too.
CTP needs you.
-MartinCiv2 military advisor: "No complaints, Sir!"
Comment
-
I just started using the Super Apolyton Mod and I just love it. But I noticed a problem later into the game. Air units: When i moved them a error pops up saying "C:\Program Files\Activision\Call To Power 2\ctp2_data\gamedata\apol_airunit.slc:112: Array index 0 out of bounds" Then i click ok and the unit moves....but it does this everytime i want to move. Any fixes for it?
Comment
-
Originally posted by Manta23
Any fixes for it?
If you have already changed this line... well... I guess the others will be able to help you...
And they will...Last edited by Tamerlin; December 31, 2002, 12:08."Democracy is the worst form of government there is, except for all the others that have been tried." Sir Winston Churchill
Comment
-
Alternativly you could use the GoodMod version of the airunit.slc. I fixed the error out of bounds DebugSlic=Yes error. Just download and unzip the attachment into your ..\ctp2_data\default\gamedata\ folder. And search in that folder for a file called APOL_main.slc. Open this file with any text editor of your choice e.g. notepad. There you find a line like this:
#include "APOL_airunit.slc"
Replace it by:
#include "GM1_airunit.slc"
Finally reload your save game. Once it is reloaded you have to reload slic, to do this just open the chat window by using the apostrophe key (') and enter: /reloadslic
-MartinAttached FilesCiv2 military advisor: "No complaints, Sir!"
Comment
-
I'm not sure if this is where I should post this question,
but it is a multipart query, that addresses several modifications, and their compatibility with the SuperApolyton Pack. And as I know most of the modders
try to make their modifications compatible with other modders mods I thought it would be better to address all of these things at once, as opposed to addressing each one separately with their individual creators.
So I'll apologize ahead of time, if this is in the wrong thread. So on to the question.
iskallin, made a world map for the SuperApolyton Pack,
that to my understanding of what I read in its description allows you to play against all the available
races, who start out from their historical starting points, and this mod plays as a scenario. Do I undestand that correctly? and if so, has he made one yet that can simply
be loaded in a hotseat game (where I can pick the races available, and where they start) also can I play a hotseat game through the SuperApolyton pack? Next,
Martin Guhmann created the City Mod 2.1/City Mod English and City Mod 2 Graphics Pack, What is the Difference between City Mod 2.1 and the City Mod 2 Graphics Pack? and is one required to play with the other? Also are they compatible with the SuperApolyton
Pack? Next, Immortal Wombat created the Visible Wonders Mod, is it compatible with the SuperApolyton Pack? Also, the same question for his Natural Wonders Mod. Next, Pedrunn modified and expanded upon BlueO's City Expansion, is it compatible with the SuperApolyton Pack? Also, in regards to this, the description says once a tile is destroyed it can never be repaired, or reused much as a polluted tile, Why is this?
must it always remain a virtual slum (for lack of a better word)? can it not be repaired and reused later after acheiving the neccessary advances that you need to clean up polluted tiles? Next, Martin Guhmann created the Commerce Improvements for AI's, is it compatible with the SuperApolyton Pack? Next, to my understanding
almost all of these that I have mentioned require the
Apolyton Tile File by Pedrunn, do I also need Martin the
Dane's Tile Edit utility?
Well I think that about sums it up, and I hope this is understandable. I guess in a nutshell, I would like to have all of these features available in my CTP2 SuperApolyton game. Is that possible?
I'm pretty sure my system could handle it.
Also is there a list somewhere that shows what mods are compatible with what mods? and if not should somebody make one? to avoid extremely long complex
questions like this in the future?
If a tree falls in the.....er sorry got carried away.Where there's a whip, there's a way.; Tolkien "the Hobbit"
Comment
-
Well ill answer one.
Next, to my understanding
almost all of these that I have mentioned require the
Apolyton Tile File by Pedrunn, do I also need Martin the
Dane's Tile Edit utility?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.
Comment
-
Originally posted by RunsWithDwarf
Pedrunn, did you get my E-mail.
pbcavalcanti@hotmail.com"Kill a man and you are a murder.
Kill thousands and you are a conquer.
Kill all and you are a God!"
-Jean Rostand
Comment
-
Next, Pedrunn modified and expanded upon BlueO's City Expansion, is it compatible with the SuperApolyton Pack?
If a tree falls in the.....er sorry got carried away.Last edited by Pedrunn; December 31, 2002, 17:57."Kill a man and you are a murder.
Kill thousands and you are a conquer.
Kill all and you are a God!"
-Jean Rostand
Comment
-
RunsWithDwarf,
Since it will probably take several people to answer all your questions, it would have been easier to help you if you had ordered that post a little better - i.e. one question per paragraph (and maybe numbering the paragraphs). I'll give that (and giving some answers) a shot...
Originally posted by RunsWithDwarf
iskallin, made a world map for the SuperApolyton Pack, that to my understanding of what I read in its description allows you to play against all the available races, who start out from their historical starting points, and this mod plays as a scenario. Do I undestand that correctly?
and if so, has he made one yet that can simply be loaded in a hotseat game (where I can pick the races available, and where they start) also can I play a hotseat game through the SuperApolyton pack?
Next, Martin Guhmann created the City Mod 2.1/City Mod English and City Mod 2 Graphics Pack, What is the Difference between City Mod 2.1 and the City Mod 2 Graphics Pack? and is one required to play with the other? Also are they compatible with the SuperApolyton Pack?
Next, Immortal Wombat created the Visible Wonders Mod, is it compatible with the SuperApolyton Pack? Also, the same question for his Natural Wonders Mod.
Next, Pedrunn modified and expanded upon BlueO's City Expansion, is it compatible with the SuperApolyton Pack? Also, in regards to this, the description says once a tile is destroyed it can never be repaired, or reused much as a polluted tile, Why is this?
must it always remain a virtual slum (for lack of a better word)? can it not be repaired and reused later after acheiving the neccessary advances that you need to clean up polluted tiles?
[quote]Next, Martin Guhmann created the Commerce Improvements for AI's, is it compatible with the SuperApolyton Pack?[quote]
I *think* that's actually part of the AP already, but I'm not 100% sure about that. Someone else can answer that for sure, I hope.
Next, to my understanding
almost all of these that I have mentioned require the
Apolyton Tile File by Pedrunn, do I also need Martin the
Dane's Tile Edit utility?
Well I think that about sums it up, and I hope this is understandable. I guess in a nutshell, I would like to have all of these features available in my CTP2 SuperApolyton game. Is that possible?
Also is there a list somewhere that shows what mods are compatible with what mods? and if not should somebody make one? to avoid extremely long complex
questions like this in the future?
Comment
Comment